r/Highfleet • • 8d ago

Highfleet mods bundle feature requests

Alright, so currently I am authoring a mod bundle for HighFleet that is mostly focused around broadening the possible playstyles. And yet I am but one man, and my vision is only mine - I would like to have your collective community feedback as well.

Regardless of whether you read the following patch note or not, I'd prefer you write your hopes and dreams for HighFleet 2 in the comments; I will see and, hopefully, implement your suggestions.

After that, before the week is through, expect a follow-up post with a GitHub link.

I found that the biggest issue of the vanilla game was that there is only about one optimal playstyle, with the others trailing far behind, namely:

  • Big ships lose out on initiative and fuel economy, not to mention they can't catch convoys.
  • Carriers lose out on that too, plus also battle loot.
  • No place for an IRST-and-radar-battle-vessel - best to place IRST, RWR, radar on non-combat vessels and leave combat vessels with easily repairable parts.

I am currently vibecoding a set of mods, since I am confident in my ability to test them well.

So far, my feature list (things I already have playtested) is thus:

  • Armoured big block

Economy

Bounty payout - enemy ships pay out bounty based on hull and crew count, and difficulty:

  • Easy - 2000 per hull, 1 per crew
  • Medium - 1000 per hull, 0.5 per crew
  • Hard - 500 per hull, 0.25 per crew

Economy averages out at 2-5k every town on easy and works to grant money to carrier, missile and gun fleets alike.

Battle flow

  • Jammers: Now have added strategic value - enemy convoys or garrisons hailing an alarm will not succeed if they are near an active jammer.
  • Radars: Now have added tactical value - radars draw a line between you and the target to make aiming easier; powerful radars draw the line further out.
  • IRST: Highlight enemy silhouettes through smoke.

Weapons

  • One-barrel 100mm autocannon for cheap ships
  • Double-barrel 130mm autocannon for combat ships

Big ship gun batch:

  • Four-barrel 130mm for bigship anti-medium
  • Dual 57mm rotary for bigship anti-small
  • Quad A-220 for a bigship alternative to Sarmat

Aircraft

  • La-29 - rebalanced, higher HP, >50% sortie survival against SG on easy
  • T-4 - unchanged
  • NEW: MB-110 - high HP bombtruck
  • NEW: T-10 - high-speed missile slinger ASF

Engineering

Big block utility modules:

  • Expensive nuclear reactor for bigships
  • Rtut-B EM device, AOE Palash feeding off excessive generator power

New engine batch:

  • NK-25 (and the other high perf engine) have increased cooling and longer afterburn
  • Low thrust, low power, efficient engine for small ships
  • High thrust engine for bigship (NK-25 on steroids)
  • High mass, high efficiency, no afterburn engines for both small and light ships
    • Gets heavy hulls airborne, kinda efficient, low top speed
14 Upvotes

11 comments sorted by

2

u/Afoon 7d ago

Honestly the mod I'm most interested in seeing would be one that lets player built ships be available as mercenaries and by enemies. Though I know there are current options for both, they are highly manual and necessitate replacing vanilla ships rather than adding to them.

2

u/Public_Ad3194 7d ago

That sounds like something i can do, actually.
I do imagine there will have to be filter criteria so that draft ships dont make it in, but thats a problem that can be solved. Thanks!

5

u/quickscopesheep 7d ago

The idea of the nuclear reactor is cool but kind of negates the point of the story I think. The idea that the khiva reactor is such a big deal is lessened if every capital ship carries a miniaturised nuclear reactor

1

u/RHINO_Mk_II 7d ago

Bounties and new, better modules added for the player sounds like the game will be much easier overall. Unless vanilla ships are reworked to use the newly available parts as well, and even then the eco boost will be player favored. I'm more interested in mods that present a challenge beyond what vanilla offers to test the efficiency of my custom ships.

1

u/Public_Ad3194 7d ago

Would a feature that allows to convert an existing ship to your own design be useful for your playstyle?
I.e. buy a skylark, set it to convert to a Sevastopol, pay 180k, wait 10 years while it is constructed (or at least constructed as far as the city had parts)

1

u/RHINO_Mk_II 7d ago

Probably not and certainly not if it could only pull from parts existing in the city.

1

u/LengthinessNo1494 6d ago edited 6d ago

We say go for it. We modders love to play games in our own way anyway. Go full AI like we care as long as they good in our pov and if it not well they still good as long as they exist to add something new.

We hear boarding feature alot but let wait and see. Just hope crew more useful like clear crash site faster if have more crew. Maybe dev had plan for them before but they tank cpu or have too many things to make so they say... later.

Maybe some emp ammo to minimum damage to the ship that we plan to capture may helpful.

-2

u/ConsistentAnalysis35 7d ago

And yet I am but one man, and my vision is only mine

You mean yourself and Claude, right?

I'd prefer you write your hopes and dreams for HighFleet 2 in the comments

After reading your list, I think I'll wait for a real Highfleet 2 from Koshutin. That's because it's obvious you're lacking in vision. What you and Claude will produce won't be of the same quality as the base game.

3

u/Public_Ad3194 7d ago

Won't be of the same quality as the base game

I dont claim to match quality with the author, i've no time or experience for that.
Author's vision most of the time will be more consistent with the original than mine for obvious reasons.

You mean yourself and Claude, right?

I mean what i said. I believe that, in the AI situation we find ourselves in, we should still own the vision and the problem we're solving. Give that away to the ai and there goes the line between creativity and meat proxy.

Either way, i hope that there will be at least some comments here with suggestions and not just AI criticism which, while valid, wasnt what i expected when i created this post.

3

u/MechanicalAxe 5d ago

Well I for one am excited about what you've listed in the post and feel like person above just wants to be sour about something.

I'm still sorta new to the game so I don't have any suggestions just yet, but I'll save the post for future reference and look forward to seeing your work.

3

u/jimmychim 7d ago

No need to be rude