carriers

Credit goes to Kintor

Why don't you take the largest hull there is, put transport modules and a carrier module. Load some 5 or 6 fighters and call it a day. Of course, mini-fighters as a weapon class seems stupid. Or Just say you can load 4 or 3 heavy fighters and\or 6 small fighters. The point would be to eliminate range and part logistics. Pick the biggest and best weapons and strap 'em on, instead of life support and fancy engines. And if you think that if we get carriers we need a drawback to keep it fair. Well,just take away speed, so carriers won't be able to take part in too many engagements. So carrier positioning will be a key to having an effect on the outcome of any war and would add to strategy more.I want give credit for this idea to Kintor for bringing it up. And such a golden idea has been almost completely ignored.

P.S.you can make any adjustments or corrections if you like
406,383 views 76 replies
Reply #1 Top
I want give credit for this idea to Kintor for bringing it up. And such a golden idea has been almost completely ignored.

-there's been about 27 people here with great ideas for carriers. I am all for the idea(I'm one of the 27).
Reply #2 Top
I guess Im #28 Here

Add me to the list

Sgigned:
Monc34  
Reply #3 Top
i think everyone is missing the point on carrier

a carrier isn't going to waste space hauling a ship that can haul itself

if you have a carrier it should be with the mini fighters

i am for carriers too and the game already has mini fighters and the mini fighters wouldn't count against the logistics since that is what the carrier is for or if they wanted they could add one logistics per carrier pod
Reply #4 Top
the carrier(main ship) could also have a few weapons as in like an attack rating of 3 or 6 or like 10 defence against [weapon type].
Reply #5 Top
-there's been about 27 people here with great ideas for carriers. I am all for the idea(I'm one of the 27).


The galciv2 website has like more then a thousand members.27 is like totally
the idea has been totally ignored.you guys can submit new posts about it to make sure that some time some stardock programmer could notice it and put it in dark avatar.

P.S.Make sure you include my idea for carriers(above)
Reply #8 Top
you guys can submit new posts about it to make sure that some time some stardock programmer could notice it and put it in dark avatar.


The devs have 'noticed' the carrier posts. Carriers are not on the feature list for DA, though.
Reply #11 Top
The most likely implementation of carriers in any version of GalCiv II would probably be to allow a number of "boarded" fighters to travel farther without life support, and maybe engines; a logistics bonus would likely prove too advantageous, since the advantage fighters have lies in their sheer numbers.

What's tricky about that, though, is the fact that you risk rendering frigates, battleships, and dreadnoughts useless--they're already at a disadvantage against swarms of fighters, after all.

Thus, if carriers are going to work, there will likely have to be some kind additional advantage for the larger combat vessels to have over groups of fighters. I once posted about a maneuverability/accuracy system that could potentially serve such a function, but a much more probable solution would probably be something like speed and/or range caps on the smaller hull sizes.


...In fact, carriers just might work if you were to combine such a cap with the need for fighters to "launch" from them before they can take part in combat. That way, carriers become an important tool for waging wars in distant sectors--acting as mobile bases for your fighter squadrons--yet they don't become over-powering, because there's the risk that your carrier may get intercepted by enemy vessels before it can release any. Thus, you need to escort your carriers with the larger battleships... And the result should be balanced fleets with important roles for the full spectrum of combat ships; it would also reflect the way that the naval equivalents have been used throughout history.
Reply #12 Top
The carrier idea would work fine (bring on the Galectica!), imho, if they allowed a tech branch that would allow for aquiring multiple targets on hulls that are Medium sized or larger. This would give Starbases, Medium, large and huge ships a fighting chance against fighter swarms. You could even have a limit on how many targets each ship can acquire in a turn based on its hull size. Ah... to dream
Reply #13 Top
Did you mean Galactopedia??


Reply #14 Top
This would give Starbases, Medium, large and huge ships a fighting chance against fighter swarms.


Allowing large ships to target multiple tagets would completely eliminate any benefits to using small/tiny hulls. That's the balance right now: with small ships, you can attack more targets but are more vulnerable to losses. With large ships, you can put massive defenses and be nearly invulnerable, but can only attack one target at a time (leaving you open to being slowly nibbled to death).
Reply #15 Top
The devs have 'noticed' the carrier posts


No wonder! There have been dozens such threads.  

I would like to see carriers, the space shuttle is really a 'primitive carrier' (but the peak of our technology today), it is used to launch satellites, space station modules into space, so they r really sci-fact not fiction.

If we ever build a spaceship capable of travelling at speed just around our solar system it will almost certainly have smaller spacecraft aboard to explore, recon etc...

Therefore any large military ship would more then likely have smaller fighter craft...the only difficulty is how to implement it in GC without upsetting game balance.
Reply #16 Top
On an other point of view, couldn't the GC2 "Carrier" just be a cargo or huge ship with a specially made module that would enable the ship to have the same effect as starbases or planets on ship range?

The module could be 1.5 the size of a colony module and would let friendly fleets penetrate ennemy territory without you needing to colonize every planet in the way or build a bunch of frail starbases anyone could destroy.

Just think of it as a mobile starbase with no other effect than enhancing range. And even if it can't be modded in the Data files, it would probably be very easy for stardock personnel to do so for Dark Avatar. At least less difficult than creating "fighters attack type" or enhancing the carrier's logistic for it to load smaller ships.
Reply #17 Top
I had a fairly simple idea.
Size 55 or something ship system.
All Small and Tiny(considering to restrict it to only Tiny) ships in the same fleet as this ship share this ship's Support and Engines.
I'm also considering putting in some kind of speed restriction or something. I'm all about the carriers, but wouldn't want any cargo-hull exploits like before 1.2 with cargo destroyers.
What does the installing of 1.2 patch do to your designed ships if you designed them in 1.1 and used Kryo's hull mod? Are the designs gone or what? I had this sweet big carrier I wanna show you guys.
Reply #18 Top
I want carriers too so 30# now!

off topic:

danielost, your medal say you got 25 games and higher, but your character rank is Lieutenant... what? you need to be a fleet capitan like me?
Reply #19 Top
What does the installing of 1.2 patch do to your designed ships if you designed them in 1.1 and used Kryo's hull mod? Are the designs gone or what? I had this sweet big carrier I wanna show you guys.


IIRC the ship design format was changed in 1.2, so any old designs were lost. However, if you still have the game you created them in, you can load up that game, click upgrade, then re-save that ship to recreate it in the 1.2 format.

There is also a 1.2+ version of the mod available, so be sure you get that first. The ships themselves should still work in the new version.
Reply #20 Top
Yes! 7h4nx0rz!1!
Now, lemme see if I still have that game...
EDIT: Just had an idea that might pose a problem. Having 20+ fighters tag-team a mega-massive super-big dreadnaught might game breaking. How difficult would it be to have each gun on a ship choose it's own target?
Reply #21 Top
There's a limit on how cheap you can make a ship, even a tiny hull once you pack on the latest technologies will cost at least 1/10th to 1/6th as much as a huge ship. Taking into account logistics limits and their very low hitpoints, inability to mount heavy defenses, and severe limitations on how much Offense each ship can pump out even if they're nothing but guns.. I don't think it would be game-breaking, but depending on the makeup of the enemy force it might be useless.
Reply #22 Top
I don't see carried fighter squadrons as game-breaking. If my experiences have been at all representative, fighter squads need all the help they can get against the megaships.

Now, allowing carriers to manufacture ships a la Homeworld...that would be game-breaking.
Reply #23 Top
I think that carried fighters would be great, imagine how cool it would look to see a squadron of mini-fighters flying out of a hangar on a massive ship, and that would add to realism too, imagine how much the pilots of those fighters must stink, they're in those fighters for the whole game time, usually a decade, and where would they sleep?  
Reply #24 Top
Just think of it as a mobile starbase with no other effect than enhancing range. And even if it can't be modded in the Data files, it would probably be very easy for stardock personnel to do so for Dark Avatar


The point is to get fighters onto other larger ships(that don't give range bonuses to other ships)that work with fighters that are manufactured on planets i.e.heavy fighters and small fighters. The disadvantage to keep it from being game-breaking is speed. Yes, fighters may have a advantage against large ships but as I said before:

Well,just take away speed, so carriers won't be able to take part in too many engagements. So carrier positioning will be a key to having an effect on the outcome of any war and would add to strategy more.


And it would also add to planning ahead a few turns instead of just relying on numbers and/or quality. And carriers would be expensive and only available on huge hulls or you could have different sizes of carrier modules which can be set upon single purpose-serving ships on different hull sizes.carriers giving range bonuses to ships other then itself and its fighters is GAME-BREAKING.
Reply #25 Top
I have found it! The TCFC Trident carrier is here!

A few pictures are with equipment, a few without. Just for your viewing pleasure.
And another thing I found. The TCCS Paragon, biggest and baddest ship I ever built. Remember how Minimization had a lot of bugs in version 1.0? Well, the bugs decided to really show me they love me. Just take a look at the stats.

Zomfging, isn't it?