I want to encourage the focus of future replies onto the ease of defeating NPRs by players. Again, I have no issue with not being able to defeat NPRs. My suggestion is for how to make NPRs harder and costlier to defeat.
At least since the Romans fought the Parthians, and probably even earlier, since the paleolithic invention of the bow and arrow, humans have used kiting/hit-and-run (K/HR) tactics. Any human will instinctively use K/HR, it’s literally fight and/or flight. K/HR should not be considered a “meta” tactic IMO.
Historically, how do you counter mounted enemy archers if you can’t match their speed? You either use cheaper foot archers to outrange/outshoot them, or ignore them and use heavy infantry to take all your military objectives since horse archers can’t actually hold ground. In wet naval combat, K/HR is countered because navies can’t go on land (defenders can do fleet-in-being), and can only threaten coastal areas near deep water.
In Aurora, if a Player has a 5% speed advantage, they will be able to force a confrontation into K/HR in any situation. Even when assaulting a heavily guarded jump point, the jump engine radius tech allows a Player to start K/HR even with a much weaker fleet. Shields further enable K/HR since shields are free to recharge, and recharge very quickly.
In Aurora, the historical analogies for countering K/HR tactics, namely outranging them cheaply, ignoring them to focus on operational objectives, or fleet-in-being, do not work for NPRs. Missiles are more expensive than obtaining a 5% speed advantage, NPR missiles are underpowered (not posing a threat to cheap gauss cannon PD and cheap shields that players can effectively use) and long range beam weapons are expensive. In Aurora, operational objectives are at minimum hours away, while entire battles are over in minutes. And STO/fleet-in-being run into the problem of being really expensive for not being able to move (would you rather a powerful laser be an STO, or invest a little more to put it into a battleship?) Not to mention, fleets under the cover of STO first need to make it there, and then are still subject to Player Missile attacks which may not be as ineffectual as NPR missiles.
The result is, that not only is speed, shields, and K/HR really powerful, all Players will naturally gravitate towards it, and NPRs have no chance in any situation against a Player that is slightly faster than the NPR.
My suggestion to introduce ship fires and the in-combat vs out-of-combat conditions, are an attempt to solve part of the issue by causing K/HR tactics to be costly, or at least, not entirely free. The way I presented my suggestion happen to involve how they would affect the viability of pursuit of fleeing NPRs by Players, but my suggestions should affect much more than just pursuit. These suggested changes still won’t really matter when the Player vastly overpowers the NPRs, but makes it much harder to completely cheese a more powerful NPR when the Player is weaker, at parity, or slightly higher tech than the NPRs.
I encourage other forum members to come up with arguments against my argument that K/HR trivializes NPRs, or alternatively, other Aurora-compatible suggestions to make NPRs able to deal with K/HR.
I actually like the idea of there being some impact of actively shooting. Lore-wise, maybe when you are actively shooting direct fire weapons (i.e. when you have a DFC in open fire mode), you reduce how much you are ducking and weaving to get a better shot, increasing your To-Hit chance for DFC but also increasing the enemy’s To-Hit against you with DFC or MFC. It could be something that happens automatically, or it could be something to can set in the Ship Combat tab (what % balance you want between evasive action and improved To-Hit). That would be an actually interesting tactical choice… do you prioritize dodging incoming missiles or shooting them down? Do you prioritize dodging while advancing toward the enemy, or hitting them better as you advance?
I love this idea. To have a ships focusing on firing be debuffed in other ways might strongly help with the dominance of Player K/HR.