Carrier and fighter ideas.

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Wade1000
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Carrier and fighter ideas.

Post by Wade1000 »

Carriers and fighters represented in some form would be interesting.(I think of future fighters on planets and in space as computer or remotely controlled.)
What are some of your ideas regarding them?

-Maybe fighter bays as another ship component and the fighters that come with(or are added to) it as another generalized/abstarcted weapon system. That would be great.

-Maybe each fighter bay could launch a group of fighters(5 maybe) that seeks to target like the missile weapon. The graphic, instead of hitting and exploding would instead stay/"stick" to the target and fly around close to it shooting it and slowly damaging it.
THUS, a fighter bay "shot" would act as a "damage over time"(DOT) effect.

-These "fighter bays" might also be added to stations and planets.
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(The forum search feature seems to not be working when i use words "carriers" and "fighters".)
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I forgot about interception and point defense.
-There would need to be a point defense component.

-There would need to be a way to have or portray fighters intercepting each other.
Perhaps, if each fighter bay "shot"(group of fighters) pass close by each other then they would stay/"stick" to each other and slowly damage over time(DOT) each other.
These "shot" interceptions, perhaps, could be unlimited in their battles and thus a concentrated mass of fighters could be slowly destroying each other.
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-Replenishing their numbers at bases would be good. Also, though, maybe a very advanced component to place on very large ships could produce fighters to replenish them away from bases.
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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ASHBERY76
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RE: Carrier and fighter ideas.

Post by ASHBERY76 »

Fighters are about range and not pointless suicide darts that they become in every 4X game to date.I prefer big ship battles in 4X games.
Gertjan
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RE: Carrier and fighter ideas.

Post by Gertjan »

Me 2, but I suppose you could see escorts as fighters or just imagine that the ships are so large that fighters are not visible on the map, just use your imagination :)
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VarekRaith
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RE: Carrier and fighter ideas.

Post by VarekRaith »

Yeah, fighters are either completely pointless or overpowered swarms of DOOM... I've yet to find a 4x game get them right. So, I'm ok without them.
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Wade1000
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RE: Carrier and fighter ideas.

Post by Wade1000 »

I undersatnd. If they are implemented I suppose the fighters would have to be able to attack/intercept other fighters too. Also, there would need to be a point defense component.
I'll edit my original post.
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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Shark7
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RE: Carrier and fighter ideas.

Post by Shark7 »

The problem is that most games treat them as regenerating built right on the ship drones. You should get one wave of them and you'd better order them to return to refuel and rearm. They shouldn't be built on the ship, and they should need a resupply mission to replace them (sort of like the real life Escort Carrier Replenish mission from real life-WWII).

Pilots and planes can not be replaced on the fly, even if they are unmanned drones, if would be hard to build squadron after squadron in the middle of combat.
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Wade1000
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RE: Carrier and fighter ideas.

Post by Wade1000 »

Replenishing their numbers at bases would be good. Also, though, maybe a very advanced component to place on very large ships could produce fighters to replenish them away from bases.
(edited to original post.)
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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ASHBERY76
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RE: Carrier and fighter ideas.

Post by ASHBERY76 »

Nexus had the only good space fighter concept that stopped them being suicide darts.The capital ships could not target fighters at all,only other fighters could target fighters and fighters bombers.
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VarekRaith
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RE: Carrier and fighter ideas.

Post by VarekRaith »

ORIGINAL: ASHBERY76

Nexus had the only good space fighter concept that stopped them being suicide darts.The capital ships could not target fighters at all,only other fighters could target fighters and fighters bombers.

Your ships could equip flak lasers. Though, you're right. Fighters in Nexus were done pretty well, imo.
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RE: Carrier and fighter ideas.

Post by Evil Tactician »

I'd love to see fighters, as it opens a new range of tactical ideas with point-defense, anti-fighter missiles, fighter-bays, etc.

I'd also love to see mines and mine-sweepers and the ability to place other static defense measures at strategic points in space.
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Gertjan
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RE: Carrier and fighter ideas.

Post by Gertjan »

I find ship design already complicated as it is now.
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Webbco
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RE: Carrier and fighter ideas.

Post by Webbco »

Yeah, it's not so much designing ships itself but rather the confusion that ensues when you try and work out which is the latest design with all the latest upgrades etc, how the AI retrofits current ships, when to retrofit them if you are doing it manually etc etc.

I really REALLY wish designing ships was simpler! *Off to post on wish list thread*
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Erik Rutins
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RE: Carrier and fighter ideas.

Post by Erik Rutins »

Improving some of the usability on the design screen as far as managing new and old designs should not be hard and is something we definitely want to do.
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