Chaff spam

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Oberlus
Cosmic Dragon
Posts: 1941
Joined: Mon Apr 10, 2017 4:25 pm

Chaff spam

#1 Post by Oberlus » Thu Feb 13, 2020 1:21 pm

Small hulls like symbiotic (12 PPs), spatial flux (11 PPs) or compressed energy (5 PPs) can make for very cheap chaff.

Compared to the costs of weapons (MD/Flak 20 PPs, Hangar+Launcher 45-55 PPs, DR 60 PPs), those are very cheap.

Chaff against is very effective against bombers/fighters because you can have 4-9 small empty hulls for the cost of a single hangar+launcher.
It is also very effective against late game direct-shot weapons, because of their lower fire rate and increased cost per shot.

You can build six empty symbiotic hulls per each full bomber symbiotic carrier. One symbiotic bomber can kill two symbiotic bombers (if no flaks/interceptors/fighters) and survive if accompanied with the 6 symbiotic chaff (14 hits total, 2 bomber carriers could deal 16). Add some interceptors to the mix and chaff is still better.
Same happens with other hulls and weapon combinations

What do you think of upping cost of all hulls to make chaff less obvious?

(There's a game rule for it that can be set up in the galaxy settings at game start.)

Ophiuchus
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Location: Wall IV

Re: Chaff spam

#2 Post by Ophiuchus » Thu Feb 13, 2020 2:00 pm

Did you run the numbers for making hull cost more expensive vs part cost? What are the balancing effects?

Else I think we should wait after hard targeting, default 4 combat bouts and gamma ray slingshot are integrated.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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Oberlus
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Re: Chaff spam

#3 Post by Oberlus » Thu Feb 13, 2020 2:41 pm

Ophiuchus wrote:
Thu Feb 13, 2020 2:00 pm
I think we should wait after hard targeting, default 4 combat bouts and gamma ray slingshot are integrated.
Agree

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