Requiemfang wrote: ↑Sun, 20. Jan 19, 00:23
Yep drones are a bit useless if they can't keep up with a target that runs circles around them.
For an idea where I am coming from, take a look at the default vanilla (mk1) drone stats they are slow and flimsy because they are excessively cheap (They cost far less than buying just the weapon, engines, and thrusters on them!). If they are to be even with or outclass piloted ships then they will need to have similar costs instead of being so inexpensive. Otherwise they are a pure exploit and make it useless to buy your own small fighters. Now, the mk5 drones are quite a bit faster and more maneuverable already, but also have a much higher cost (Speed and maneuverability increase as you go from Mk1 to Mk5).
I view drones as more a somewhat mobile lasertower and to be used in the same way. They suppress a small area at a low(ish) cost by multiplying the number of targets and guns, fighters can rip them to shreds but capships/stations can quickly have all their external components torn to shreds since there are so many to kill with their slow powerful capship weapons.
On the other hand, changing numbers to make them more of an interceptor is pretty easy. Just increase the speed by x%, increase cost by the same x%, and decrease hull by x% (Right now they are made to take pretty heavy hits, not needed if they can just dodge). So what do you think is right for x%?
Alternatively, I could make the drones follow the faction preferences even more. Paranid drones are interceptors fast and flimsy, Teladi are slightly mobile guntowers, Argon are a mix with the Mk3 being an interceptor type and the 4/5 being low mobility missile towers, and the Xenon...hmmm...make them the best of both worlds?