Roaming Fleet

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Author: Chillmatica

Last revision: 11 Jun, 2023 at 03:00 UTC

File size: 80.9 KB

On Steam Workshop

Description:
Overview:

A new default combat order

  • The underlying aim for the mod is to make combat a break-even or credit generating activity instead of a money pit. It works like a long-range, faster patrol. The thematic idea is Eve Online-like roaming fleets.
  • The logbook entries can be spammy but also serve as a quasi-log to understand why your fleet may not be engaging. These can be disabled.
  • Save game compatible. Will revert to "Hold Position" if removed.

Features:
  • Set home and destination sector and fleet/pilot will travel that direction hunting on the way using non-cheaty methods.
  • By default, the commander makes use of player faction intelligence meaning satellites and other player faction ships in the sector help find valid targets. No ESP.
  • Fleet commander ships will scoop any loot after a battle. Optionally they will deposit it at player HQ on return home trip from camping.
  • Commanders will prefer to engage similar size ships to themselves first.
  • Kills while on a roam award a bounty credit.
  • Killing an enemy (< neutral) of the sector owner rewards reputation with that owning faction. Makes sense for helping to keep their sector clear of baddies.

Extension options if using optional SirNukes Mod API:

https://steamcommunity.com/sharedfiles/filedetails/?id=2042901274

  • Set bounty rewards for all player ships or only those with Roaming Fleet orders.
  • Disallow engagements when enemy is close to a station helping to prevent aggroing friendly stations or attacking enemy stations at all.
  • Laser tower sweeper: clean up enemy laser towers after a battle.
  • Customize the bounty reward multiplier to taste.

Mod Options:
  • Home sector: Set a Point A
  • Destination: where your fleet is roaming to. Leaving it empty will choose randomly from known sectors. At the end of a roam, home and destination will swap.
  • Fight Win Odds: 0-100. Compare your fleet vs enemy fleet strength. 100 is roughly double the strength, 50 is even strength.
  • Camping time: How long to camp in the destination sector before returning home.
  • Use Sector Intel Network: get targeting information from other player ships as well as satellites in the sector. Disabled is commander radar only.
  • Deposit Loot at HQ: at the end of a camp, assuming that you have the Player HQ unlocked and the commander has scooped at least 50 items, will make a beeline for the HQ and deposit loot in the safe box.
  • Long Distance Chase: will stick to targets longer and through gate jumps.
  • Wait On Fleet After Gate: helps if your commander is fast and other fleet members are slow.
  • Fast Camping Patrol: when in camping mode, uses travel drive to get around which will help uncover fog of war and enemies quicker, but also potentially split up the fleet.
  • Carrier Deploy Camp: Carrier fleet commander will automatically deploy squadrons to known gates. Engagement logic switches to vanilla Point Defense for the fighters. Carrier retains for those with "Attack" assignment.
  • Auto Repair/Resupply: Fleet will check every 5 minutes whether they should seek out repairs/resupply from nearby carrier/aux ship or stations. (v1.6) Also handles mid-battle repair checks if S/M ships are below 40% hull.
  • Logbook and Notification: Notifications are currently when doing an HQ loot drop.

Change Log:

v1.5

  • Added fleet option for Fast Camp Patrolling. While in camping mode at the destination sector, fleet will use the travel engine to get around and more quickly uncover any fog of war.