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« on: November 30, 2017, 08:49:43 pm »
I like the disengage mechanic so far. I assume that they are not going to be sitting there doing a timeout and are going to be actually disengaging, attempting to get out of range of any enemy weapons as quickly as possible. I'm pretty sure there is a modded in computer upgrade that does that, the ship simply tries to physically disengage changing it's AI to evasive, it simply attempts to move out of range of enemy ships and maintain that distance while hopefully other ships in the fleet fight.
You don't need a new fleet for that, just the same as you can have ships that are set to bombard from range and ships that swarm in the same fleet. When the ships hit 50% and decide to bug out they simply change their AI engage distance to some reasonably high number, and the ship will just turn around and attempt to physically get away, it can still get shot while backing off, and depending on the range of your enemy's weapons, may not be able to escape. It's as simple as just changing the ship's AI mid combat which I think mods can already do. If all ships remaining in combat are all in disengage AI it simply triggers emergency warp for you. Do I know paradox is going to do it that way? No. But it seems reasonable, and seemingly not beyond even current modding capability.
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Upping fire speed against larger groups, seems a little silly. Maybe as a admiral trait it could work with the explanation they gave, but it does not make sense baseline, sure there may be more targets to shoot at, but there would be more targets in a bigger more even engagement as well, yet there is no benefit there. An argument could be made for friendly fire, but then why is there no fire rate increase for the start of the battle when everybody is still in formation and firing anywhere vaguely straight ahead is going to hit an enemy? The fire rate would make for 1 or 2 extra hits, that are likely just going to hit shields, or be cleared with autorepair traits or tech, which seems entirely too easy to get.
You'd better simulate this with a chance of a missed shot hitting another member of large enemy fleets than a fire rate increase. Same almost nonexistent handicap advantage, better explanation. Or hell just make all missed shots when in combat have a chance of hitting any ship within a cone around the the target. Larger fleets will still be disadvantaged, since they have more ships and a better chance of being in that cone, and it gives a point to swarm AI because you can make fast evasive ships charge the enemy formation in hopes of making them hit eachother as they try to hit the evasive little fleas.