Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Two Weapon Carrier??
06-09-2011, 11:06 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, 11:06 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, 11:06 AM
Good point.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 11:06 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, 11:06 AM
It is an interesting idea.

3 things that makes this not work tho. /edit: actually 4 things, 4th being the autodock after combat ends.

1. No way to direct your fighters (pet commands).

2. FAW or any "stackable/prolonged area damage ability"

3. To long cooldown on relaunch.

Either we launch all pets and have a longer cooldown or make the cooldown we have now a LOT shorter.

Example: shorten the cooldown to the point that if we spam the skill(s) the second they were up we would field a full "fleet" in the same time BoP's cooldown is now.


Alternatively make us launch the full fleet all at once and add a minute to the cooldown, personally i don't like this idea as much because it takes no time at all to kill off our pets as it is now.

/edit2: About the autodock after combat, they could make the hangar bays we have now not audodock after combat ends, but still have the ones they add do that, that way we won't be totally useless for how long it now will take to relaunch the fighters when combat starts.

For a fully pet centric carrier to work our pets needs to have good survivability, and we need the ability to tell them what to attack and where to go, and area attacks needs to be seriously toned down.

If we can't have any of that and they still make this change then they will just kill the carrier totally in pvp.


That said, i do invite the devs to at least try the change anyway and let us test it extensively on tribble. But the devs in charge of the changes would also need to be really really active on the forum for this change and throw all their ideas out there for us to discuss and give feedback on, not just read the forum and never reply like they do now, that helps no one.

But they would need to make it a serious testing attempt like they were intending for this to actually go live, no placeholder items and such stuff, even if it ends up getting scrapped.

I know Cryptic usually do this kind of testing on their internal testing server but this is just to big a change for Cryptic alone to make such a decision.

We players need to have a say in this. After all, we're the ones ending up having to deal with the results, good or bad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 11:06 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
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 11:06 AM
i would really REALLY like for this to happen but you got to think of the other players. i mean how would they fill about more spam? now if this did happen you would need to nerf a lot of things to help your fighters or you could give the fighters a damege buff to serten things like FAW so it will still work the same for player ship but give your fighters a chance to live. targeting range for the carrier should go up to about 50km and can lounch fighters at any range. give more pets like the raptor and pet only abilitys for the carrier like a damege buff to all pets for 20-30 sec. the 1 or 2 new hangers should not be as good as the ones now but if they only take 2 slots give a chouse to make them take 3 each and then they will be as good and you would be a 100% carrier. o o o and if you cant attack with your ship then why be in the fight? so why not give the carrier a bunker mode of some kind that boost its shields and axu power and shorten pet cooldown by 10% and boosting targering range from 50km to 70km also you cant move and ones in bunker mode it take 10 sec to get out of it so players can attack you and you wont just run 20-30km in half a sec. to make it better for others all your hangers can be targets and over time they will heal but the more damege they take the longer the cooldown they have. this would be my dream carrier ( looks in aww ).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 11:06 AM
Quote:
Originally Posted by sarhamen View Post
i would really REALLY like for this to happen but you got to think of the other players. i mean how would they fill about more spam? now if this did happen you would need to nerf a lot of things to help your fighters or you could give the fighters a damege buff to serten things like FAW so it will still work the same for player ship but give your fighters a chance to live. targeting range for the carrier should go up to about 50km and can lounch fighters at any range. give more pets like the raptor and pet only abilitys for the carrier like a damege buff to all pets for 20-30 sec. the 1 or 2 new hangers should not be as good as the ones now but if they only take 2 slots give a chouse to make them take 3 each and then they will be as good and you would be a 100% carrier. o o o and if you cant attack with your ship then why be in the fight? so why not give the carrier a bunker mode of some kind that boost its shields and axu power and shorten pet cooldown by 10% and boosting targering range from 50km to 70km also you cant move and ones in bunker mode it take 10 sec to get out of it so players can attack you and you wont just run 20-30km in half a sec. to make it better for others all your hangers can be targets and over time they will heal but the more damege they take the longer the cooldown they have. this would be my dream carrier ( looks in aww ).
oh god my eyes, next time tidy up your walls of texts, makes it that much easier to read.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 11:06 AM
I am for this Idea if they also change a few things:

1: Either they increase the carriers shields and hull making them like modern day carriers (almost no attack capability up close but hard as hell to sink) or they let you have 4 wepon slots instead of just 2 so you can still defend yourself to some degree.

2. Add a pet menu like some people have mentioned already, doesnt have to be much just simple commands like change target or return.

3. Change the launching and returning functions. ex: you can choose to leave your fighters out to have them ready at a moments notice, but then some may be dmged or you wouldnt be able to launch more as fast. If you recall them your defencless but you will have fully healed fighters and could launch them faster.

and last if they decide to make them take up 2 weapon slots and give you know firepower then they should not fix the UI and leave it so if you have a swarm of fighters on one target he wount be able to simple hunt you down and ignore the fighters. Fighters should be their as a distraction since you cannot defend yourself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 11:06 AM
I wonder tho, are they only thinking about making this change for the Vo'Quv or do it for the Kar'Fi as well....

Honestly i wouldn't mind losing 2 weapon slots and have 1 hangar bay added on that...
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