Re: Tactical Combat AI Mod
Posted: Mon Apr 02, 2018 9:51 am
Another scenario involving Carrier and fortresses:
Phase 1: Cruisers attack with missiles until ammo is depleted (this makes some sense keeping the range but of course we know that all the missiles will not be doing any actual damage and could have served as decoys or damage dealers in close range)
Phase 2: Cruisers move closer to fire heavy weapons staying out of range from fortresses
- Again range-wise makes sense but they are unable to deal real damage from this distance and against such heavy shields
- Military transport also moves into this range which is perfect as they can attack together later
- Fleet Carrier stays as Phase 1 stage which is not optimal as it will be too far behind once Phase 3 kicks in
- Standoff timer here seems longer then 20 turns. They are firing with heavy weapons for 22-23 Turns + the Phase 1 Turns
Phase 3: All Cruisers, the Transport and the Carrier move into close range to fire all weapons.
- Assault Shuttles are lost due to PD - here is where those rockets and fighters could have been handy but there were no rockets left and fighters too far away
- The Transport should ideally bail out of the fight once its main weapon is lost as it can be considered as a civilian transport at that point with valuable cargo: tank battalion inside of it which should be protected and saved for the invasion itself
- Fleet carrier never engages with its 3 Interceptor squadrons (fortresses keep interceptors reserved, but in close range this does not make sense for either side: If the Interceptors can deliver their payload in one turn, they cannot be intercepted, and from the defending side: if enemy is in striking distance, there will not be time to scramble fighters to intercept rockets and other small craft so they should conduct anti-vessel runs at this range)
To sum it up:
- Keeping max distance for rockets only makes sense for 2-3 turns (unless you are the tinkers ), else you will run out of munition once the real fighting begins and this turns a relative advantage of heaving missiles into a disadvantage when these are just empty weapon slots. Bombers, Assault Shuttles have great use for their coverage in close range to take away PD fire
- Reduction of standoff timer to 10-12 turns seems sensible and overall turn limit to 40 accordingly
- Military Transports should bail out as soon as their Assault Shuttles are destroyed (act like civilian transports even if PD is left on them)
- Carrier should close in during second phase like the military transport does to support other fleet elements during the final phase
- Interceptors should not be reserved in close range but conduct anti-ship runs both from attacker and defender perspective
Phase 1: Cruisers attack with missiles until ammo is depleted (this makes some sense keeping the range but of course we know that all the missiles will not be doing any actual damage and could have served as decoys or damage dealers in close range)
Phase 2: Cruisers move closer to fire heavy weapons staying out of range from fortresses
- Again range-wise makes sense but they are unable to deal real damage from this distance and against such heavy shields
- Military transport also moves into this range which is perfect as they can attack together later
- Fleet Carrier stays as Phase 1 stage which is not optimal as it will be too far behind once Phase 3 kicks in
- Standoff timer here seems longer then 20 turns. They are firing with heavy weapons for 22-23 Turns + the Phase 1 Turns
Phase 3: All Cruisers, the Transport and the Carrier move into close range to fire all weapons.
- Assault Shuttles are lost due to PD - here is where those rockets and fighters could have been handy but there were no rockets left and fighters too far away
- The Transport should ideally bail out of the fight once its main weapon is lost as it can be considered as a civilian transport at that point with valuable cargo: tank battalion inside of it which should be protected and saved for the invasion itself
- Fleet carrier never engages with its 3 Interceptor squadrons (fortresses keep interceptors reserved, but in close range this does not make sense for either side: If the Interceptors can deliver their payload in one turn, they cannot be intercepted, and from the defending side: if enemy is in striking distance, there will not be time to scramble fighters to intercept rockets and other small craft so they should conduct anti-vessel runs at this range)
To sum it up:
- Keeping max distance for rockets only makes sense for 2-3 turns (unless you are the tinkers ), else you will run out of munition once the real fighting begins and this turns a relative advantage of heaving missiles into a disadvantage when these are just empty weapon slots. Bombers, Assault Shuttles have great use for their coverage in close range to take away PD fire
- Reduction of standoff timer to 10-12 turns seems sensible and overall turn limit to 40 accordingly
- Military Transports should bail out as soon as their Assault Shuttles are destroyed (act like civilian transports even if PD is left on them)
- Carrier should close in during second phase like the military transport does to support other fleet elements during the final phase
- Interceptors should not be reserved in close range but conduct anti-ship runs both from attacker and defender perspective