Well, a REALLY easy way to do that would be to cause the units inside to take damage if the Transport is destroyed before they are unloaded. 50% damage, say, would be a really strong encouragement to unload before death.
True, or to bring them in line with how Carriers work and pass damage through. The Scout hull would still provide a net reduction in total damage taken, but the stuff inside isn't perfectly safe
Another way would be to limit the amount of attacking the Assault Transport can do when loaded. If you add a counter to it that only charges when unloaded, and the counter goes down as the AT attacks, being unable to attack (or having a pitifully weak attack) when discharged might help.
Reminds me a little of Build Points that stuff like the Hive Golem use, but for guns. Or an inverse of how the Firefly works.
Summary: the power of a fleet is proportional to the square of its size.
Yup. This is the root of some of the issues with how the AI can exceed caps on certain ships. It might be paying a cost that appears to be proportional, but it's still effectively underpaying due to this multiplicative effect. I think the slipperiness of accounting for that is one of the reasons why certain problem ships are still causing disproportionate trouble in AI hands.
The thing is, the AT attack does not happen simultaneously with the attack by the units inside. Oh, the AI doesn't get a chance to rebuild, but it doesn't have to endure being shot at by your missile frigates while it deals with being shot at by the AT. And that matters.
Now, it might still be too strong, but you have to take the separation into account.
If it turns out that the fight with the transport with 200 missile frigates in it is equivalent to fighting 140 missile frigates (discounting the fight afterwards), then I think the math is that it's roughly equivalent to a normal cap of missile frigates of that mark.
True, but you're also cutting out worrying about matching up strong vs. weak subsections of your fleet, everyone now gets to do Energy Bomb damage and not worry about damage multipliers. So anything that would be weak against your current target now gets a significant straight DPS boost that flies under the radar.
Another point that's harder to assign hard numbers to is that you're also drastically cutting your refleet expenses and time, as well as your exposure to reprisal waves by squeezing this much extra efficiency and lifespan out of your fleet. I know I give zero... ducks about rebuilding half a dozen ATs, but if I had to rebuild most of the 1200 units inside of it (and eat whatever probably-hideous Reprisal wave was inbound) I would *not* be happy!
What about an attract fire aura? If the AI fires at any ship a range of x distance to the AT, the AT will become the target of the intended damage. I know there are units that already have this ability, so it would just be a matter of making sure the effect got invoked correctly.
Further tweaking could then be done by modifying the available health of the ATs. Heck, for this ability, I'd even be willing to give up the guns on the AT entirely.
That's an interesting possibility for a replacement of their guns.
I think the Decoy Drones are the main thing that has this, with one or two other ship types having some limited fire attraction (specific ammo type, they're such a nonentity I can't even remember the specific ship). There's not already a crowd of ships covering this effect, so it might not seem redundant to grant it to one that you always have access to if you want to pay the K.
Plus, if you want to take advantage of the ability on the ATs, you have to make the choice to likely sacrifice them and have a more dangerous trip wherever you are going afterwards, which would keep them from overshadowing the far more expendable and spammable Decoys... You want cheap, wide-coverage shot attracting? Use the purpose-built ship. An emergency while landing the fleet happens? Circle the wagons (ATs) and let them eat fire while the fleet makes a stand.
I like.
This one combo'ed with a thread over in the Strategy section to also remind me about
Translocation Knockback, that's another effect that could fit and might be worth trying out. Slash the number of shots (and thus the damage), but let the ATs valiantly punt stuff away to open up breathing room for the fleet to strike.
attract fire aura
This plus no guns? I like this idea. The player need to unload the fleet to attack ; the fleet do itself its own damage and the AT still protect the fleet.
Looks like we have three votes for trying out the decoy effect! I will put together and post a test patch for this one this weekend then so people can start trying it out.
Something that bugs me that this suggestion would solve, is the damage abstraction of the AT: ships inside an AT has no more bonus but no more special ammo type. For instance fusion cutters or dark matter guns are able to attack targets normally immune to this kind of ammo from inside an AT. Range is also wiped from the board: snipers and vampires get the AT's range. Suicide ships (rams, autobombs) or attrition ships (younglings) are also weirdly tweaked.
Yeah, it gets a little odd, Carriers end up with the same effect (same thing for how they lose their immunities to AoE and certain damage types when packed inside). I don't think it's really avoidable though.
Hey? What about just giving AT the dark matter munition type? For some specific targets, the player must unload, but for passing through an annoying fleet, no need to unload. But maybe what you (all) are seeking is how to kill a specific target with AT and force players to engage fleets with fleet.
I assume a lot of stuff is immune to that damage type? Almost nothing uses it so I haven't paid attention to what resists it.
That does also raise the simple, quick and dirty option of simply sticking the ATs with a Fortress-style nerfing multiplier against certain hull types. As much as it pains me to say because I take advantage of this all day long, but they really shouldn't be so good at structural killing I think. When I think of ATs, I think of things like amphibious troop transports from WWII or modern-day APCs, their weapons are meant for covering fire, not artillery...
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Anyway, lots of good input from everyone that's raised a lot of interesting considerations! I think I've got enough data/suggestions to kick out a batch of patch options that people can start playing with and debate which they like best.
The list I think I'll try:
1. No Guns, Pure Stealth -- Already done, no point in throwing away work, I won't delete it.
2. Decoy ATs -- I'll just have to test to make sure that the cloaking doesn't interfere with the shot attraction. If it does, no big deal, I'll just nerf their damage down to something nominal so they still break their cloaking as they pew-pew and make themselves eligible to be shot. Nope, forgot Decoys were Experimental class, they should stay unique.
3. Translocation Knockback ATs -- Similar deal to #2, pair with a heavy damage cut so the primary effect is the knockback.
4. Pure Damage Nerfing -- Probably make a high and a moderate level of reduction as options since there doesn't seem to be a consensus on exactly how far it should be cut.
5. Antipersonnel ATs -- Pull their teeth against Structural and Command-Grade hulls with a severe nerfing multiplier so you can still have a nice cloaked alpha strike against fleets before you unload, but no leveling a whole planet's defenses with them. You want the posts/FFs gone, unload the big guns and tank the losses. Pair with a hull type nerf to cut their lifespan if they still feel OP against fleets (first inclination is to pick something Fighters or Missile Frigates do well against, Bombers already get enough love). Never mind, guardpost hulls are all 31 flavors of Baskin Robbins, simpler to just cut damage across the board and be done with it.
6. Glass Cannon ATs -- Mostly leave damage alone, but change their hull type to something commonly countered so they don't get long to exploit the high damage in pitched combat. You get a nice alpha, choose your target wisely. Nope, I'd have to cut their durability to "self-destructs at a stern look" to get the same effective DPS reduction over time as the plain damage nerf, which would makes ATs just annoying to use. They're Assault Transports, not Annoyance Transports.
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If ATs somehow *still* feel weird after all those options, hopefully at least whatever the remaining hangup is will have been narrowed down to be squashed, assuming it's not just a matter of tuning some numbers further. (The "battery charging" shots thing Toranth mentioned *begs* to be attached to a Golem someday I think, but that's a different topic.)