Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Two Weapon Carrier??
06-09-2011, 10:06 AM
So, in game with a dev we had a conversation about carriers. He asked :

What do you think about carriers losing all but one weapon slot in front and one in rear, and those other slots being used to add hangar capacity.

The idea was that you could equip "sub-hangars" in a weapon slot, but that it took two slots to equip it.

Those sub hangars couldn't hold things like Birds of Prey, but small fighter squadrons or even the shield repair drones.

The idea would be that you are sacrificing firepower of your main ship to get additional hangar support.

Someone asked, What about the spam people are already complaining about?

His reply was, the spam issue isn't a huge problem, and we have a few ideas for UI options that may help with "targeting through spam". He said that their data didn't show much more server strain or lag due to excessive fighters on the map, and that the real concern was making targeting the Carrier through those fighters easier for players to do.

I said that I'd be for using sub-hangars, and would really like that idea considered.

He didn't say that it was something being thought about, worked on or if it was something he had just thought up on the spot. I mentioned I would make a post and let the other carrier pilots chime in with their thoughts, and he asked me to leave his name out of it. I have forgotten his name now, anyway.

So, here we are, fellow carrier pilots. And while I know that a good number of Feds will come in and QQ that it would be overpowered and blah blah. Well, Fed's would be happy if Carriers were gone completely...until they get one. Then of course it will be, they are too weak we need more DPS.

So, ignoring those who dismiss the use of sub-hangars before they even test them, what does everyone else think? Would YOU give up 2 or 4 guns for more hangar space? And when/if the Feds get a carrier, they would get the same access to sub-hangars.

For more idea of how it works, what was said was:

Sub-hangars come in two pieces. They would work like set items do. There would be 2 for the front and 2 for the rear, they can only be slotted in the front or the rear by design. There are two ideas, one is that slotting one would reduce the cooldown of your actual hangars by up to 10%. Slotting both would change that cooldown bonus and spawn a certain type of secondary spawn. And of course, it's possible that slotting only one would do nothing at all.

So, for example, if you have "shield drone sub-hangar aft", you slot them both and you get a new ability to spawn a group of shield drones.

They may or may not be permanent, and they may or mat not be equal to normal drones. That would require testing first, but the hope is that they could be just like regular drones, Maybe fewer in number, or a longer cooldown. All things that have to be tested.

So basically you'd have to slot both halfs of the sub-hangar to get the spawns from it, and they have to be in the same location on your weapon slots.

Anyway, I liked the idea, and I hope it is something we can see one day. Sooner than later. =)

Please be polite and rational in your commentary. No one is asking for an "i win" button here, and remember, only constructive criticism and logical debate is useful.

Thanks for reading.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 10:06 AM
like the idea but with so few weapons on the carrier they would have to remove the despawn of the pets or the carrier would end up defensless.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 10:06 AM
Good point.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 10:06 AM
i am for it but i would not use it if thats what they will be. my ship it self has to much dps to just throw away like that and with ALL the carrier nerfs its not smart. shields would need a buff, pet attack range, and no docking. with it like that it makes it look better and if you get cool powers for doing this well that might change my mind but the pets will need some big buffs to do this or you will have no dps i mean they only last for a max of 5-10 sec now .
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 10:06 AM
The idea of sub hangers sounds great; however, it sounds like the option to use them would be an all or nothing deal.

Id use sub hangers but Id like to option to either use weapons or swap out to extra hangers or vice versa.

The concept of giving up weapon slots for extra hanger has been discussed in this forum before and I think the general censuses was wed all like the option to be able to switch to weapons to extra hangers or be able to switch from hangers to extra weapons.

Could you imagine having a Carrier with 5 forward and aft weapon slots, it would be a true gunship

Extra hangers would be nice but Id like to be able to choose weather I need more deployable craft or more personal fire power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 10:06 AM
Sounds great! Personally, I wouldn't use two sub-hangars at a time, but to have the option to do that would be great.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 10:06 AM
Options are always fun, and this would allow for more diversity and different strategies out there. I'm for it. The more complexity the better, in my opinion. I don't like to automatically know what the other guy has in his arsenal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 10:06 AM
Sounds interesting but with the new FAW such a change may be pointless and gimp the carrier further still.

I rather like 0Gambit0's suggestion that we have the choice to use the subhangars or weapons slotted as we choose with limitations to keep the carrier from becoming a 5fore/5aft weapon arraingment.

If the Devs would give better pet commands as well then the idea is all the better for it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 10:06 AM
I like the Idea provided that FAW is toned down in damage beyond the primary target. As it stands now, there is absolutely NO reason to fly a carrier vs teams that area carrying more then 1 person with FAW and all beams. And I'm not just talking about Mines being shot down, or To'duj, but BoP Pets are getting shot down just as easy as the rest and with nothing greater then FAW 2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 10:06 AM
They could make it simple each weapon slot taken up by an extra hanger bay = 1 more pet wave allowed max 4.

This would work as 2 port hangers one front and one aft and 2 starboard hangers front/aft

So if you have 2 bop equipped and one extra hanger bay then you could have 4 bop out for one side and 3 for the normal side

If you had 4 extra hanger bays equiped then you could get 5 bop out per side

So you can get up to 10 pet waves but it would take a really long time to get them all out.
It would also only be 2 pet types same as now.

Unlike the way they are saying 2 bop and 2 fighers or powerdrain/shield heals would be 12 waves of pets.
with up to 4 different pet types.

Keep it simple
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