Increase game round to 4, reduce interceptor combat range, arsenal bomber, launcher launch 3 "fighter bomber"

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

Moderator: Oberlus

Post Reply
Message
Author
jinlanid
Space Squid
Posts: 88
Joined: Mon Aug 12, 2019 9:26 am

Increase game round to 4, reduce interceptor combat range, arsenal bomber, launcher launch 3 "fighter bomber"

#1 Post by jinlanid »

Currently the game has 3 round. If a fighter is launched at round 2, it can only fight for 1 round, which is very inefficiet.
4 game round will unlock a new play style "more bay than launcher".
This will make plasmic hull "really" a capable warship.

If we have 4 round, flak will be much more powerful, because it can shot at most 9 fighters. But if you have more bay than launcher, fighter will be much cheaper, negate that. Maybe up some price.

-------------------------------------------------------------------------------------------------------------------

Part 2, reduce interceptor combat range.
Currently interceptor is overpowered. It can kill bombers, block canon round, damage enemy ships. Makes bomber almost useless.
Reduce combat range, means they can only fight at own fleet, can not attack enemy interceptor or ships.
So if you have many interceptors and enemy don't have many bombers, then its just an expensive defense system. Still powerful but not very OP.
Have too many interceptors will make your fleet over protected, not a good design.

-------------------------------------------------------------------------------------------------------------------------

Part 3, arsenal bomber
Currently bomber is too weak. Arsenal bomber means:
1 Bomber can fires before interceptor's come. ( long range attack mode )
2 Bomber may need someone to help lock target. Can be "fighter bomber" or setient hull. That means at the start of bomber's attack round, you must have at least 1 "fighter bomber" or setient hull alive on the battle field. If true, bomber will turn into longe range attack mode.
3 Bomber can also fire without others to help lock target. In that case, bomber can not fire before interceptor's come. They may be killed before they can fire.
4 Bomber fire all its ammo in one round. If not killed, then recollected. Not relaunchable.
5 Bomber is protected by "fighter bomber", which means interceptor must kill "fighter bomber" first before it can kill bomber.
6 Bomber can't do air combat.

--------------------------------------------------------------------------------------------------------------------------------

Part 4, launcher launch 3 "fighter bomber"
If we reduce interceptor's combat range, then "fighter bomber" will be much more needed, because only "fighter bomber" can kill enemy interceptor.
Launcher launch 3 "fighter bomber" can be easier to design.
Bomber need "fighter bomber" to protect. Interceptor can launch 4 per round, if "fighter bomber" can only launch 2 per round then, ship design will need many launchers to provide enough "fighter bomber" to protect bomber, makes "fighter bomber" much more expensive.
Last edited by jinlanid on Tue Feb 11, 2020 5:58 pm, edited 2 times in total.

User avatar
swaq
Space Dragon
Posts: 384
Joined: Tue Aug 20, 2019 1:56 pm

Re: Increase game round to 4, reduce interceptor combat range, arsenal bomber, launcher launch 3 "fighter bomber"

#2 Post by swaq »

jinlanid wrote: Tue Feb 11, 2020 6:24 am Currently the game has 3 round. If a fighter is launched at round 2, it can only fight for 1 round, which is very inefficiet.
Fighters are currently launched in round 1, fight in rounds 2 and 3.

User avatar
LienRag
Cosmic Dragon
Posts: 2219
Joined: Fri May 17, 2019 5:03 pm

Re: Increase game round to 4, reduce interceptor combat range, arsenal bomber, launcher launch 3 "fighter bomber"

#3 Post by LienRag »

swaq wrote: Tue Feb 11, 2020 2:48 pm Fighters are currently launched in round 1, fight in rounds 2 and 3.
I think that the OP means that with a four-rounds combat it would be a possibility to have a second volley of fighters lauching in round 3 (to compensate for the losses in turn 2) and still have them useful.
Right now it is possible of course to launch fighters in multiple volleys but it's mostly a waste.
Having Heavy Hangars unlocked later in the game (doubling the numbers of fighters in a hangar) would then have some use.

I experimented with 4-rounds combat a bit and liked it, the main problem is that Dyson Forests and Maintenance Ships kill Reinforced Hulls Scouts and standard Symbiotic Outposts and Colonies, which changes completely the gameplay, in a bad way imho.

It's not obvious how it affects the relative power of fighters against other ships.
Obviously unopposed fighters fare much better, but when one puts enough flak against them then the last turn allows for regular ship weapons to target the enemy ships now that the chaff is dead.


Post Reply