The Night Hawk The Night Hawk

carriers

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 #51 Top
add me to the list of people who want carriers badly! Durring the battle animations, that would look so cool!
Reply #52 Top
2nd PAGE GREATNESS      

I agree on bumping the carrier signature list   


Monc34
Reply #53 Top
I kind of support carriers. However I don't think they should be used in battle. Since we are talking about ships capable of moving for a big distance under their own power, likely carriers should be put in the game, to add extra speed and range to fighters, then unloaded and the total range of the fighters if above their normal range, would be within the area of the carriers.
Reply #54 Top
Uhm, ever seen BattleStar Galactica???
If you havent, well what about Star trekk??
What about Star Wars??
If you have, Im pretty sure you have noticed the Carriers do fight in battles, especially like the Enterprise, maybe not with a whorde of fighters inside, but it has shutles    
Theres also the Star Destroyers, and SuperStar Destroyers, they DO got squadrons of figthers inside.

What Im gettin at is, that a carrier is just a capital ship with a small part of space on the huge ship used fighters instead of some other cargo, why couldnt it fight on a battle, if the weapons are on the outside, rigged to the hull??? The hangar is on the inside anyways, and Im thinking, all of those large and huge ships having space for both small ships, and weapons, therefor be a VERY essential part on fleet battles. Also as I have said before, it would look fraking cool  



Monc34
Reply #55 Top
Star Trek carriers? Umm... only in Star Trek Invasion. Shuttles are never used for combat.
If you want good examples:
Battlestar Galactica series
Stargate series
Freespace games
Starlancer games
Freelancer games
X games
Star Wars everything
Those are all great examples how fighters are implemented in space combat.
Now all I want to do, is a nice Huge hull, call it the GTVA Colossus, and give it wings an wings of fighters, bombers, interceptors and a whole lot of really big guns.
Reply #56 Top
every Star Wars ship (especially The Empire ships, The Rebels have hyperspace-fighters) have a squadron in it...just for any case... even the acclmator class have 2 fighters and 1 bomber... I think the game should have carriers... but from what we can hear from the devs... it's not gonna happen... I would get down from all the idea...
Reply #57 Top
Star Trek carriers? Umm... only in Star Trek Invasion. Shuttles are never used for combat


Wow ever heard of something called sarcasm??


-_-
Monc34
Reply #58 Top
Since it usually comes from me, I am not accustomed to sarcasm from other sources.
Reply #59 Top
Its out of phase, it says so in the weapon description, it only comes to this dimension when it is very close to the target to do maximun damage.

Anyway, its a fraking game!, you think there are gnomes, dragons,fairies and that sort of sh-it out there??


*wonders on the seriousness of this statement, then continues anyway* There's a difference between Science Fiction and Science Fantasy. The idea of wielding Black Holes responsibly is the latter. John Crichton didn't want anything to do with it, but stupid people kept prodding him and prodding him until he demonstrated the most devastating weapon to ever be conceived on the Peacekeepers and Scarrans.

I'd also just like to ask what the difference between throwing Black Holes and detonating them is. And what the real difference between firing a star made up of primarily energy and firing a beam of energy is.

And how anything other than a gravitational force field is supposed to protect from a gun designed to fire Black Holes.

Or maybe I'm too logical a thinker for this game.
Reply #61 Top
Or maybe I'm too logical a thinker for this game.


You think??    


Monc34
Reply #62 Top
Or maybe I'm too logical a thinker for this game.


See the key word there is "game". It is just a game. Not a Navy training sim!.
Reply #63 Top
Then again, with any work of fiction, there's also supposed to be a suspension of disbelief. With proper Fantasy, more outlandish things can be accepted. Science Fiction is just as much 'Science' as it is 'Fiction'. No implication of anything truly 'Fantastical' in the 'genre' type. Thus, I tend to consider works seemingly created in such a genre to mostly follow the 'guidelines' of currently-accepted scientific theories -- for the work to be rationally explainable, and not overuse technobabble to the point of it being more Fantasy than Fiction.
Reply #64 Top
Wow PaladinStorm you think about this stuff way too much!
Reply #65 Top
Ohh comon, we're all geeks here, are'nt we??!!

    


Monc34  
Reply #66 Top
Here here!
Reply #67 Top
At any rate, I still think that the best way for any kind of carrier system to be implemented in the game would be an outside-combat loading/unloading feature like what Civilization has.
Reply #68 Top
At any rate, I still think that the best way for any kind of carrier system to be implemented in the game would be an outside-combat loading/unloading feature like what Civilization has.



That would be game breaking. Let me tell you why:

If you could simply put fighters in a fleet and send them where you want whats the use of carriers. Fine, you can unload the fighters but only in your own civilization's range. If carriers could add range to nearby ships then what would range technolgy be for? What kind of idiot would research range if you could just build a carrierand send a couple o' ships with it. Carriers can have weapons and defences, but that is limited due to to the space the carrier module uses. You can load and unload fighters but only within your own range. The carrier and its loaded fighters would be completely immune to range. Everybody says that carriers need a drawback to keep it fair, then just take away speed. Fighters won't need any fancy engines, only guns and defences. And yeah, Carriers would make fleet battles SOOOOOOOOOO MUCH COOLER!!! If you can't add carriers to dark avatar then add carriers to the next expansion pack. This is the general idea of carriers.

Everybody who likes my idea say "I".

Kintor brought up the idea after it had been ignored for almost five months.
Of coarse, my idea about carriers is completely different and ORIGINAL.

P.S. sorry for such a long reply
Reply #69 Top
At risk of tooting my own horn, I came up with what I thought was a perfectly marvelous implementation of carriers that would not be horribly game-balance destroying. It is in the thread "Comprehensive(?) carrier proposal", and should be found here (unless I am as awkward at these forums as I think I am):

https://forums.galciv2.com/?forumid=251&aid=129276#999810
Reply #70 Top
Stardock pretty much ignored it, its been there sitting for 16 days without an anwser, and nobody else has noticed it either.

I guess the ppl from the GalCiv2 era dont give a fraking thing about carriers, tactical battles, space orbital bombardment, and Death Star from the greatest space game ever, sorry had to say it, MoO2.


Monc34
Reply #71 Top
Well, they have said they won't bite on orbital bombardment no matter what (hence why MY post on the subject was a "plea"), a tactical interface would require a huge amount of programming for something that I'm not sure many people care about (sadly, not even me), it sounds like they may do the Terror Star some day.

I don't know if they care about carriers or not, but they probably have better things to do than read another carrier proposal. They are also probably hesitant about carriers because ANY carrier proposal (even mine) would require more than a little programming, and a ton of playtesting, for something many players might not want, and which would probably have to be optional.

And just because they don't answer doesn't meant they aren't listening. I think they are probably up to their eyeballs in Dark Avatar, and they might not have time to actively participate in every forum. So I'm not taking it as "ignoring" so much as having better things to do.

If you liked the idea, you might consider seeing how many people on the forums also like it, or like it enough to actively campaign to bring it to StarDock's attention.
Reply #72 Top
Ahzi Dakarra's (or whateverhis name is) idea isn't "game-breaking" as long as there is a resrtiction on how big the number of fighters on a carrier can be. (of course, if you could only put say, 5 fighters on a carrier, there would be no incentive whatsoever to build it).
Reply #73 Top
I don't know if you already counted me to the supporters of the "carrier - Idea".
Think I was one of the first guys who asked for it.
Anyway,...

As Stardock can see, there are many Mods in progress. Lot Lot oft them would benefit of a "carrier-feature". Babylon 5 Mod, Star Wars Mod, even the Star Trek Mod because they could include the "shuttle bays". I am creating a Wing Commander Mod. But without having the options of creating "realistic" carriers it's no reason to continue this Mod.

I would be great if Stardock offers this a "optionla Feature".
Means: No offoicial part of the gamne, but you can use it if you want.
Something like that,...
Reply #74 Top
I don't know if anyone thougth of this or not ,but how about bolth fighter pods and an anti-fighter point defence weapon? Bolth would be researchable advanced techs. The pods would take up 20-30 space and contain two drone fighters with 10hp each. While the anti-fighter pd takes up 15 space and does two 5pt shots per combat turn. Of corse these are just the numbers I'm using for a large hull. If anyone can improve on this go right ahead it's just an idea. My reason for the drones is simple, you don't have direct control of combat. Why wast time on building fighters for your carriers if they wont be around for long. This is my first post, so please don't beat up on me too much.

Reply #75 Top
Hmm... Could branch both off of the Drone Sentries PD technologies. If it were possible, I'd suggest requiring Photonic Torpedoes, as well, for the drone fighter's propulsion/hull (not necessarily it's weapon system), but I think technologies cannot have more than one requirement, which is very much unfortunate and an oversight by the developers. Multiple requirements could add dynamics to the tech tree.

Though I suppose just branching it off PD's Drone Sentries is enough. Or off of the appropriate Military Starbase techs - there is a Military Starbase module called Fighter Drones, after all - It gives a bonus towards... Beam attacks, I think?

EDIT: From the GalCiv Wikia site- https://www.galciv.wikia.com/wiki/Starbase_module#Military_Modules

Upgrade Name -|- Tech ________ -|- Cost -|- Module Requirement -|- Effect
Fighter Drones -|- Space Weapons -|- 300 -|- Battle Stations ____ -|- Ship Beam Weapon attack +1