Reading the other posts I fell I should write on this.
They are in a dire need to be remade into something else.
1. Split the damage types into kinetic, energy, plasma, explosive - with more types we can have diversity, add plasma shield/coating.
2. Add strike craft with respective roles and sizes with multiple choices of weaponry types. you slot hangars into ship slots (they have tiers), and then select strike craft type per slot like amunition.
3. Introduce strike craft superiority. The side that looses most strike craft suffers major penalties, the one with superiority gains bonuses.
4. Strike craft replenish only outside of combat.
5. Strike craft are more lethal in bombarding planets.
6. Strike craft also play the role of PD. But missiles are far more destructive now and have tech upgrades to help them with PD.
7. Many hull sections have added dedicated strike craft slots and PD slots.
8. Strike craft are affected by repeatables that are both offensive and defensive.
9. Combat log reports status of superiority.
10. The fight isn't over until the strike craft are also defeated. A fleet with no strikecraft is helpless even if it kills all the opposing capital ships.
11. Add carrier hull size.
12. Strike craft engage distance is the entire system.
13. Replenishing strike craft after combat, takes time and alloys. fleet status panel has the relevant info and progress bar, similar to refit but can be done in motion.
14. Alpha strike artillery fire at the other end of the system, wiping out total fleets, must be removed from the game.
15. Strike craft gain xp, and a fleet might auto promote an ace free leader. Aces will have unique bonuses. Time to create an alcoholic Blorg Starbuck.
16. More techs exist that help strikecraft and pilots/xp and aces survive.
They are in a dire need to be remade into something else.
1. Split the damage types into kinetic, energy, plasma, explosive - with more types we can have diversity, add plasma shield/coating.
2. Add strike craft with respective roles and sizes with multiple choices of weaponry types. you slot hangars into ship slots (they have tiers), and then select strike craft type per slot like amunition.
3. Introduce strike craft superiority. The side that looses most strike craft suffers major penalties, the one with superiority gains bonuses.
4. Strike craft replenish only outside of combat.
5. Strike craft are more lethal in bombarding planets.
6. Strike craft also play the role of PD. But missiles are far more destructive now and have tech upgrades to help them with PD.
7. Many hull sections have added dedicated strike craft slots and PD slots.
8. Strike craft are affected by repeatables that are both offensive and defensive.
9. Combat log reports status of superiority.
10. The fight isn't over until the strike craft are also defeated. A fleet with no strikecraft is helpless even if it kills all the opposing capital ships.
11. Add carrier hull size.
12. Strike craft engage distance is the entire system.
13. Replenishing strike craft after combat, takes time and alloys. fleet status panel has the relevant info and progress bar, similar to refit but can be done in motion.
14. Alpha strike artillery fire at the other end of the system, wiping out total fleets, must be removed from the game.
15. Strike craft gain xp, and a fleet might auto promote an ace free leader. Aces will have unique bonuses. Time to create an alcoholic Blorg Starbuck.
16. More techs exist that help strikecraft and pilots/xp and aces survive.
- 14
- 2