Replaying CoaDE recently I have a gripe with the game mechanics.
When two fleets contact each other they transfer to the "tactical level" and fight. The survivors then transfer back with any changed vectors (although I don't think they split if, say, one ship has a different vector to another). Now if there are multiple fleets then only one on each side transfers to the "tactical level". I understand each fleet has a "contact range" base on the weapons range and transfer occurs when one side hit that.
Now, a common scenario with my tactics is that I have a swarm of missiles and drones ahead of my capital ships that should intercept many minutes before the capitals. Yet continually I'll run a turn in which the remotes should make contact only to find my capitals trigger the contact and the drones disappear. After the capital combat back at the strategy level the drones have usually "warped" past their targets. Sometimes I launch just before contact to get my last remotes out for the cap-ship fight and forget to uncheck split fleet. Hence a fleet literally stacked on top of the capitals disappears for the fight.
Is there a mechanism that can be imposed to transfer all fleets within a reasonable radius to the tactical level?
It is silly. In my experience, this is occurring due to main fleet having a weapon that has an engagement range longer than the drone / missile fleet. One way around it is to disable any long range weapons (usually missile or drone launchers) in the main fleet. Unfortunately, if you get this point blank of an engagement and the enemy fleet has the long range engagement weapons, set to only engage ships and not shots, then there is not much you can do.
Well, managed to finally get Gold on Vesta Overkill with the stock fleet finally (5 hrs 50, .85 kps used, no ships damaged). My usual tactics would be to have a heavy missile and drone screen launched in the last 20 minutes before the merge pushed forward to intercept. After constant triggering of the main fleets merging and my strikes disappearing I decided to do a "turn away" 15 minutes out. An alpha strike of 130 flak, 100 strikers and 25 stingers destroyed the entire enemy fleet (although I don't know how, as it could not render) with 22 stingers surviving. They it was just clearing the remaining ordnance.
Annoyingly, I've had to adapt tactics and spend dV to account for a flaw in the game mechanics.
Post by AtomHeartDragon on Feb 5, 2018 19:11:24 GMT
If simulating everything down to tactical level of detail even in strategic view is out of question (which I guess might be the case), how about constantly simulating strategic level fleets as point objects during tactical phase and popping them into existence if they cross into each other's or current battle's engagement bubble?
Vanishing missile waves and lack of multiple vector intercepts are really crippling the game as of now - this facilitates silly exploits, infuriating bugs and prevents potentially interesting counters to flashlights with an MPD on one end.
Also, simulate reorientation time and remass expenditure in strategic phase - I suspect there are many cases when Mm laserstar just wouldn't make it between intercepts and would be stuck with a massive cloud of BRRRRAP heading for its defenceless flank and delicate radiators.