Talverin wrote: ↑
Mon Nov 18, 2019 3:17 am
The system you showed has a ton of sectors. Are they normal-depth sectors, or shallower? One issue I had is defense platform density; if you can make the sectors shallower and more of them, I could stack more platforms together...
... which is a thought I have that is probably motivated by being a dedicated turtler and would render any built-up system impenetrable until late game probably.
Edit: Something I thought of during my latest playthrough. Do Construction ships scale speed with your researched propulsion? Or is there a way to make them do so? Perhaps set a very high speed for them, though they are still limited by their fleet? They're just so slow, it makes it very difficult to keep up-to-date with construction when you're not Hivers.
They are normal depth sectors, they only change if the system is smaller than max. As for making each sector have different densities, I want to if I can find where that is stored\controlled, but not spotted it as of yet.
As for construction ships, they do in PH but not in vanilla\SoS, no. As they are a single section design, they are limited to the speed set in their files which is fusion-era speeds. PH moves construction ships into using the model for the Repair and Salvage sections, so they can have Command and Engine sections again which does allow them to scale in speed.
If there's enough demand, I can make a SoS-version of the construction ships which uses the PH method without any other changes.
Due to me wanting to resume the save game in which I lost my homeworld (and am now facing rebellions since that's what PH's morale system does when you lose your homeworld.), I've gotten to work on defensive platforms. They'd been done in the past, but not in any structured manner. Right now, it is solforce only since as stated in the past, I feel comfortable releasing PH once at least that faction is in a state where I shouldn't need to touch it again.
Missile Satellite - one defense point - starting design
"The most common defensive platform found in Human space, the Missile Satellite is armed with Polaris-sized missiles, four very heavy missile mounts, four medium and eight light turret mounts. Like all platforms, it has high structure and armor ratings. Missile Satellites are cheap and easy to build and cost one defense point to use."
Essentially a quick response and\or early game defensive platform. They have as much structural rating as 2 cruisers put together and as this is Solforce, they have extra side armor. They start with Rapid Fire SRM launchers which once you've researched the actual Rapid Fire launcher tech, can be changed to MRM or LRM specs which increases their range but lowers their rate of fire.
Heavy Missile Satellite - Two defense points - Requires a tech (which right now is just called Torpedo platforms. Will be changed.)
"Costing four times as much to build and produce, this more advanced Missile Satellite comes with eight light turret mounts, eight very heavy missile mounts and four dual-linked IOBM launchers. It also has slightly better armor and structural ratings though costs 2 defense points to use."
A larger and more powerful version of the Missile Platform for when sector points are more of a concern, this used to be the Torpedo Platform from vanilla but since torpedoes in PH do not track their targets
, they've been converted to IOBM mounts instead. This has been done for all factions, though only a few have them set up properly at the moment.
Scanning Satellite - one defense point - currently starting design, may require research later on.
"A very basic defensive platform which while only having eight light and two medium turret mounts to defend itself with, it's primary use is to find and reveal any cloaked ships which get too close to it alongside having a large sensor range both in the tactical and strategic layers. Requires 1 defense point to field. Rumors are floating around that jamming systems may also be incorporated into this design..."
Since Cloaking is still somewhat bugged but is not disabled in PH, this still has its uses. If you ignore cloaking though, it has a large sensor range of 25,000 (most ships are 6000 to 9000, with platforms being 12000) which usually pulls you into combat earlier than they'd like, giving you more time to react and plan. It also has ECCM as mentioned, meaning it is good at making certain ships actually show up in the sensor view. Now, while I know how to do this as I've actually already done it for the CR version of the Electronic Warfare section (which is normally DN only), I'm considering attempting to do that with this platform so it hides ships just like the EW section does. However I suspect it will not play nice with the defense manager so it may either be impossible or require me to get some custom code in order for it to work.
Support Satellite - Four defense points - starting design.
"Often found around worlds which are frequent targets of raids or around major production centers, Support Satellites are expensive and hard to destroy. Armed with four heavy and two very heavy turret mounts alongside a full flight of six customisable drones, this satellite also provides 3500 repair points. It costs 4 defense points to field."
One of PH's first changes ever made was to increase the CP cost of drone platforms in order to prevent the huge performance hits they often cause. Since the plan is to continue that trend of less but more powerful platforms due to FPS concerns since I know how to actually change CP totals now, they've gone back to a more normal but still fairly high CP cost. Anyway, Solforce's version is unique as it provides repair points to the system as I kinda envisioned it as more of a way station that civilian ships could use instead of bothering the military installations. Either way, drones in PH are far more powerful and scale into the reflex-era so having a few of these in a larger system may be better than using the weaker missile satellites.
Battlerider Satellite - Three defense points - starting design.
"Battle Rider satellites hold three Solforce Battleriders, which you must construct and assign to each satelite in the battlerider management screen. Armed with six very heavy turret mounts, this satellite is only bested by the Asteroid Monitor in terms of its structural strength. Requires 3 defense points to field."
Personally I still refuse to use these since manually assigning battleriders is a pain in the backside; I hate doing it enough with fleet ships, let alone static defenses. But for those who have the patience to do it, these are similar to the Patrol satellite with a more combat focused layout and not costing anywhere near as much to build. Battleriders are in an odd place right now balance-wise in PH (... PH has balance?), but that's work in progress, like usual.
Asteroid Monitor - Ten defense points - Requires research
"The largest and most powerful defensive option available and requiring a whopping 10 defense points to field, Asteroid Monitors are essentially Leviathan-type defensive platforms which have immense structural ratings, a lot of oversized weaponry, have some repair capacity and cost a small fortune to build and construct. All faction's Asteroid Monitors have a unique ability, Solforce has some light turrets for PD work."
They do as advertised on the tin - LV-level structural ratings with a lot of heavy and very heavy turret mounts, bonus IOBM launchers make this very hard to kill. However as it is a platform and isn't cheap defense points wise, it needs careful placement otherwise it'll be ignored. Maybe fit a grapple or two on it?
I still have to do the usual mount splitting that Solforce has for these, but otherwise their stats seem to be set barring playtesting.
Not sure whether to bring minefields back as of yet as I mentioned how hard those are to balance in a previous post as they are either game-breakingly good or utterly useless and have massive impacts on FPS rates. Right now, I'm leaning towards leaving them disabled.
Node-cannon and Node-maw remains disabled due to AI cheating with them.
Finally, I don't know if its possible since it is only a theory, but since I've found out more about stations, there is a chance I may be able to convert the currently unused Civilian station into a true defensive station (There's no trade in PH due to insane
turn times later on), but that would require quite a lot of work - as usual.
And just for fun, some Meson beams being fired from an Asteroid Monitor in the weapon test area.
Planets have already been buffed with their missiles, though I expect I'll continue to work on them. Numerous weapons have also had their population damage changed; pretty much lowered across the board.
Liir also has a small buff in the works, I found where the controls for the plagues are. Since Liir in PH do not have assault shuttles (though the Prestor Zuul do), they are the only faction which uses bio-weaponry (barring Zuul and their Bloodweaver Suul'ka).
Solforce has no plans for any new defensive platforms at present; there's none that'd fit their theme. While they do have a lot of very heavy mounts on their two missile sats, they are locked to missiles only. Other factions when I get to them probably won't have that restriction, or will have their own restrictions. Often it depends on what kind of mounts and their placement on the models.