How about we make interceptors take fuel to navigate a warp safely?
This would be a relatively easy thing to code and I believe it would go a long way to solve the balancing issues between fighters and interceptors and make them more unique. Interceptors would have a harder time to attack anything far from their own sectors. That would make them be used as intended - a local, fast response, defensive craft.
The specifics of how it would be done can be tweaked, but I'd do it like this:
If an int has a full fuel bar and enters a warp, it gets depleted entirely and the int reloads fuel on the other side.
If the fuel bar is not full, the int takes 20% - 60% damage and has a chance to blow up, if it has almost no fuel (or is already too damaged).
Of course this would be a major gameplay change. The usual early-game tactic, of making an int-swarm and move it all over the map, won't be nearly as effective. What do you think?
(It would make perfect sense lore-wise. The interceptor is not fast and agile enough on its own to navigate the worm-hole safely. So it has to burn fuel, just like outside, to survive the turbulences/stuff)
Interceptor aleph nerf
That's too extreme. Better would be just to have a set fuel cost per transit, and if it costs more than the currently loaded fuel and there is fuel in cargo, then one of the full cargo tanks gets depleted partially as needed to make up the difference.
Don't need any damage or anything if fuel is empty. Ints without fuel walking home is punishment enough.
Its also a huge nerf to any factions that start with light ints.
The fuel cost would need to be a core setting, not hard-coded.
I'm still not a huge fan, but I could see it working along with appropriate core/balance changes to add some more flavour.
Don't need any damage or anything if fuel is empty. Ints without fuel walking home is punishment enough.
Its also a huge nerf to any factions that start with light ints.
The fuel cost would need to be a core setting, not hard-coded.
I'm still not a huge fan, but I could see it working along with appropriate core/balance changes to add some more flavour.
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On one hand I agree, on the other, that would stop it from being a simple change and turn it into a possibly endless wait for people to do what they said they would. So I'd very much like to do it without the core, at least until the core is a json format.LANS wrote:QUOTE (LANS @ Feb 21 2018, 02:34 PM) The fuel cost would need to be a core setting, not hard-coded.
Other than that, sure, details. Originally I also wanted it to only cost fuel in cargo. However only considering the current fuel bar gives pilots options. If there is a nan with them, or they want to go far, they may prefer the damage over the fuel cost.
On walking home without fuel - I don't think the pod is noticeably slower

Considering only the current fuel bar makes this change touch a lot more than just effective range. If I'm in an int, chasing someone through an aleph, I'd need to stop, reload, and then proceed. This change absolutely kills the ability of ints to chase through an aleph. Its in general a huge nerf to int response time the way you have it set up, not just range.Radulfr wrote:QUOTE (Radulfr @ Feb 21 2018, 03:38 PM) On one hand I agree, on the other, that would stop it from being a simple change and turn it into a possibly endless wait for people to do what they said they would. So I'd very much like to do it without the core, at least until the core is a json format.
Other than that, sure, details. Originally I also wanted it to only cost fuel in cargo. However only considering the current fuel bar gives pilots options. If there is a nan with them, or they want to go far, they may prefer the damage over the fuel cost.
On walking home without fuel - I don't think the pod is noticeably slower![]()