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[FAQ
Forum Index » » Developer Feedback » » Carrier Changes
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 Author Carrier Changes
*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2010-10-03 23:54   
Quote:

On 2010-10-03 23:49, Kenny_Naboo[+R] wrote:
Quote:

On 2010-10-03 23:35, *soulless *TO* wrote:
Quote:

On 2010-10-03 21:41, Kenny_Naboo[+R] wrote:
Quote:

On 2010-10-03 21:02, Katejina wrote:
snipit




snipit




So what you can directly controll the fighters( you controll them like your ship). Though they do need to be able to be retasked and not just sent out and come home




Yes. So you can control the fighters.

Either by way of RTS style point and click to move, or even jump into the fighter groups themselves and fly them manually.

Interesting idea ain't it?




be fun and give fighters a great new role. could drive AI in to traps with Fighters if ya do the RTS style
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-10-04 09:26   
Quote:

On 2010-10-03 23:00, BackAlley wrote:
How about having the fighters reaquire there targets when a ship uncloaks or signature goes up.....



nice idea, but wouldn't just be an extra server load?
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2010-10-04 14:36   
Quote:

On 2010-10-04 09:26, Borgie wrote:
Quote:

On 2010-10-03 23:00, BackAlley wrote:
How about having the fighters reaquire there targets when a ship uncloaks or signature goes up.....



nice idea, but wouldn't just be an extra server load?




I think this was tried out with missiles at one point. It was, however, hilariously bugged in that the missiles simply stopped moving and waited for their original target to reappear.

But in principle I think it's a nice idea.

Also, the idea of having more fighters is doable, since I believe the refactor includes grouping fighters into squadrons that behave like a single entity, thus saving on overheads for fighter swarms.
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Lrd_Hunter
Grand Admiral

Joined: August 16, 2006
Posts: 245
Posted: 2010-10-04 20:46   
i dont think they mess with the server load that mess really cause the fact pd faster then missles
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-10-04 21:20   


How abt more control functions/options for the carrier pilot?

Like:
- the ability to set waypoints for each fighter group.
Yeah, this is like a scaled up version of the command function. U can queue up to 4 or 5 commands. With this you are actually able to coordinate attacks using your various fighter groups, rather than just sending them to attack a target.

- CAP function.
Set your fighters to patrol in a radius around your vessel and attack anything within a given distance, and then breaking off to patrol once the target has retreated beyond that distance.

- Jump into the CAG's seat.
Ability to remote control each of your fighter groups. Speaks for itself.



... may make it Command Carrier. Not just Carrier or Command dread.

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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2010-10-04 21:25   
no should be for all cause the carriers would have the tech to do all that (sept let you jump in the cockpit)

and Nova Team what does this have to do about missles?
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2010-10-04 21:33   
A logistics or utility carrier is different from a combat carrier...
but current carrier dreads are lacking

a carrier dread(ugto) is a bd with half its weapons stripped for 2 fighters and 2 EW

an aggy is like a fighter platform, nothing more. problem is fighters are just little pests atm

even if you successfully swarm an enemy, he jumps and all your fighters run home, while a missle dread just switches targets
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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: 2010-10-05 03:39   
my opinion on how fighters should work.

click target,launch fighters.IF Target cloaks or jumps,fighters switch to nearest target in a 500gu range.if no target they patrol a perimeter of 500 GUs then return to base.Make patrol time 5 minutes per squad starting from launch time.when out of ammo or done with patrol they return to base ship.

OR make 1 fighter a different color than rest. it's the squad leader,click lead shipm,then click target as you do for AI currentlty.Squad attacks target.Rinse and repeat as needed.


adding ability to fly the fghter would make everyone want to fly carriers.well...almost everyone.
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Lrd_Hunter
Grand Admiral

Joined: August 16, 2006
Posts: 245
Posted: 2010-10-06 23:33   
Quote:

On 2010-10-04 21:25, *soulless *TO* wrote:
no should be for all cause the carriers would have the tech to do all that (sept let you jump in the cockpit)

and Nova Team what does this have to do about missles?




sorry i was reading it my self typed that at like 5 in the morney.

what i was saying was I dont think it would mess with the server load to much just for the fact that pd kills fighters faster then missles. i can launch a group of 4 fighters and they may get one shot off then they get pd out of space, meanwhile i can shot a group of missles and they could actually make it threw the pd.


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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-10-07 03:53   
Quote:

On 2010-10-04 21:20, Kenny_Naboo[+R] wrote:
... may make it Command Carrier. Not just Carrier or Command dread.



the ICC-Command-Dread is already called Command Carrier
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