ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
There's just one problem with fighters in Endless Space: Flak.
Ships equipped with Flak are able to knock missiles right out of space who doing their damndest to move and dodge in such a way that they hit their target, perhaps firing countermeasures at the same time as well, depending on the level of technology we're dealing with. Imperium Aeturna even went so far as to add MIRVs to play, making missiles split into other missiles at launch. Furthermore, missiles can execute maneuvers that would apply so much force to a human pilot that he/she would black out. And my last point here is that AAA in WW2 worked by basically launching a big bomb surrounded by a shell of shrapnel. This was INCREDIBLY effective at dealing with aircraft as it absolutely shredded their fuselages, and the only limit to the range of AoE was, more or less, air friction. How much more effective would this anti-fighter technology be in space where there's nothing to slow down the tiny bits of shrapnel?
The technology can further be improved by changing the payload. What would flak do if the shrapnel was replaced by flechettes (mini-needles, basically), or, god forbid, hostile dust leaping from fighter to fighter and converting them to more hostile dust? Bottom line: Fighters. Not the best idea ever.
Edit: It probably would have helped if I read the previous posts to see if this was mentioned before. Yes, flak in Endless space can amount to plasma shields, but would YOU want to fly your tiny little fighter through that?
Well I would see it as that because Flak isn't really flak by mid game and is actually a Shield, its more like the fighters fly through gaps in the shield that orients to incoming missile waves.
And then get blitzed by turrets that probably are what they say on the tin.
....in battles in which the enemy fleets uses a large amount of kinetics which are flying widely arround cause of the low accuracy what happen then to the fighters and bombers?
i mean in battle with massive kinetics it is like a storm of projectiles between the two fleets...and iam curious how the Devs want to manage this?
it would be a shame if the kinetic projectiles would just fly through the fighters/bombers like they wouldnt be there.
battles are always broadside battles with huge crossfire areas.
Meh, I'm not worried. At least I wouldn't be, if they could utilize Boid particle systems. Then again, the combat system doesn't have a physics engine, so I'm not familiar with that kind of coding. Unless they used avoidance modifiers...
so i hope fighters and bombers are not flying straight to the enemy fleet.
Well, if I were a strikecraft admiral, I would never ever, under no circumstances, approach ships in the direct line between carrier and target. That would just be an invitation to hit two flies with one go.
Anyone of you played Freelancer, Starlancer or Freespace? If you got into a fight of capital ships, you stay clear of the broadfire area in between and try to find other approach vectors.
Nosferatiel wrote: Well, if I were a strikecraft admiral, I would never ever, under no circumstances, approach ships in the direct line between carrier and target. That would just be an invitation to hit two flies with one go.
Anyone of you played Freelancer, Starlancer or Freespace? If you got into a fight of capital ships, you stay clear of the broadfire area in between and try to find other approach vectors.
Sure, but are we going to get that kind of control? a true 3D vector approach? does that also mean that ship defense and offense will now be directional like SoTS or is it global like ST? That would make this tactical game very strategic.
Igncom1 wrote: I would think they would do it automatically, as combat is really more of a cinematic.
They would just be pathed to avoid it like missiles, for the cool and logical look.
Exactly, but that would mean that they would need to have a dozen or more different cinematics to cover the various possibilities of combat. As much as I love what they have now, they need more.
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