My understanding of how the campaign would work was at that point quite fuzzy, and so once the campaign did come about, fighters had to be adjusted to fit in. This led to some awkward mechanical interactions and obscure rules. For example, if you have any ships with flight decks in your...
One such set of mechanics is just about everything surrounding fighters. In the current release, they’re a bit rough around the edges, especially in the campaign – a few things don’t quite make sense lore-wise, and a few things combine to make them weaker than I’d like them to be...
Added warning when resulting variant has too few weapons or fighters to be effective Added "useSoftwareMouseCursor" option in data/config/settings.json Ordering an individual ship to retreat no longer requires a command point or opens the command frequency if that ship is out of peak time Fixed...
Added warning when resulting variant has too few weapons or fighters to be effective Added "useSoftwareMouseCursor" option in data/config/settings.json Ordering an individual ship to retreat no longer requires a command point or opens the command frequency if that ship is out of peak time Fixed...
A“lay in course” feature – track where you’re going and how long it’ll take to get there Ship recovery – repair derelict ships or ships disabled after battle, and add them to your fleet Revamped carrier & fighter mechanics – command fighters launched from your own carrier New campa...
I find that often the only way to run ballistic ships is to have them mounted with as many shield overwhelming weapons as I can afford and then surround them with fighters to deal with the hull. And this feels like a let down. When the concept that you have of the weapons is so ...
“issue order” system. Lets say I wanted to escort a bomber with a fighter. instead of justing leftclick here, rightclick here, id have to rightclick the bomber, say fighter escort, then unassign all the fighters I DONT want to be doing that and so on. SO you’re right that its ...
fightersapi.addToFleet(FleetSide.PLAYER,"hammerhead_Balanced", FleetMemberType.SHIP,"ISS Black Star",true);api.addToFleet(FleetSide.PLAYER,"venture_Balanced", FleetMemberType.SHIP,"ISS Hamatsu",false);api.addToFleet(FleetSide.PLAYER,"wasp_wing", FleetMemberType.FIGHTER_WING,false);// Mark ...
Skills have a direct impact on how the character performs – a skill may provide a damage bonus to weapons, extra ordnance points to use in equipping their ships, or extra fleet points so they can command a bigger fleet. Skills also unlock hull modifications, with higher skill levels unlockin...
Granted, it can be fun after one takes the time to sort through things, understands them, and really gets into it. I remember my eyes glazing over when opening the buy menu in Cortex Command for the first time, though – the shock of content overload can be harsh, and ways to avoid...