As I mentioned in another thread... one way to change the game's focus on encouraging focus fire might be to remove mitigation and replace it with a critical hit system. I finished that for my own mod and it makes capital ships feel quite substantial. (hit the shields, they're fine, hit the hull, they might have a critical problem).Without mitigation, and with powerful capital ships, they can definitely hurt other ships seriously, but can still be overwhelmed by superior numbers... the 'death of a thousand cuts'.
Thank you! Finally, someone who supports my idea. I made that same point about critical hits in reply #93. It's just realistic to figure in a possibility (base .5% and upgradable through tech/levels, or something like that) that a hit will be critical, doing more damage, and possibly knock out a weapon (lowering damage potential on that side), the antimatter containment (erasing a portion of the antimatter charge immediately, or slowing recharge), the engines (slowing the ship or even stoping it), etc. Heck, even Hegemonia: Legion of Iron had that feature.
Heya, beforehand.. i didnt read the whole thing.my 5 cents:I suggest a SuperCap Ship if you want a bigger more badass ships. Like extending the reasearch tree to get them, or needing more cap ship resources for one of the supercaps. In anycase i wouldnt create a to big gap of power between frigates and caps, this could have some unforseen consequences for gameplay.For realism, not all shots in SOASE actually hit. I think its a 10% hit chance for most of the guns. If you want to go down the reality route a "small" frigate should be harder to hit with a cap ship than the other way around. Still a game though....
Yup, a couple of us have mentioned stuff like that. I personally questioned the part where you don't do any research to aquire any cap ships. I agree that big gaps shouldn't be map between Frigates and Cap Ships, but Cap Ships should be researched, and the first one shouldn't be free. If anything, it should be more expensive. Actually the first ship of each class should be more expensive, since it takes time and money to lay down blueprints, prepare a supply train to get building materials, and to gather up and train the people to build the ship. After the first one is built, you just reactivate and reopen building slips to build more of that first ship of it's class. It's just realistic.
And I agree with your comment on hit chance. Missiles, even though they are under power and can aim themselves at a ship, can be stopped by passive and active defenses. ECM to trick a missile's "brain," decoy's to lure them away from a ship, and active counter missile weapons, like specialized short range interceptor missles, fast firing lasers or autocannon. And Solid shot or Energy weapons have to be aimed. Even though they don't have to deal with gravity or friction in space, they do have to deal with Recoil, which can effect aim, more so with distance. Also, space dust and debris can possibly block, weaken, or deflect shots before they reach the target. So, really, when you get down to it, that average damage shown on the ship info card is just the damage that can be caused by what shots actually hit the enemy. Of course, that damage potential needs to go up all around, including critical damage, the closer ships are to each other, for obvious reasons. Also, I think ships should naturally try to move closer to each other in a fight, for that same reason, instead of shooting at extreme range for their lowest range weapons.