great new idea for fixing carriers and SC's - a great fix!

reposting this ONLY because the "code writing pidgeons were slipping up" on the old post.

Agree, there has been alot of arguments/debates over carriers and spamming them, nerfing them, blah blah blah.

allthough, there must be a better way.

after all - 1 compared to 2 squads can be life or death for an enemy ship -

 so,  who not nerf SC's to 1/5 of there original strength, and make it so 5 squadrons is exactly the same overall stats and 1 squadron is now.

that way, it would allow dev's to nerf carriers but not too harshly that they are useless. it would also make things a little more realistic.

SC factories. make it interesting! forget AM or time constraints!

the idea with a SC factory is that strike craft are produced there then a capable ship is set as there "owner". 

that will stop the "carriers are SC factories" thing.

 also it would allow implementation of a small cost, for example 30 creds, 15 metal and 20 crystal.

and make the SC's so they must be assinged an owner before been able to leave the factory.

then you may ask, wat if my ship is 15 phase jumps away? why not a SC transport that is relatively cheap (550 creds, 100 metal, 50 crys) that can take a large amount of SC's to a destination quickly. that would solve problems.

and....

make different SC types! Make it interesting! make it fun! make it researchable! make it just plain cool!

go on, lets get light bombers attacking those firgates and heavy bombers killing those HC's!

seriously, that would be awesome! fighters are boring being just "fighters" and same with bombers.

 it also limits flexibility, something sins lacks completely with carriers and SC's. Hell, even seeing a new research tree for SC's and carriers would be awesome.

and ...

new carriers. i don't just want percherons and sova's! i want something small and fast! big and slow! middle of the line!

of course, i'll probaly see low intelligence "i cant handle it!" people flame this. but they can suite there own way.

but still, people could find wat suites them and there style, and use it. let us have freedom!

seriously, that would make the coolest mod yet! k6 :yes:

 thanks, 

Litlepetslinki.

16,746 views 7 replies
Reply #1 Top

Bobucles said:

 

Quoting litle_pet_slinki,
this fits in with my fix option (witch isdamn good)

 

as well as that, make different types have different amounts and make the amount of ammo researchable. solution found, thankyou. 

Didn't you post a similar solution in another thread? Well, that thread was broken when I got there, so I'll reply here:
"more ideas : ammo limit SC's to there class. and make it researchable that they can take more ammo."
Antimatter.
Research more antimatter =  more flight time = more air superiority = more ammo.

"and perhaps - build them in 3 ways - 1 that has highest hull/armour and speed and lowest ammo, "
Antimatter.
More replacements = more total hull =  less antimatter = less ammo.

 

 

"2nd that has middle everything, "
Antimatter.
Medium replacements = medium total hull = medium antimatter = medium ammo.

 

 

"and 3rd highest ammo and lowest everything else. allthough, that might complicate things."
Antimatter.
Low replacements = low total hull = high antimatter = high ammo.

 

 

"make SC's have an ammo limit so they have to return to the carrier to re-arm. common sense people!"
Antimatter.
No antimatter = no ammo = dock to re-arm.

 

Notice how I solved all those things with one word? It seems so simple. :-"

 

litlepetslinki said:

wait so your saying, substitue ammo with antimatter?

that actualy might damn well work! cause all carriers have Antimatter.......

and if you drain that antimatter your "stealing" there ammo! wicked!

and a little tweak for different classes, and your laughing.

oh, and ive allready fixed up the thread by re-posting, check it out and post away!

latest post:

tey would have to tweak the amount of AM that a SC can carry, and the consumption rate, but it sounds good!

 

Reply #3 Top

how bout increasing carrier supply costs from 20 to 40 then ppl just wouldnt bother anymoar and all of our problems would be fixed

Reply #4 Top

firath,

 

that is the easy, lazy, not worth it fix. hell, this could make a new damn mod.

i didn't waste 2 hours typing this for some fatcat to wipe it off the table for a crappy solution.

but still, thats a slightly effective way.

however, i am sure my way is better. 'nough said,

aswell as that, carriers would turn into a, yet enougher, useless unit.people would think why use a weak carrier cruiser when a cap ship is better and takes 2-3 times the squadrons........

im not wasting my breath.

slinki

Reply #6 Top

... umm i was being sarcastic because im sick of all the complaints

 

Reply #7 Top

pretty sure the thread is making fun of the anti-carrier group. look at reply #4. in italics