Carriers and fighters...

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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Jorgen_CAB
Posts: 864
Joined: Wed Mar 17, 2010 7:53 pm

Carriers and fighters...

Post by Jorgen_CAB »

I think that they way fleets manage fighters need to be looked at... the issue is that they launch fighters too early so the fighters arrive without any support of their ships and just get overwhelmed by the enemy PD and other weapons.

As a player I can force my fleet to hold the fighters until the the opponent get into weapons range of my picket defences, that is when fighters should be released at the enemy.

As is they often get decimated, especially the bombers... especially if both sides have short ranged weapons in general on their ships.

Unless the fighters is like the main assault element of the fleet and the vast majority of the fleets combat power there is no reason to send them out before the main weapons of the enemy start targeting your ships so they are busy.

In my opinion the fleet AI need to understand this fact and not just waste their fighters needlessly in every fight. Most often I see a fighter swarm get decimated in half or more even before the two fleets meet. Doing very little real damage in the process.

Another thing is fighter AI itself. Bombers need to respect the settings better, even on cautious the bomber end up way to close to the ship they are attacking. Any bombers attacking with say missiles on cautious should really try to stay at the edge of their weapon range... when using torpedoes you might want to get closer but should still respect cautious stance if they feel weaker if you set that stance and closer if you set that.
Last edited by Jorgen_CAB on Mon Aug 01, 2022 11:46 pm, edited 1 time in total.
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100thMonkey
Posts: 627
Joined: Sat Jul 23, 2016 3:27 pm

Re: Carriers and fighters...

Post by 100thMonkey »

All good points. Elliot won't like me ;)... but maybe some additional tactical settings are indicated? One for bombers, one for fighters, both settings available for fleets as well as for single ships (as long as they have fighter bays)?
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
Lunalis
Posts: 127
Joined: Fri Mar 11, 2022 7:47 am

Re: Carriers and fighters...

Post by Lunalis »

i if take my "fighter formations" suggeston from this post https://www.matrixgames.com/forums/view ... 1#p4982971

than for your case fo fighters storming ahead of the fleet (well they are kinda for that, but oh well)

you could set your fighter/bomber formations to escort -> so they stick around the main fleet defending the feet from attacks instead of flying off to attack the enemy.
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100thMonkey
Posts: 627
Joined: Sat Jul 23, 2016 3:27 pm

Re: Carriers and fighters...

Post by 100thMonkey »

Lunalis wrote: Mon Aug 01, 2022 8:33 pm i if take my "fighter formations" suggeston from this post https://www.matrixgames.com/forums/view ... 1#p4982971

than for your case fo fighters storming ahead of the fleet (well they are kinda for that, but oh well)

you could set your fighter/bomber formations to escort -> so they stick around the main fleet defending the feet from attacks instead of flying off to attack the enemy.
Your suggestions are very interesting. The only thing I would add is the ability to change those settings after the fleet has been designed. Just as it is possible to adjust fleet tactics after they've been designed and built. The same formations settings that are defined in the fleet designers would also be available in the fleet tactical settings, so they could be overridden and adjusted to better respond to specific situations.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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