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Should Strikecraft cost money/resources to build?

Should Strikecraft cost money/resources to build?

I was wondering what anybody thinks of this as they don't cost anything to lose or build (appart from time) so its easier to use them for cover/attacks without any actual cost, e.g they can be used to swarm opponants and their bases and give quight a lot of damage in numbers.

Personally i don't have any opinion on it strongly eitherway, but was just thinking it because everything else has a resoruce cost and that they can be quight powerful (and effective) when used in large numbers, enemy fighters destroying any enemy bombers (in numbers can be strong against structures/vehicles as well) and bombers on starbases/structures/ships are also quight strong when used in numbers, which is pretty good for an infinate free supply (if you attack a starbase/structure that can't move and its damage is higher than its ability to heal, then your getting a free replenciable shot - as long as no reinforcements appear - even those can take a while to take the craft down). I way i was thinking was that you could get your first lot free since you build a "strike craft" transporter, and the rest cost.

What do you think?

58,084 views 38 replies
Reply #26 Top

Quoting Legerdemain, reply 24
It already does.
End of Legerdemain's quote

I haven`t noticed. Perhaps thats a problem (not substantial enough).

Reply #27 Top

Quoting Legerdemain, reply 24
It already does.
End of Legerdemain's quote

True. Anti-Matter.

Reply #28 Top

yes

Reply #29 Top

My friend was on the fence about buying Sins, UNTIL he saw Strike Craft comming into their own when they increased the number per Cap/Carrier.  Now that he has the game, even he says "too much".  He loves fighters/bombers, but even when I build tons of flak frigs, it's not worth it.  Only building tons of fighters of my own seems to even things out.  I build lots of cobolts, but he just jumps out when they get near.

If the Cap Carrier had what ANY cap carrier in any game/movie had (tons of anit strikecraft weapons), then carriers would be great to bring along (In Battlerstar Galactica, the cylon fighters/bombers were desimated on the way to the fleet due to anti strikecraft weapons).

Reply #30 Top

Agreed, the Capital Carrier Ship needs a buff. It should carry 4 Strike Craft by default then should be able to be upgraded to 10 Strike Craft. They should also have built in Flak guns and a Flak burst ability to fight off other Light Carriers. Right now nobody as in NOBODY gets them. 

For the cost of a Sova + the research, I could get 6 light carriers. That is instant 12 strike craft vs. the 2 you get at a lv. 1 Sova. Also, Cap ships get focused fired on and dies. Clearly this is broken. 

I'd have absolutely no problem with Carrier Capital Ship spam because Cap Ships are really flippin expansive and cost a lot to spam, but light carrier spam is even more effective costs wayy less and is a huge problem. 

Light Carrier's need a nerf really. Their hp and shields is ridiculous.

Considering how strike craft are instantly replacable and the pitiful power of Flak right now, if Carrier spam does not get balanced soon I and I'm sure a lot of others might quit this game. 

Reply #31 Top

Ya, I wish the Sova had like a simular ability to like 12 Flaks (2 front/rear, 4 on sides).  Maybe 1 extra squad too to begin with.

Reply #32 Top

bump

Reply #33 Top

What if Strikecraft could only replace partial losses by docking at a carrier and waiting for repairs (albeit brief ones)? What if instead of single ships, hosts had to build the entire squadron?
End of quote

I like these ideas a lot.  Additionally it gives the docking command some more utility instead of just being auto-locked when entering Plasma Storms.  A competent carrier commander would have to pull his squadrons back home for repairs and to churn out replacement craft giving the opposition an advantage if he was careless enough to get a large portion of them destroyed.

As I discussed on some other thread long ago though, I'd also like to see some very minor metal/crystal costs associated with strikecraft construction.  I believe the numbers thrown around back then were something like 5-10 per craft.  This would add an additional reason to dock when your squadron was heavily wounded as to only have to wait for repairs instead of pay for strikecraft replacements.

Reply #34 Top

I'd imagine not letting Light Carrier's replace Strike Craft period while in an engagement makes sense, and help the meta-game a lot. 

What about a flat-cost of 20 credits, 10 metal, 10 crystal for each strike craft? Then they cant just throw their strike craft away like magic then click some buttons and instantly replace them for free. (like magic!) 

Right now no one builds capital carrier ships because of this game-ruining unit the light carrier. Ironclad, buff the Capital Carriers and nerf the light carriers. (don't forget about the FLAK, too) 

Reply #35 Top

No...  They should, however, cost antimatter.  That way you aren't fighting an endless wave after wave of replenished strike craft.  There has to be a limiting factor.....

Reply #36 Top

Having them cost resources and some antimatter but still building the same way/time (one at a time) as they do now makes sense.  Maybe just have the first squad for free and then cost from then on.

Thoughts?

Reply #37 Top

Against strike craft I see two things :

1) Other strike craft that is able to destroy carriers

2) Mines thats destroy strike craft

Anyway TEC possess a lot of abilities to shoot down strike craft : hangar flak (one shoot destroys one vasari fighter), Kol ,Dunov,Akkan (armistice) and strike craft. Vasari possess Kortul devastator that make strike craft useless.

Advent have their own strike craft mainly to fight strike craft. (I found TEC more versatile than other nations)

And starbases could possess something like 14 squadrons then it's enough to kill carrier also/defend against bombers.

I guess strike craft is not so unbalanced but player should be prepared to face it from start of the game (build only fighter, starbases with fighter, aso).

But what happen if opponent doesn't use strike craft but instead marza power..:D or novalith cannon?..:)

Reply #38 Top

Alright with the beta 3 changes, having tested it Carrier can STILL build their SC in 35 seconds from their inital 10-15 seconds before.

THIS DOES NOT REALLY HELP. Adding a couple seconds changes very little, considering how durable SC in general are.

Anti-matter really does need to be incorporated so Carriers can't spam SC replacements immediately after a jump.