Atarlost wrote:
Sensor range is in the XML. A Phobos or Deimos can see as far as a CSC and any of the three can see 50% farther than a Centurion or Britannia.
I assume that's how far it can conventionally detect new targets, given that, at present, I can flee across an entire system and any hostiles chasing(on vengeance) me will continue to do so. With that assumption in place, targeting ROMs are still a factor.
This is also an artifact of the size at which the game draws projectiles. Only particle clouds, explosions, and deliberate point defense fire from devices like the ICX would really be effective at shooting down projectiles.
The game deletes projectiles when weapons fire comes into contact with them. If that were not intentional, I doubt it would occur.
I understand the reasoning that the vastness of space would make it almost infinitely unlikely for such a scenario to occur, but willing suspension of belief trumps that here. Without assuming that the Transcendence universe uses some variant of 2D space in combat, the CSC itself is defenseless from more than half of possible attacking angles, the Sung fortresses' walls are an impossibility, and the Arena is several degrees of physically incomprehensible.
The Phobos is more than maneuverable enough to fire on any gunship that tries to stay out of ion turret range. The Deimos has a 30 degree fire arc.
When all a gunship must do is dodge, it can dodge well enough to survive. I've fallen into APA range a few times on my playthroughs, and I've been able to escape.
This is flatly not true. The construction table is consulted for every ship the yard builds and every shipyard produces all types of ships.
We are assuming that this is a general doctrine, given that every shipyard in the game is only guarded by a single type of 'special' Ares ship. If you plan to have the Ares outright build these ships at the same shipyard the Phobos will be launched from, there's no way the CSC isn't getting out of the system beforehand, even if you don't discount the fact that the current shipyard build rates are highly exaggerated. There's also the fact that the Deimos is a fairly big ship that requires a lot of materials, and Ares transports are fairly trivial for a CSC to take out.
You're using the moronic AI to justify the Ares being morons here. The Phobos acts like a guard in a stealth game because the AI is not sophisticated enough for it to do otherwise.
I did not say that this flaw was supposed to be canon, I said it was a flaw in the AI's defensive stategy that ought to be fixed. Remember the thread topic.
The Phobos only patrols because if they were given wander orders they would kill important stations.
The Phobos, given wander orders, would likely end up dead to a Ringer station. This is probably how all of us dealt with the first one we found.
No, they really can't. There's no way to target a section beyond short range and anything coming within 80 lights will be turret killed unless it's a capital ship at a similar technology level.
The turrets are fairly trivial to avoid the brunt of, even at medium range. That's the basis behind most of the short range engagement strategies players have used.
Targeting a ship section at medium range is achievable. Not a single segment of armor, surely, but a general area? It's certainly possible.
That is the opposite of focusing fire. The fastest way to kill a Phobos is to fire down the length hitting the front center segments as much as possible. Any damage to other segments is wasted. You're being mislead by George's incorrect valuation of the passthrough property making the Katana about a level and a half lower level than its damage justifies.
That is the fastest way, but 5 KSCs can kill it reasonably quickly even using a suboptimal method.
A ship evading cannon fire cannot use its spinal weapon. There is only one non-pilgrim ship that can evade and fire: the Kobol gunship variant with the omni-TeV9.
There's more than one Fleet ship in play, and the Phobos can only target one at a time with its main weapon.
The gameplay itself seems to contradict this. Do you have a source for this claim?
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(cat "\n\nThe minister from Zhang Li makes an impassioned appeal for " "a bill funding the construction of three new Commonwealth Star Carriers. " "She shows pictures of refugees displaced by the Ares, but the chamber " "is nearly empty and her energy fades in mid-speech.")
Commonwealth Parliament: no one even shows up to vote on appropriations bills.[/quote]
That's three new carriers. A dead bill on entry that would have signified a complete re - commitment to the war effort. The Britannias have gone into production, implying that their construction orders did not meet the same fate.
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(cat "The minister from 70 Ophiuchi speaks in the Center Well:\n\n" "\"...and so I urge my fellow ministers to meet this challenge. With the " "appropriations of CP1175 we can finally provide enough resources to the " "Militia in order to secure the safety of our citizens against Marauder tyranny.\"")
Commonwealth Parliament: The Commonwealth can't even handle the marauders at present.
The Commonwealth's inability to clear out the criminal elements in its territory are nothing new. There's also no implication that this bill fails, given that the militia appears to be fairly well funded and well armed, if not particularly intelligent about how they combine these traits.
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"A man with a prosthetic arm sits next to you: \"I've been flying for the militia for years, but I'd much rather be helping the Fleet. No one's seen them in a long time. They must be at the Ares Homeworld by now.\""
Militia Fortress Bar: No one has seen the fleet ergo they are not receiving supplies from within the Commonwealth.
Their new ships seem to be coming from the Ringers along with their fuel shipments. (I recall reading that the among the Fleet's major problems is a shortage of Rin to buy peternacium)
Of course, the Aquila, which seems fairly new given its armament, is known to be manufactured by a CH entity, which gives credence to the idea that the Commonwealth is still rendering assistance to its fleet, just not to the degree that is necessary to turn the tide of the war.
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"A woman sits next to you: \"My husband is in the Commonwealth Fleet and I haven't seen him for years. Sometimes I get messages from him, but it's never good news.\""
Militia Fortress Bar: Again with the fleet not being supplied properly. They are also faring poorly -- which shouldn't surprise anyone who can even spell logistics. This directly shows that either the new ships are useless or not available in sufficient numbers to be decisive. I suppose I could grant that they're available in large numbers and take this as textual proof they're not helping instead of taking it as evidence the numbers are lacking.
A lack of new good news is merely an indication that the Fleet's not winning. That's about as solidly canon as anything, with the Rogue Fleet's existence, the Ranx breaking off for lack of support, and the loss of the Europa backing it up. However, the other CSCs are still standing, and that means the Phobos hasn't yet shown itself to be the war-ender you claim it is. Furthermore, CSCs will deploy you against a Phobos with 6 Britannias and not be in absolute awe when you return, implying that:
A) CSCs have some means of detecting hostile capital ships and fleets from massive range and relaying their location.
B) Phobii typically appear alone on the battlefield(Remember, this is scripted in directly. What the Phobos is doing there is unknown, but whenever the player encounters one, it's alone).
C) CSCs can combat Phobii with gunship squadrons, or at least their captains believe they can. CSC captains have been shown to be somewhat overconfident in the past, but for the most part, they acknowledge the reality that they're no longer winning the war.
D) Phobii are being deployed against CSCs, and the CSCs are still standing. Whatever the reason for this, there is, indeed, some way of surviving a Phobos in your system with only the current resources of the Fleet. Now, it may not be the strategy I claim, despite the evidence I've cited, but the fact remains that the Ares have surely had their Phobii for more than a handful of hours, and the Commonwealth isn't yet destroyed.
Thousands of researchers have been trying for decades to make a decent AI. They have not met with success.
I'm describing AI in terms of a game, not the singularity. The current AI for a Phobos attacking a target is:
A) Fire engines when target is not in weapon range.
B) Turn until current facing is as close as possible to the direction between self and target.
C) Fire turrets when they are fully charged and target is within 80ls of current position.
D) Fire main weapon when reasonably sure it won't miss and hit something important(As defined by the weapon's fire being able to hit the target within a short duration of time and the current facing being very close to the direction from which a shot must be fired to intercept the target's current course).
In Transcendence in particular the AI is hardcoded and its major flaws cannot be corrected even if I did happen to have the source code of a Concordiat Bolo to plug in and a PC sufficient to run it.
Unfortunately, this is true for mods. If I'm not missing something here, the source code of Transcendence could still be edited to test a better AI, though it would be fairly difficult to do so. Still, this is a suggestions thread based around AI, so ideas for a better AI routine can be placed here, even if implementing them ourselves isn't ideal.
Centurions cannot dodge and fire at the same time. A Centurion that isn't firing isn't relevant. A Centurion that is firing is dead in short order.
A Centurion that is targeted can dodge while the others fire. A Centurion not being fired upon does not need to dodge. Switching targets simply changes the Centurion currently dodging to a different one, and all Centurions cannot be fired upon simultaneously.
What makes a capital ship a capital ship is not big guns, it's slow speed, lots of internal structure, and turrets in secondary slots.
The Phobos isn't slow. Neither, for a certain definition of slow, are the Charon frigate, Deimos, and Aquilla.
If you want to make it hard for the player you need a completely different response. Since players are discomfited by knockback and display obscuring explosions, Britannias and S2 missiles are a viable response.
Making the player uncomfortable doesn't fend off their attack. To defeat an attacking player, there needs to be some means of hitting them before they hit your defenses(similarly to how quickly Phobii can destroy CSC armor, the player only needs a handful of seconds to weaken a target station beyond the rate at which it can be repaired, if there is one), some means of fending off their attack if they can get in range, be it a way of not letting them in range in the first place, a point defense weapon, a lasting retaliation by station defenders, or something else entirely, and a means of using multiple inferior ships to fend off a single superior one(yes, there are some ships that can out - tech the player initially, but in most games the player typically ends up with equipment superior to what the enemy is fielding).
Against real capital ships the only viable response is to not be so far behind on technology.
From real life naval doctrine, the Phobos is most analogous to a Battlecruiser, a heavily armed, fast moving warship derived from a battleship with less armor. The CSC, on the other hand, is most analogous to an aircraft carrier, the type of ship that made traditional battleships obsolete due to their long range striking power. Ultimately, given the parallels between Transcendence's universe and naval warfare, your statement can be said to be false, at least in terms of historical precedent.
In gameplay, long range bombardment is also the player's main method of destroying hostile capital ships, save for the v1.2(point defenseless) Ranx Dreadnought, save for the rare few games where an EMP, radiation, or device - disable armed weapon is made available before the majority of capships are immune. As the Commonwealth lacks anything with device disable, they're limited to use of long range bombardment.
The Phobos can track targets outside of visual range. That's defined by the perception attribute of the AIsettings tag. You're making stuff up from whole cloth. Your preconceptions of utopia are at odds with George's sources. Ares is Union. Ares Prime is Cyteen. The non-dissenting clones that make up the utopian society are non-dissenting because the Ares are so good at software they can write stuff that will reliably run on human brains. And escape is impossible. There's nowhere to run to because it's only gameplay/story segregation that prevents pursuit through stargates. A Phobos has eight times the top speed of a CSC. A CSC can no more escape a Phobos than a hobbled man can escape a man on a motorbike.
How far outside of visual range? Can it track a carrier from across the system? Ultimately, if the Ares can track a CSC from anywhere once any ares ship has seen it once, and if they have the flawless communications you imply, they could simply send every ship in the system after it and every CSC in the game would be dead. That hasn't happened, and
that isn't arguable. The subject of this discussion is not whether all of the CSCs have been destroyed - they have not been - and the goal here is to come up with an explanation for why, and a means of implementing that defensive strategy in game.
You're also forgetting Newton. The AI can't comprehend turning and not thrusting, but that's the fault of the AI, not the "reality" nor even the game engine. The carrier isn't actually gaining any time when the Phobos turns to swat a fly.
You intend to have the Phobos turn while maintaining its course. This gets difficult in Nebula systems, but for the sake of argument lets assume that's not a factor. You've still got a large vessel on a constant course, with the rotation taking place around its midsection. This means that its central segments are, in effect, following a straight line, and are fairly easy for any ships not currently dodging to attack without interruption.
You don't need lock. If a pursuer can see the pursuee gate then if the pursuer is faster than the pursuee the pursuee will be within sensor range when the pursuer gates. The CSC is the slowest thing in the game.
The time it takes to assemble a force of a Phobos and two Deimoses, scour the entire system for a CSC using lighter craft(which must then return to a station to relay their information, if the early Fleet missions are considered canon), and then deploy their main fleet is generally enough time for a CSC to escape to a different system without being seen. We can assume that CSCs in systems so heavily fortified by the Ares, a rare occurrence, take significant additional precautions to avoid detection and ensure that they can exit the system when needed.
I think it's possible to down a Phobos by getting a lot, may be about a dozen, of fighters to surround it in a big circle, out of it's turrets range. Then every fighters except the ones in front of the Phobos fire at it, while maintaining the formation. The ones in front of the capitol ship dodge around, but try to keep in formation, going out just enough to dodge the Archcannon. If the Phobos turns, the fighters swap roles.
This is similar to the strategy I've been suggesting. I believe it would work out well enough, assuming the AI for dodging works well enough and the non - targeted fighters make an effort to stay away from the targeted one.