Over in the Game Balancing thread some discussion has occurred regarding Fast Fighters and their unstoppable rampages. The general response seems to be along the line of limiting fighter speed.
My opinion is that Fast Fighters (Interceptors) are a valid unit that simply does not yet have a good counter/defense - balance. I think the Anti-fighter defense is where the solution lies not in slowing down fighters.
Based on this I’ve come up with the following Fighter Module that is specifically aimed at balancing the use of Interceptors - the Fighter Anti-fighter Missile. In my testing thus far, I’ve found that while the use of the module does not completely negate the advantages of Interceptor use, it does reduce their rampage to what I think is more acceptable. In the scenario The Battle of Mexellon 2 the Rebel fighters go after any Frigates first and I normally lose between 80-90% of my frigates, even with Anti-fighter Frigates! Changing my Fighters to Interceptors using 1 Anti-fighter Module my losses are reduced to around 40% of my Frigates - acceptable to me.
These missiles are fast, maneuverable and short range, with the same rate of fire as Fighter Rockets.
The Module still needs balancing especially against slow Fighters/Bombers that are easy pickings. Interceptor vs Interceptor where both are set to engage Fighters first, basically creates a separate battle from the main fleet, effectively removing them from the fleet battle.
Fighter Antifighter Missile Module
[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 12
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 16
crew_required = 0
damage = 9
description = “Conventional missiles are useless against fighters, which can simply outrun them. These faster, short-range missiles come into their own as a response to swarmed fighter attacks.”
fire_interval = 2100
fuel = 300
guiname = “Fighter Antifighter Missile Launcher”
has_flare = 0
hitpoints = 8
icon = turret
min_range = 50
max_range = 210
missilelength = 4.0
missilespeed = 0.50
missilewidth = 2.0
name = “fighter_antifighter_missile”
powerconsumed = 0.2
shield_penetration = 12
size = “FIGHTER”
slot_type = TURRET
sound = data/sounds/missile_launch.ogg
soundvolume = 0.25
tracking_speed = 3.5
trail_fade_time = 600
turnspeed = 3.5
turret_sprite = “turret_miss_v3”
turretsize = 0
weight = 2
warhead = EXPLOSIVE
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = damage,DECIMAL
5 = fire_interval,INTEGER
6 = tracking_speed,DECIMAL
7 = shield_penetration,DECIMAL
8 = armour_penetration,DECIMAL
10 = fuel,DECIMAL
11 = missilespeed,DECIMAL
12 = min_range,DECIMAL
13 = has_decoys,BOOL
14 = max_range,DECIMAL[/code]
Feedback would be great…