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ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.

GDD 15 - Fighters & Bombers

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7 years ago
Aug 15, 2017, 7:38:59 AM

Cant medium range weapons fire on short range flottila?


If this is true, a dedicated thread should realy be created for this


As far as fghters and bombers go I wold think that these transcende the various flottilas and only travellingtime to the target is effected

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7 years ago
Aug 17, 2017, 12:46:21 PM

Sounds pretty reasonable Kynrael.


If I may push for one thing, it would definitely be separation of Flak from Kinetics. For one thing, the size of anti ship guns should make them pretty bad at anti-fighter/anti-missile roles. 


The second consideration is that if this happens, then it could open up the possibility of making dedicated flak ships to protect a flotilla. Or possibly adding that role to support ships.

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7 years ago
Aug 17, 2017, 9:37:39 AM

Hi !


First off, to those that wanted to see the UE Fighters & Bombers: we are keeping them as a surprise for the update release :) They're worth the wait, I promise you! Ok, I'll stop being a tease now and try and answer as best I can all of your feedbacks!


@Zolobolo:

Currently, kinetics are flaks. As we plan on nerfing them to counter balance their defensive use, if Large ships decide to go for Kinetics they will lose that extra edge Fighters & Bombers can bring, or even other weapon types. Also, you've mentionned Freespace 2 a few times - I'll have to try it out! (I've only seen a few gameplay videos).


@Miniboobs:

Yes, the idea is that fighters are still the best anti-squadron alternative, but the flaks can help adding that extra damage. As for visuals, we're going to do the best we can to provide the most cinematic experience possible!


@plutar:

Dividing flaks from kinetics is something we are considering more and more. Currently, we'll stay on course with our gameplan and see how everything works out, then balance everything out accordingly! (F/Bs are a big addition to the space battle after all). With this could come more specialized roles for ships.


@Strungest:

We're trying to adress the kinetic supremacy by nerfing it and bringing beams up to medium range (with a cooldown penalty). We'll see if that works! Also about AoE, this might feel weird (an explosion big enough to damage more than one Ship would also impact the bombers dropping the bomb...)


@Dragar:

We are considering upping morale bonus and to check how we can improve ranges. Big shoutout to @Cat-o-Nine-Tales for the tests he's done on his side and bringing this up in such a detailed manner.


I hope I've answered to satisfaction - there was a lot of feedback to adress!


If you have any more questions / feedback, don't hesitate :)


Cheers,

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7 years ago
Aug 16, 2017, 1:25:30 PM

The above points seem logical except for range limitation: if range of weapons is not taken into consideration, this should never be a hinderniss.

When a flottila has finihsed of its peer, it should proceed firing on the closest vessel in the next closest lane and so on


The above table supports a model which I was assuming from the start. Whenever a side choses short range engagement, it will alwas come to short range in the end on that lane.


Now: combining the two above principles, the exploit mentioned before should not be possible


BUT:

Fired up a large fleet battle and tested the above. It seems that fire arc limitation has prevented my left lane to fire on the enemies opposite to my right lane even thouhg the enemy had no other flottilas left, my left lane contained long-range capital ships and the intended engagement range for my left lane wost long range


So the exploit does seem to occur (possibly due to firing arch limitations), but this should not effect bombers and fighters:

  • Small crafts should prioratize enemies in their own lane in accordance with existing mechanic
  • Once opposing forces have been wiped out, they will carry on to the next enemy lane
  • Since small crafts do not have firing archs, the exploit should not affect this mechanic

Now, what could be a problem is the consideration if flak should provide cover to other flottilas if they have nothing else to do, as these cannons are limited by facing direction


Updated 7 years ago.
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7 years ago
Aug 16, 2017, 11:39:50 AM

For the sake of properly discussing the Fighters and Bombers, let me try to illuminate the combat system. Keep in mind that the information I am relying on may be slightly outdated.



  • Before the battle, both sides distribute their fleets into up to three flotillas. At least 6CP are needed to access two flotillas, and 10CP to access 3 flotillas. (Might be number of ships; I'm not 100% positive on this one).
  • Both sides pick a battle plan that defines a range intention for each flotilla.
  • Based on the range intentions of opposing flotillas, the battle is divided into three combat phases, as shown on the table below.

    Long
    Medium
    Short
    Long
    Long - Long - Long
    Long - Medium - Medium
    Long - Medium - Short
    Medium
    Long - Medium - Medium
    Medium - Medium - Medium
    Medium - Short - Short
    Short
    Long - Medium - Short
    Medium - Short - Short
    Short - Short - Short
  • These range intention matches also determine the exact trajectory the flotillas follow during the battle, with trajectories defined for the 6 possible matches, as well as three for unopposed fleets. These trajectories are the same no matter which lane they occure in.
  • The enemy fleet in the same lane is condiered the primary target, and the flotilla will prefer to attack those ships. When firing at their primary target, the range modifiers are determined only by the above table, regardless of actual distance between the ship models in the combat simulation.
  • If they can not attack them, for example due to range limitations or no more targets surviving in their lane, they will fire at targets of opportunity. Unlike attacks against their primary targets, these attacks measure the actual distance to target to determine the range pbracket (at least that is the most current information I have.)
  • Of note: Weapons have limited firing arcs. Broadside weapons cover a 120° arc to the sides of the ships, turret weapons cover a 270° arc facing forward (i.e. only the 90° slice behind the ship can not be targeted by turrets)
  • Kinetic weapons shoot at incoming missiles. As far as I know, missiles have 100HP (except for the one with 50% Salvo HP bonus), and a kinetic weapon deals 4x its Flak damage in DPS at 100% accuracy out to medium range.
  • Plating and Shields offer damage reduction. As a rule of thumb, 1 point of Defense offer 1% effective HP (i.e. the amount of damage needed to kill the ship) to small hull, 0.4% effective HP to medium hulls, and 0.2% effective HP to large hulls. However, this is modified by penetration (kinetics penetrate shields and energy penetrates plating), and the maximum damage absorbed by shields.
  • Having more flotillas in the battle than your opponent provides a bonus to your ships (10% accuracy and 5% damage oer flotilla)
  • A ship at full manpower receives a 20% damage boost.


I think that covers about everything important about the battles.

And seeing the confusion about how the battles actually work, I'm starting to think the tutorial needs to be improved.

Updated 7 years ago.
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7 years ago
Aug 16, 2017, 9:42:36 AM

No, because long range preceeds short. Your fleet might not always survive getting into short range, when your opponent started with long.

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7 years ago
Aug 16, 2017, 7:59:52 AM

That sounds like a risky concept for sure as the intention of the chosen tactics probably does not change the effective range of the ships :)


Thus if I chose to follow a short-range design, even if I "intend" to engage in long range due to the enemy only having long range ships, my ships will not fire right?

This puts long range designs at a clear advantage as 2/3 of the intended tactics simply do not work against them. There is no mathematical sense in choosing another loadout+tactic


Logically the "intended" range for ships with short range design is short range. Thus the tactical maneuver always needs to try to go into short range whatever the target is (even and especially if it is outfitted with long range guns :))

Updated 7 years ago.
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7 years ago
Aug 16, 2017, 6:33:23 AM

@Zolobolo You specify not range, but range intentions. For long vs long, both flotillas will stay at long range for whole duration of the battle. Long vs middle will close to middle and stay there. Short vs short will start at short range and so on. Middle range becomes the most often range you'll see.

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7 years ago
Aug 15, 2017, 5:01:37 PM

Coming as someone who has not experimented around with this, my assumptions would be that:

  • Each flottila first engages their respective range peer (long vs long; medium vs medium and short vs short)
  • After 33% of tactical combat time, long range flottilas come in range of enemy medium range flottila AND medum range flottilas come in range of short
  • After 66% of tactical combat time, long range flottials come into range of enemy short range flottilas

Thus in the end, all 6 flottilas should be shooting at each other in short range


Thus short would be the most effective range loadout overall, but will also take the most damage, as it can be poundered for 66% off the time withouth being able to return fire. It should be able to fire on long range vessels though in the last third (annd on meium in 66% of the time) - sooner or later they NEED to get in range as that is the logical goal for them to do.

Updated 7 years ago.
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7 years ago
Aug 15, 2017, 8:29:03 AM

For the people discussing the issue of cross-flotilla targets of opportunity, I'd like to share this:



Both pictures show the same battle with a short-medium-short battleplan on both sides. The top is unmodded and the bottom with the flanking fleets mirrored instead of just translated.

Note that in the first case, my fleet on the left would not be able to fire on anything else if they managed to kill their opponents, since all the enemy fleets would be in the 90° deadzone behind them where not even the turrets can reach. And even if they could fire, the distance between them and the closest other flotilla is definitely in the long range bracket. (If I read the xml files right, the range increments are 1-10 for short, 11-20 for medium, and 21-60 for long, but don't hold me to that.)

And this is not even mentioning the fact that both cases still look like 3 separate battles just happening close to each other, not two unified fleets engaging in a well-planned battle.


And that is why I never use beams, and stack my entire fleet in the center: All of my guns get something to shoot at, with a good chance that the enemy loses a chunk of firepower. I can see bombers becoming go-to weapons simply because they might circumvent these lane issues.


EDIT: For the sake of argument, here are the results without and with fleet concentration. Note that this battle was fought around a black hole, and both fleets were using projectiles, but my Kinetic spam completely negated all the missiles the Unfallen fired. In either case, the concentrated firepower of stacking scored me a kill, and while watching the battle I even noticed once of their flotillas, though armed with missiles, didn't start firing until halfway into the battle. So they effectively lost about a sixth of their damage output (at least), pretty much negating the morale bonus.


Updated 7 years ago.
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7 years ago
Aug 19, 2017, 1:00:51 AM

Definitely Slashman, if flaks were bound to coordinator and escort ships it would greatly increase the utility of how you would A)attack and B) defend against fighters and bombers, and then theres always the gamble that is about your opponents using them or not,  Fighters and bombers will be great, especially as they add utility to the other class ships to help define there roles.  A great way to do that, is seperate kinetics from flak, or maybe allow short range beams to the ultimate fighter defense, like somebody mentioned in freespace 2, Great game that was btw, nothing scarier than skirting a cap ship to have it fire a beam at you.  

Anyway just food for thought, all good stuff exciting to see this addition on the table!


A) Short range beams ultimate fighter defense adding to there utility,

B) Including a flak cannon either built into the class of the ship or utility slot, increasing viability of the troop/escort/gaurdian class ships.


C) Bombers vs Fighters in there own right, seperate health, maybe based ona  number of operating fighters and bombers that increases similar to regaining manpower on a fleet. Like your carriar can rebuilt fighters and bombers slowly in enemy territory, but orbiting a friendly planet the pace could be greatly increased.  


There are lots of great ideas and great things that fighters and bombers will add in depth to this game, looking forward to it!




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7 years ago
Aug 15, 2017, 5:44:58 AM

Strungest is right. If a fleet without long range weapons finishes their section of the fight, they are dead weight for the rest of the fight, for it takes long range weapons to fire into other areas of the battle.

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7 years ago
Aug 15, 2017, 2:04:35 AM
Dragar wrote:
Zolobolo wrote:

Hold on: If you stack all ships in fleet into a single flottila, aren't all 3 enemy flottilas just going to engage that single flottila?

Sure; at long range. Basically you can stack all the flotilla bonuses (shield recharge, point-defense coverage) into a single flotilla, and guarantee 3 stages of long-range combat. Unless the opponent also stacks their entire fleet into the same flotilla. Which is hardly the dynamic battle system hoped for. 

This, is in general, the only viable strategy. Doing anything else opens you up to huge risks for no actual gain. You can test it yourself in a multiplayer game with a friend. The one who stacks a flotilla with long range kinetics and a few missiles and picks a long-range tactic card will win against anyone who doesn't do the exact same thing. the "moral" bonus is laughable.


This game has great potential, but this needs to be fixed. All the interesting mechanics end up pointless and useless due to this mechanic. 

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7 years ago
Aug 14, 2017, 9:17:12 PM

Well those complaints are somewhat inline with mine, I just want to see fighters and bombers make utilty to the other class ships and negatate the stacking of ships in a single flotilla.  I feel that if implemented correctly they could force the use of multiple flotillas in larger battles, which would make for great added depth of stradegy.  In multiplayer currently all you do is stack a lane, pick your tactic and go.  Making short range beams the anti fighter weapon would add to there utility considerable, because as is they are struggling.  What use is a gun that won't ever fire unless you both picked short range on the same flotilla.  Granted when it does fire, it means buisness, but its not worth the risk.  The stacking everything in one lane should be a terrible strategy instead of being the only current strategy.  Fights and Bombers have the chance to add utility to a lot of the escort vessals, increasing there use.  I would love to see hunters have dissadvantages against fighters, gaurdians strength against fighters, and modules that affect the use of your strategies.  


What I would hate to see, is fighters and bombers be effective accross the board, and something we race to tech too and only use one single class of ship.  Right now the gaurdians and the hunter class are too expensive and fragile to bother with in multiplayer, a tier 2 attack is cheaper than a tier 1 hunter, and can do more damage accross more flotillas.  I would love to see a base HP increase on the bigger ships to increase there survivability.  I like the idea of having fighters also have battle cards to protect hunters, protect the fleet, ect, or to focus on protecting a particular flotilla lane.  Like be able to assign all fighters to protect a given flotilla lane, and possibly give fighters the ability to intercept missles?  to offer some kind of fleet defense.  


I just want more than anything to see all the ships serve a useful function in a armada.   The only reason for escorts currently is speed buff or additional troops, both can be negated with a hero or upgraded MP.



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7 years ago
Aug 14, 2017, 5:46:33 PM
Zolobolo wrote:

Hold on: If you stack all ships in fleet into a single flottila, aren't all 3 enemy flottilas just going to engage that single flottila?

Sure; at long range. Basically you can stack all the flotilla bonuses (shield recharge, point-defense coverage) into a single flotilla, and guarantee 3 stages of long-range combat. Unless the opponent also stacks their entire fleet into the same flotilla. Which is hardly the dynamic battle system hoped for. 

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7 years ago
Aug 14, 2017, 4:27:24 PM

Hold on: If you stack all ships in fleet into a single flottila, aren't all 3 enemy flottilas just going to engage that single flottila?

If not, that seems like an exploit possibility and moving ships bettween flottilas mid battle is probably not an option


Bombers would ingore flottilas though right? They would attack from any flottila if they do not have enemy in the correpsonding flottila, and thus counter the stacked fleet which itself would not be able to return fire in all circumstances


Admittedly, I have not played around much with flottila compositions. Mostly used a screening flottila with armour and short range lasers with a long range rocket fleet... Honestly the reason is that I didn't realy get how the selected tactics apply to the battlefield: the tactical battle does not seem to follow the arrows displayed in the command window... but again, small crafts could and should ignore these lines right and their mechanics traverse them

Updated 7 years ago.
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7 years ago
Aug 14, 2017, 12:17:50 PM

The 'stack all the fleet in one flotilla' issue is real enough. It hinders beams (which already struggle). I'm not sure AOE effects on bombers is right, but I'd like to know how to resolve this. 


Maybe ships in a lane with no enemies should have a strong bonus to their attack power (since they are not under attack and don't have to power densive systems, etc.).

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7 years ago
Aug 14, 2017, 4:26:20 AM

I don't like this new system.

Currently: Stacking kinetic all in the middle flotilla and sticking at long range is the best strategy. There is no hard counter to it. Every other "all in" strategy has an obvious hard counter. Close kinetics lose to beams and long lasers. Long lasers lose to missiles. Missile lose to any kinetic.


Long kinetic hard counters missiles and beams, and only loses to long lasers sometimes, which you can often deal with by just having a few more ships than them. it's even crazier if you stick all of your long kinetic in one flotilla where they all benefit from the fleet shield and the fleet repair support modules.

Building a non-long-kinetic fleet is just a risk that isn't worth it under any circumstance.


This new mechanic doesn't really add anything new, fixes nothing. Large ships aren't a problem now because they cost too much, are too fragile and are buried too far in the tech tree. There is no "anti-large-ship" mechanic needed in the game.


The game needs a reason to not just field long kinetics, and a reason to not stack all your ships in the middle flotilla.


My suggestion:


Have bombers do AOE damage to all ships in the enemies’ flotilla with the largest number of ships. Have fighters be able to fight bombers from any lane, but do very little against ships (don't really need fighters honestly). Have beams just decimate every fighter/bomber in their lane, and have kinetics do nothing against fighters and bombers.


Fighters kill bombers in any lanes ok-ish (1 fighter makes 1 bomber ½ as effective). Beams kill bombers in your lane very well (1 beam = 2 bombers do nothing). bombers kill grouped ships at any range super well.


Results: Stacking all ships in one flotilla now means you die to bombers. Bombers die to beams, but if you stack all of your ships with beams in one flotilla then they will win their lane, nd lose to the other lanes shooting at them.


There is now a reason to ever use beams at all, and there is now a reason to not just have one death-stack flotilla.


So now the weapons are:
Long guns: Kills beams and missiles, dies to lasers.

Lasers: Kills guns and beams, dies to missiles

Missiles: kills beams and lasers, dies go guns

Beams: Kills bombers and anyone who is dumb enough to pick short range.
Bombers: Kills anyone who is dumb enough to stack flotillas.


That is much better.



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7 years ago
Aug 12, 2017, 6:07:59 AM

I know everyone is super excited for Fighters and Bombers, I know I am.  The implementaion scheme they are setting up seems great, I can't find a thing to think about.  However, I'm going to try to make a point that hopefully will resonate with a few of you.  

Whatever Figheters and Bombers end up being, please please please have them increase the neccecity of mixed fleets, or increasing the roles of the hunters and the gaurdian ships.  Who wants a one ship fleet, stocked with the best, and off it goes.  My point is


Use fighters and bombers to help define the roles of other ships.


Let the small protector gain a defense module, like a FLAK CANNON, that wrecks havok on fighers, it is the ESCORT class after all!


Let the hunter be VUNERABLE to fighters and bombers, since its just a huge gun boat, and you can offset that with say, a Gaurdian class (A bigger escort class, that has defense that isn't specific to its ship for the fighters and bombers,


This is just a few suggestions, you guys are great at doing the details, but gernerally, I would like to see fighters increase the signifigance of the otherclass ships, requireing mid and late game fleets to be a mix of your strategic decisions, not just the best guns best weapons and off they go.  Let things like the Jammer block fighters targeting, give it a base evasion for the small craft (like bombers) that would increase its usefulness on things like corvettes and hunters, 


I'm not sure, but I think it would be a great way to impliment class ship specific modules to both assist and help defend against fightesr and bombers, thus making A carriar, a cruiser, and the other ships have more use.  Now I want cant stress enough, I'm not discouraging the use of Fighters and Bombers, they just seem like the final peice in the puzzle that could really give all the ships a designated role, which is something a few of us have been complaining about.   


I know some of this goes into the idea section, but I kind of think this is homogenous with the ship selection and the design document of fighters and bombers, becuase it does truly relate to all the ships.  And I would love to see a setup where the optimum fleet requires a mixture of ships, just my opinion.  Also wanted to make sure not everybody was blinded by the excitement of this addition, it will be great, no matter how it turns out.


Cheers! Plutar

Updated 7 years ago.
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7 years ago
Aug 26, 2017, 3:53:16 PM

Beams at MED would be a scary wonderful devolopment.  I agree can we have that now pleasee?  G2G 2.2 mod? :D  I can remember every time I put a beam on ship I never used such ship again lol.  

Currently, if you build kinetics and flaks together, players will never use any other gun.  I do like the idea of flaks on our specialized gaurdians/protectors, gives them more purpose than just a speed boost.  Its too bad the beam is a graphical issue that can't be overcome.  They seam a perfect fit if you aren't going flak cannons to be of great use here, since they aren't useful yet anywhere.  


Drone's have pilots too, BTW...  :)  

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