For ship speeds: I would be curious to see how current players feel, since I have never really been active during the jumpbeacon era. My impression is that starcruisers and starfrigates could stand to be a little faster in the absence of constructions. If constructions are introduced we will want to keep them slow, since there will be other ways to move them around (gates, warp links and fortresses or something comparable.)--Imperator-- wrote: ↑Thu May 10, 2018 2:55 amSo, following on from the first few posts: what does everyone else think about increasing the halfLife of planetary defenses and jumpmissiles? Also, what about increasing starships' speed - would that be a good idea? What about introducing new units - the warptransports specifically? How about extending it to bringing back fighters, hunterkillers and penetrators?
For those of you who never played Anacreon Reconstruction 4021:
Warptransports were big, cheap, starship-speed transports. The classic uses for a warptransport - running trade routes and building constructions - do not exist in modern Anacreon. I do not see any merit to introducing a warptransport if it will just get annihilated during invasions the way that jumptransports currently get killed. There would only be merit to them if jumptransports couldn't be joined to warp fleets; if transport and invasion mechanics changed substantially; or if they could carry Partisans and deployable defense units.
Fighters were like weak, slow, cheap, low-tech gunship (gunships weren't in R4021) I don't see a role for them in the current game except possibly as a defense system. Gunships fill their role. Since fighters would form wings instead of rings in the current tactical system, I think they could be an interesting planetary defense. I implemented something like this (a "monitor" defense unit) in my untested Gas Giant expansion. Maybe fighters could be carried around in warptransports to fortify newly-captured worlds.
Penetrators were like gunships that didn't show up on planetary sensors. Until sensors are a little more clearly indicated in the game interface, I don't think having fast low-detectability ships adds much to the game. In modern Anacreon nobody has construction sites to destroy or trade routes to mess with, so there is no obvious cause for stealth- transports aren't stealth, so the only use case for a stealth ship is defeating small unconsolidated fleets at yards, and your first attack will induce the enemy to consolidate. If there were a blockade system, penetrators might make sense for performing that. Or maybe they could carry troops and cargo as well, serving as an all-purpose raiding ship. Penetrators were able to get through mines and were useful as a relatively fast ship that could still operate in a disruptor field, but neither of these mechanics exist in the game right now.
Hunter-Killers were like jumpcruisers (which didn't exist in R4021), but were they almost impossible to detect until they attacked. HKs were commonly used for piracy (attacks by a small fleet were untraceable- you didn't know who attacked you!) and for intercepting transport fleets on trade routes. They also had an advantage in the tactical combat screen: until they attacked they were undetectable so they could first-strike ground defenses or gank transports during invasions. Modern Anacreon doesn't use transports to conduct trade, and has no obvious targets for piracy, so I'm not sure they have a role. They could be advantageous for neutralizing citadels if citadels otherwise autofired against incoming fleets, but citadels don't do this right now. A unit that could get into low orbit without being targeted and then attack ground defenses could potentially be useful. It is bad tactics right now to commit transports during a main attack, but if this changed then they could have a role as transport hunters. HKs would be coding-intensive to implement.
Ultimately I think that there are a lot of unit classes in the game, and it's hard for new players to keep track of them all. It's a good idea to implement more differentiation between units, but maybe this would need to be accompanied by cutting out some high-tech/low-tech variants or by giving the high tech units the special effects instead of having them be across-the-board improvements like they currently are.
For example, replace the Undine with an HK. Replace the Minotaur with a Penetrator. Eliminate the high-tech starship variants. Replace the sucky autocannon constellation with a fighter squadron. Consider having high-tech units be doctrine-specific rather than available to everyone. Something like that.