Hairless-Ape wrote: ↑Thu, 25. Jul 24, 20:57
Why put artificial restrictions on yourself.
It depends on the play style. In my case i prefer to form a striking group and sand it to it's fate. As my run now, i have total war and huge battle front across many systems (which is the hole point of mayhem mod series, is it not?). Many times i had two or three battles at once and could attend to only one. I had to completely forgo carriers because of it, as they kept wasting fighters aimlessly most of the time. Carries became useless now, honestly, especially in OSS, where fighters can't do a thing to m7 and larger. And because fleet carriers have default priority to attack the same category target, for m1 all fighters attack carrier target = rush to die at m1\m2 teeth instead of hunting down other fighters. The same thing with M7 carriers, you can change priorities but you can't have m2 hunt down other capitals and m1 clear out fighters at the same time in the same pack. Idk maybe i miss something out on this regard, There are no manuals how to set them up to behave differently.
Also now damaged enough figters can't make to the carrier to dock and repair as their speed dropped and carrier is to fancy to wait for them. I had instance when lone fighter spend hours trying to catch up.
Also i believe all m7+ carriers should get long range lasers. Most of M7 carriers can engage at 6k range max. In system big battles it's the main reason they die needlessly.
Missiles is another point of irritation. They need complete rework. You can't adjust loadout in any way on a ship creation even with templates. Doing "Global Loadout" bugs the game out as all ships start to grab missiles on dock. My fleet of traders with missiles. My suppliers fill fighters with missiles. Free missiles are bugged and not thought out. I had to forgo them all.
In the past Template system managed missile supply well enough. You build template ship and suppliers staffed it with what is needed. Now it's a mess.
What could be done is to revert it back and rebalance missiles. Make them heavier (or nerf the cargobays of ships as they are no longer relevant with fixed lasers and shields) and much more expensive but more damaging. Right now they do no damage compared to lasers.
With missile limit per target in mind:
Make T1 missile on hit damage 100k-200k. It is enough to take out glasscanoon fighter and strip the shield of tanky one. Speed of 1k+ to actually catch the target. It will also make a need for m8 with chaff to protect fighters. Heavy enough to hold 1-2 per fighter or 10-15 per m6.
Make T2 missile on hit Damage 250k-500k. The same but for m6 targets. Speed 500+. Those targets can defend themselves now with chaff. Heavy enough to hold 2-4 of them per m6 ship.
Make T3 missile on hit Damage 1kk-2kk. The same but for m7 targets. Speed 300+. Heavy enough to hold 1-2 of them per ship. So if you want to take out M7 fast, you staff your fleet with a couple of m6s.
M7M Torpedo should hit 4kk+ but be intercepted by m8 turret. Or something lile that. To make m7m a bane of bigg capital ships.
Obviously restrictions to what target to fire at should be made. Idk, vanilla litcube had those scripts.
Is it Renegade\Zero Hour issue with pirates, that they never bother my traders flying all over the map? As i remember from vanilla mayhem they were early game trouble makers and you had to spend resources to hunt them down of face losses. Now they are just background noise. I had swarms of pirates chilling in my systems not even bothering my juicy fully staffed with cargo agents. From time to time they would go for miner. But mostly they just pass by to other faction systems.