Their turret rotations and angles will allow them to track their targets while moving. It’s not a perfect solution but they should be considerably better.
That sounds exactly right and why I posted some info for you guys to look over, I need to re-evaluate that.
I went down that path as well. Gunships being so bad at their job in vanilla was immensely disappointing (it was one of my favorite ships and the one I was most looking forward to texturing). I already changed its maxbankingamount to 35 to try and help improve the time on target efficacy of both top and bottom turrets. Its weapon currently looks like:
StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","Kinetic_Small","Normal",1700,1250*1.1,0,0,0,0,1,1,1,3,0,0,1,0,65,65,0.1,"Normal",1,0,0);
AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",44,50,"");
setPenetration(NewWeaponType,5,1,
{PlanetKillerArmour=0},
{ResArmour=0.8});
setAccuracy(NewWeaponType,1,
{Fighter=0.12},
{Corvette=0.136},
{munition=0.2},
{Frigate=0.8,damage=1},
{SmallCapitalShip=0.6,damage=1},
{BigCapitalShip=0.6,damage=1},
{ResourceLarge=0.6,damage=1});
setAngles(NewWeaponType,0,-180,180,-10,60);
setMiscValues(NewWeaponType,1.5,0.5);
addAnimTurretSound(NewWeaponType,"Data:Sound/SFX/ETG/SPECIAL/SPECIAL_ABILITIES_TURRET_ON");
Thanks, I will re-run the simulations and see. Light Corvettes were being fairly murderous against Destroyers and Frigates so there was some variation to give them a chance.
Which brings up a point I forgot to address - upgrades. This is straight non-upgraded vs non-upgraded at the moment which obviously will not fly. I’m not entirely sure which path to choose:
- Built in inherent family speed upgrade in the drives/health in the chassis (early advantage:HW1, maybe make it around level 1 of a HW2 race)
- Separate research ability (Like the poor HW1 races don’t have enough to manage, but it’s easier to time and gives the player a choice)
- An other option I haven’t explored.
At the moment Hiigaran Interceptors will overcome their Vette counters, at equivalent ship RUs spent, only at InterceptorMAXSPEEDUpgrade2 and just barely.
This reminds me, I was mucking about in the code looking for extra damage bugs and I’ll have to look again to verify but it looked like front armor was not defined, only side and rear. If that is the case I’ll try and have that added so we have the ability to give ships heavier frontal armor when needed.