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.
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?
The physics of that are fine though. If they make a burn then they'll evade. That the missile officer on the ship might do the adjustments without the captain in reality is a given, but how to handle that? How much dV should be spent to adjust intercept? The key to successful missile attacks is having a lot of dV left in the terminal phase (last 5-10 km), and the AI missile officer might burn off all the dV needed for an effective attack.
Okay, beat it with the stock fleet (losing the carrier in the capital battle - detach it before the merge next time). The changes in nukes made the Strikers actually effective as interceptors. Had to hoover up the missiles still, but had the dV to do it because I didn't burn it all dodging the drone swarms.
Finally "beat" Vesta Overkill with the stock fleet*, but a group of enemy Stinger were left operational in a loose Vestan orbit with no-one left to control them. I'd expended all my ordnance and thus was forced to try and intercept with my capitals, and failed as them kept evading. Result, Adm. Overkill gloating from beyond the grave.
Surely a routine where when there are no more capitals left to control the remotes they self-destruct is reasonable?
* Split the ODS from the rest and then let the main fleet do a series of radical burns to throw off the drones and missiles. Overkill then barrelled into me with her capitals and ate missile salvoes and finally my drones on the way in (losing her carrier) before a capital to capital engagement killed my carrier and all of their ships.
1. Burn to get roughly towards Mars 2. Correct the burn en route to try and get into Sol-Mars orbit as close as possible to Mars 3. Burn and inject into Mars orbit. 4. Burn and inject into the Cargo base orbit 5. Burn and merge.
Helps to have ca. 35 kps of dV. Design as big a hydrogen tanker as possible. I'd post the ship I used, but print screen gives the underlying windows level. A "print design" option would be useful.
Just had a really frustrating "loss" here - killed everything with no damage in return, but one of the "kills" was an engineless enemy craft, sent spinning off on an escape trajectory, so I couldn't catch it
That has happened twice to me. Third time I just had enough dV for an intercept with my capitals....
It's all about getting "impacts" rather than proximity hits as best I can tell in my dozen failures.
I guess setting a flyby is better than an intercept, but I set intercepts and then gave a short burn at the beginning of the merge and then coasted for a while before switching the missiles back to intercept. Second salvo of 20 strikers (with interception staggered by a second each to avoid fratricide) killed the target.