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 Author Fighter commands
Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-05-02 10:00   
ahah, no This is not about bomber with torps for anti-ships

No this is rather, an idea about fighter commands, Currently we launch our fight, and they remain til either the fighter kill its target or loses it then they will return back to base (with no way to stop them lol)

Well i wanted to know if tis possible, and if its a good idea too, to make the ifghter, once lose its target, ge tinto a search and destroy mode (kill anything red within a certain distance) and also to make it able to move them during flight to another location and change there target?

this woudl also require in order to avoid huge fighters gather to limit launches by, say 2 launchs max per bay, and can't relauch til the fighter returned or ddied (Kind alike the mines)
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19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

Rhiawhyn Zerinth
Fleet Admiral
Templar Knights


Joined: October 31, 2005
Posts: 257
From: I.C.C Deep space refueling station
Posted: 2010-05-02 10:12   
If this actually happens, fighters NEED one of two things. unlimited ammo, or to return to base when they run out.

Currently fighters will make passes even when out of ammunition.

That and i personally want to be able to change out fighter types on the fly (with a reload time reset when you change it out.)

And no, you dont get 100% ammo, only if you loaded them beforehand would you be able to do this. would give more flexibility to carrier ships as that is ultimatly what a carrier is made for, raw flexibility in allmost any situation
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Glaceon
Fleet Admiral

Joined: January 08, 2010
Posts: 141
Posted: 2010-05-02 10:20   
+1 on this i would love to have my fighter not just come back to base after a enemy ship cloaks (jumpes away ect)
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-05-02 10:25   
There's been a plan for a fighter user interface for a while, but it's yet to be implemented.
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-05-02 11:00   
press

shift + n and your fighters return to base

(or shift + klick the fighter-bay)
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The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-05-02 11:12   
Quote:

On 2010-05-02 11:00, NoBoDx wrote:
press

shift + n and your fighters return to base

(or shift + klick the fighter-bay)


thats what we want to avoid, to have them come back to base when we coudl simply still use em agasitn other targets

and +1 on ammo idea
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19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-05-02 11:27   
hm something i'd like to see:

replace the interceptor-fighters lasers with a PD-Laser so they can shoot down missles, without me targeting it
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The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Silent Threat { Vier }
Marshal
Anarchy's End


Joined: August 03, 2004
Posts: 278
From: Waiting...watching...
Posted: 2010-05-02 12:09   
Escort fighters. Once launched they will follow/escort your ship until you attack or are attacked at which time they will attack your target or attack the one attacking you.

You should be able to launch a couple times from each bay to have a little swarm around you. Maybe put a timer on them once they launch, you can say they ran out of fuel and need to return to their launch bay.

Another thing, you must recall them before jumping or else they will get left behind as they lack a jump drive themselves. Think SW Tie-fighters.

Good idea?
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Fallen |3lood Angel*Kiyoh*
Vice Admiral

Joined: November 29, 2009
Posts: 47
From: Lagrange 4
Posted: 2010-05-02 12:44   
+1 on escort fighters thats a cool idea imo
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-05-02 13:11   
like the escort idea also
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James 296
Fleet Admiral

Joined: March 19, 2009
Posts: 141
Posted: 2010-05-02 14:09   
+ 1
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Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2010-05-02 16:01   
but..you should also have loss of X amt of fighters cost you pres...
otherwise its all free as long as you stay out of harms way.And we all know...nothing in DS is free...theres always a cost...it just isnt always monetary.
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  Email Fatal Command (CO)
Dorans imaginary buddy
Admiral

Joined: February 05, 2010
Posts: 24
Posted: 2010-05-02 16:43   
Quote:

On 2010-05-02 12:09, Silent Threat { Vier } wrote:
Escort fighters. Once launched they will follow/escort your ship until you attack or are attacked at which time they will attack your target or attack the one attacking you.

You should be able to launch a couple times from each bay to have a little swarm around you. Maybe put a timer on them once they launch, you can say they ran out of fuel and need to return to their launch bay.

Another thing, you must recall them before jumping or else they will get left behind as they lack a jump drive themselves. Think SW Tie-fighters.

Good idea?




+1 x 10 i love the idea of escort fighters it would be nice
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2010-05-02 18:04   
If I was going to change fighters, I'd do a couple of things:

First, give them a limited period of combat time. Ammo, energy, whatever.
Second, make them return to base when they're out of combat time.
Then you can let them fight freely without having to worry about building up a critical mass of fighters that swarm everything, since each launched fighter can only deal so much damage before having to RTB.
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-05-02 19:48   
Quote:

On 2010-05-02 18:04, Gejaheline wrote:
If I was going to change fighters, I'd do a couple of things:

First, give them a limited period of combat time. Ammo, energy, whatever.
Second, make them return to base when they're out of combat time.
Then you can let them fight freely without having to worry about building up a critical mass of fighters that swarm everything, since each launched fighter can only deal so much damage before having to RTB.



+1
+1
+!

that would be sweet, but then it would require to be allowed to used them beyond a single targe,t and like the Escort idea aswell

Would be there lfight time limit be better than the lauch limit on fighters per bay?
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19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

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