Thrawn's Revenge

Ascendancy [SoaSE] => Ascendancy Discussion => Topic started by: Indignation211 on November 22, 2016, 02:11:12 PM

Title: Hangar Defenses?
Post by: Indignation211 on November 22, 2016, 02:11:12 PM
Are there going to be static hangar defenses like in base sins? I know such facilities exist in Star Wars (there are some in X-Wing Alliance) and without them a carrier fleet can simply sit at the edge of a gravity well and spam bombers at structures. I know Golan III's get one squadron each but that is nowhere near enough.
Title: Re: Hangar Defenses?
Post by: tlmiller on November 22, 2016, 02:16:16 PM
Your starbases can also build up to 4 squadrons if you devote your upgrade slots to fighters.
Title: Re: Hangar Defenses?
Post by: Bucman55 on November 22, 2016, 02:24:11 PM
Your starbases can also build up to 4 squadrons if you devote your upgrade slots to fighters.
Only four? In Interregnum you can get up to 12 or 14 and still have upgrade slots to make it powerful enough to fight off a decently sized attack fleet. I don't see how (with sins logic) how 4 squadrons can make that much of a difference in a space fight.
Title: Re: Hangar Defenses?
Post by: Mr.Puerto on November 22, 2016, 02:38:31 PM
Only four? In Interregnum you can get up to 12 or 14 and still have upgrade slots to make it powerful enough to fight off a decently sized attack fleet. I don't see how (with sins logic) how 4 squadrons can make that much of a difference in a space fight.
Well Interregnum and Ascendancy are two different mods with two different play styles. So 4 wings of fighters can hold off an attack until an actual fleet arrives.   
Title: Re: Hangar Defenses?
Post by: tlmiller on November 22, 2016, 02:47:02 PM

Only four? In Interregnum you can get up to 12 or 14 and still have upgrade slots to make it powerful enough to fight off a decently sized attack fleet. I don't see how (with sins logic) how 4 squadrons can make that much of a difference in a space fight.
Well Interregnum and Ascendancy are two different mods with two different play styles. So 4 wings of fighters can hold off an attack until an actual fleet arrives.   


I usually do a starbase + 2 Golan-3 + 2 Golan 1 as my "normal" defense (once I get the resources so that building a starbase in every gravity well no longer is finincially draining).  6 Fighters can certainly help hold off a smaller attack fleet that goes after the golans if you keep most of the bases near enough to each other to help defend each other a little.  Doubly if you also have the hyper-V canon active to help damage some of the ships attacking.


If you need more anti-fighter then keep a small fleet of corvettes in a few small portions of your territory.  Have them set to attack only local space, and then have them move to the gravity well under attack and park them in the center of the defensive stations.  They'll destroy any bombers going after the golans/starbases while not going after the ships suicidally (since they'll only move a small distance due to their combat settings).
Title: Re: Hangar Defenses?
Post by: Corey on November 22, 2016, 09:18:03 PM
Are there going to be static hangar defenses like in base sins? I know such facilities exist in Star Wars (there are some in X-Wing Alliance) and without them a carrier fleet can simply sit at the edge of a gravity well and spam bombers at structures. I know Golan III's get one squadron each but that is nowhere near enough.

There may or may not be additional fighter defenses beyond the Brask and Golan IIIs, but keep in mind that fighters are by far the leading cause of lag, and we don't want to exacerbate that.

Only four? In Interregnum you can get up to 12 or 14 and still have upgrade slots to make it powerful enough to fight off a decently sized attack fleet. I don't see how (with sins logic) how 4 squadrons can make that much of a difference in a space fight.

Interregnum's method of faction design and balancing is also far more aligned with the base game, where starbases are meant to be able to defeat entire fleets on their own. While stations will be significantly stronger in 1.1, I've never liked how much Rebellion was basically League of Titans and Starbases and nothing else really mattered that much if they weren't around one of those two things.
Title: Re: Hangar Defenses?
Post by: Papa Palps on January 02, 2017, 03:18:23 AM
Only four? In Interregnum you can get up to 12 or 14 and still have upgrade slots to make it powerful enough to fight off a decently sized attack fleet. I don't see how (with sins logic) how 4 squadrons can make that much of a difference in a space fight.

The New Republic can actually have up to 9 squadrons on its starbase with max upgrades.  Add to that 8 possible Golan IIIs and you get 17 squadrons, which is quite reasonable.