Gorton wrote:Personally i'm of the opinion that more tedious micro = worse game to play, and also = more annoying shit to do that isn't really fun.
I don't see the fun in these weird, special abilities. It would just annoy me instead.
Agree on the micro.
Additionally the issue with FBs is not speed.
The issue with all air isn't speed, they move much faster than land.
The issue with T2FBs is they cost more mass than the ASF which flys faster, have far superior A<>A capabilities, and shoot down FBs in 3-4 shots, also known as "before they destroy the target", ASFs are also far superior dog fighters with much greater agility.
T2 FBs are really only effective before ASFs come onto the scene. Making them faster will get them on target quicker and increase their first pass lethality however that would only matter if they were faster than ASFs without the ASF afterburner. Even with afterburners they are slower than the ASF at normal speed, meaning even out of position ASFs with their superior speed and agility will make an intercept and likely destroy the FBs before their attack. Certainly before a 2nd pass.
So what happens, A,B or C.
A. You get a destroyed target maybe, and give lots of mass to your enemy, they keep their ASFs and you lose air superiority.
B. You fail to destroy the target, lose all your FBs, and the enemy ASFs are still flying and you lose air superiority.
C. You get a full first pass on a target and destroy it, while still taking losses, if and only if it is an enemy ACU you win the engagement, if it is not you will still lose your whole force to ASFs. Simple as that. If your target is shielded you are even less likely to kill it. You might get a 2nd pass with a T2 FB if you have a lot of FBs and the enemy has very few ASFs but this is almost never going to be the case because the FBs cost more mass than the ASFs so there is a very narrow time in gameplay where this is likely to be the case. In an average game probably less than 2 minutes.
The ASFs also have a 15 min fuel level which essentially means once you build them they are instantly on CAP Combat Air Patrol until they get shot down by another ASF.
Upwards of 80% of the time an ASF dies by another ASF and the remaining 20% of the time it is by all other combined factors. Given this T2 FBs are a huge mass waste unless nobody else is T3 air. The time and cost it takes to get 15 FBs vs the time it takes for an air enemy to get T3 and build 10 ASFs is roughly the same while the ASF player has a huge advantage because they have wiped out your T2 FB force, can either maintain air superiority or switch to T3 bombers and hit you with a better bomber.
So T2 air vs T3 air is never ever ever a competition with the current air build.
Now all that said, if we want to make afterburners a real thing, double the speed you can do with them instead of flying at 15, fly at 30. Reduce the agility during the afterburn, and make the afterburn last about 5 seconds, while eating fuel like crazy. Make it cost energy so if you move 100 ASFs it kills your eco for the 5 seconds you do it. If your plan is to hyperjet into an attack with FBs you need to be able to beat normal ASF speed to get that "surprise". On the other side of the coin, if your enemy uses their afterburners in an ASF with a 5 second countdown they are likely to overshoot so they'd have to strategically place their forces, or at least choose to use the tactic or let you get your first pass in.
There are plenty of inventive ways to implement this but taking a speed increase of +2 or +3 which amounts to about a 15% increase isn't going to bring enough tactical merit to offset the need to click another damn button to make something happen. An afterburner on a T2FB that is like using 93 octane gas instead of 87 is also not what an Afterburner is all about.