TOA: How do you reduce the Aggro created by a Fleet Module?

Currently when you apply a fleet module, it greatly increases the ships priority on getting attacked. This means even a ship that has 3 weapon and 60 armor surrounded by all weapon ships will often attacked first.

Is there a way to reduce the aggro amount?

4,741 views 6 replies
Reply #1 Top

The targeting order is normally decided simply by the value of attack/(defense+HP). However fleet bonus modules get a large bonus to that value. So unless you can attract fire to another ship with a similarly high value (ex.: an armed cargo hull with no defenses), it's going to get shot at first.

Reply #2 Top

You can also place the module on an unarmed ship.  So far as I know, armed ships are always targeted before unarmed ships.

Reply #3 Top

Quoting MarvinKosh, reply 2
You can also place the module on an unarmed ship.  So far as I know, armed ships are always targeted before unarmed ships.
End of MarvinKosh's quote

I actually like that fleet modules increase aggro, I just wish it wasn't so much. Frankly I'm finding combat too easy now. I can make one ship with maximum armor, put a popgun on him, and then stroll in with my army of super weapons with unarmored ships and completely destroy the opposition.

Sure I could "not" do that, but that's just a cop out. I would like it that I couild make a fleet ship with a higher than normal armor and still get attacked, just not a crazy ratio of 3 weapons to 60 armor (and monster hitpoints!).

 

So it sounds like there is no way to do this with a mod?

Reply #5 Top

You don't need a fleet module to make a ship that steals aggro and absorbs practically everything thrown at it.  You can have that and a wipe-this-map-clean space navy so long as you have access to HP enhancing modules, space-effective weapons and defences, and a serious chunk of cash to pay for the upkeep of said ships.

The way this works is, you add HP enhancement to the combat ships you want to move down the targeting list.  The 'tank' ship should also have some HP enhancement since defences can't take care of all bleed-through damage, but it should definitely have a higher relative attack rating.

Although this means that your ships cost more overall, their survivability improves quite a bit.  With two integrity grids a heavy fighter has 24HP base, then any bonuses (racial, trade goods etc).  Even if a designated tank ship gets destroyed or somehow moves down the targeting list, your opponents may well have a hard time destroying the rest of the fleet, because you can outlast them in a fight.  Unless of course they also have ships fitted with HP modules.

Fleet module allow you to do more or less the same but with a cheaper navy which can be wiped out easily without the tank.

 

Reply #6 Top

Or otherwise known as the "Don't change elements when the game allows anything indirectly or through the ruleset" motto of any modders i've ever worked with.

If you fleet up any potential, it must match features of the enemy to win - if you don't, you still have to gamble on your own total capacities rather than unevaluated (or guessed) opponent's fleet values.

Such modules are tactical decisions (in some way) taken at ship design steps, i want it *during* battles for GC3.