For example, currently it is often better to simply place more armor on a design than to add defensive systems, even if you know precisely which weapon the enemy might be using. Defensive systems have been beefed up a bit to make them more effective, though they still only work against their specific weapon system types. Armor remains unchanged, and as always is an outstanding way to increase the structural integrity of your designs. An example in the attached documents goes into some detail on this issue, encouraging a balance between armor and defensive systems.
One note: I'll add a section talking about FOO and DOO settings: originally they were intended to work by formation, which is how they are set now. In practice, fighters and drones are stored fleetwide rather than by formation, so you should use the same FOO and DOO orders to provide for more predictable results. I could change the system to scan by formation and make guesses as to which fighter/drone types are assigned to carriers that might be in each formation, but since it would be difficult for you to predict that outcome, it's better to just use one overall FOO/DOO for the fleet, so one will need to be used for the fleet.
Attached File(s)
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Naval_Combat.pdf (51.11K)
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