Lieutenant
Join Date: Oct 2012
Posts: 71
# 1 Carriers Lacking Siege Mode
02-14-2013, 04:32 AM
Carriers have target sub-system just like any sci vessel. Then they introduced escorts with a hanger and are also a type of carrier. But what about carriers that are just meant to be carriers?

Even their hull size is not that much better compared to the Odyssey for example.

I would buy every carrier in the game if they had something unique to them other than just a few more pets.

However there always be something lacking in carriers if Cryptic stick to their current approach. If your a major fan of Carriers, check out Battlestar Galactica browser game. For a browser game it sure pulls of an impressive carrier play with actual players being able to dock with a carrier, get repaired and taking into battle quicker.

STO would need to have specific PvP maps for this where players can use either queue with carrier or small craft. I think that could work but what about PvE?

Something like a siege mode. Siege mode could disable the carriers weapons as the biggest step to keeping balanced. Increase the launch rate and number of pets slightly to make up for the reduce DPS. It could increase defenses, maybe even prevent movement but not sure if that would work. Change sub-system attacks into small buffs or more commands for pets while in siege mode.

Commands could include telling pets to self destruct near a target, boarding the target with the combined effect of say 6 pets boarding equaling that of the actual Boarding Party ability. An AoE shield heal and AoE hull heal. I think all of this would make up for disabling the carriers weapons and deliver true carrier action.

Come on Cryptic you know you want to try it. I would spend hours per day testing this on Tribble without a doubt.
Captain
Join Date: Jul 2012
Posts: 1,231
# 2
02-14-2013, 05:23 AM
For one thing what a carier needs is this...

Bigger Shields
Better Armor
Better fighter ships


Also it could use this, when recall Fichters they land and you launch them again fully repaired and loaded ...
Lieutenant
Join Date: Oct 2012
Posts: 71
# 3
02-14-2013, 06:59 AM
Quote:
Originally Posted by kirk2390 View Post
For one thing what a carier needs is this...

Bigger Shields
Better Armor
Better fighter ships


Also it could use this, when recall Fichters they land and you launch them again fully repaired and loaded ...
I agree with this in in relation to my siege type mode idea because I also feel shield, hull and dps is balanced among all the ships in the game. Can't be getting more shield, armor and better pets without losing something else.

i.e. all or most of the carriers weapons.

Carriers should always be a place for fighters to return to and the game lacks that also. Cryptic have not created the need for this to happen due to how expendable pets are. I think that goes against Star Trek.

It would be hard finding a reason to make pets return in the current conditions. I thought about hanger XP which goes towards a hanger skill. So these pets go out and fight then bring something back when they return. XP, CXP, dil, EC and maybe even pick up any loot drops which are offered to the player the usual way but only when the pets dock.
Career Officer
Join Date: Jul 2012
Posts: 25
# 4
02-15-2013, 01:20 AM
Hangers for ships need fixed. The fact that you can buy a teir II or III ship and get a special hanger, and not on a teir IV or V carrier is bad, BUT what's worse is if you buy <talking ZEN here> the teir V ship without the teir II or III you have ZERO access to the hangers that are supposed to go into the ship;

Example; Corsair Flight-Deck Cruiser Zen=1500
Fleet Corsair Flight Deck Cruiser Zen=2000
No tachyon drones are purchasable for the Fleet version, unless you bought BOTH?

Fleet versions are all screwed up this way, and just to add insult to injury, when you try it says "No flight deck cruiser found."

I also checked the Fleet Corsair Flight Deck Cruiser Retrofit and no marauding force can be bought either green or for dil.
And also the Varanus Fleet Support Vessel .. no repair platform.
I always wondered why I never saw these very interesting hangers on ships .. because the klingon hangers are borked!


Upgrades would be GREAT, and how about the bays we are supposed to have already?

Last edited by euar0; 02-15-2013 at 01:27 AM.
Ensign
Join Date: Jun 2012
Posts: 27
# 5
02-15-2013, 09:47 AM
A siege mode would be an interesting idea. maybe divert all engine power to shields, or some other type of engine->subsystem transfer. Carriers already steer like bricks in glue, so really, you aren't going to lose much, and you would gain the benefit of the additional power to other subsystems.

Also, All carriers should come standard with a point-defense system of some type. Think about the weapons load-out on a standard naval carrier today: it is all about the aircraft, with little additional offensive capabilities. But the defenses...that is a different situation entirely. The current PDS in game can be used offensively if you are smart about it, but for a carrier PDS, limit the range, and make it kinetic, rather than energy, so that shields would absorb the damage. This would balance out the capability, for those who will complain that adding a pds would be like adding a built-in weapon. That is the other thing: make it an innate ability, like the Klingon cloak. KDF ships don't need a console to cloak, it is just an innate ability that comes with the ship. I assume that Romulan ships would be the same if they were ever introduced, but for now, the KDF variant is all we have to use as an example.

Lastly, a dedicated carrier should support 4 hangers, and offer extended hanger pet range, with individual carrier pet AI directive commands. This would allow a captain to target an objective and send one group of fighters, frigates, etc. to attack it, while assigning another to other duties. Perhaps creat a dedicated hanger for "Carrier Interceptors" that provide only defensive support for the carrier itself.

Anyhow, That is my two cents worth. Hope it added to some ideas about how to make this a better ship.

See y'all in game.
Lt. Commander
Join Date: Nov 2012
Posts: 180
# 6
02-15-2013, 09:52 AM
I'm liking all the ideas in this thread so far. I like carriers, it just seems like they are cruisers with pets. This would definitely make them something special and unique.
"Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
Elim Garak
Empire Veteran
Join Date: Jun 2012
Posts: 91
# 7
02-15-2013, 10:07 AM
Quote:
Originally Posted by euar0 View Post
Hangers for ships need fixed. The fact that you can buy a teir II or III ship and get a special hanger, and not on a teir IV or V carrier is bad, BUT what's worse is if you buy <talking ZEN here> the teir V ship without the teir II or III you have ZERO access to the hangers that are supposed to go into the ship;

Example; Corsair Flight-Deck Cruiser Zen=1500
Fleet Corsair Flight Deck Cruiser Zen=2000
No tachyon drones are purchasable for the Fleet version, unless you bought BOTH?

Fleet versions are all screwed up this way, and just to add insult to injury, when you try it says "No flight deck cruiser found."

I also checked the Fleet Corsair Flight Deck Cruiser Retrofit and no marauding force can be bought either green or for dil.
And also the Varanus Fleet Support Vessel .. no repair platform.
I always wondered why I never saw these very interesting hangers on ships .. because the klingon hangers are borked!


Upgrades would be GREAT, and how about the bays we are supposed to have already?

It also been said that on kdf side orian fighters are unlock by owning the c-store version that comes with them.
Survivor of Remus
Join Date: Dec 2012
Posts: 359
# 8
02-15-2013, 10:22 AM
The current ship/role setup Cryptic's using doesn't leave much room for a distinctive place for Carriers. This is partly a mechanical issue and partly a problem with Trek lore, which as never been big on fighters as a viable weapons platforms.

Giving carriers a siege mode isn't the best way of making them distinctive, though it may be one of the easier ways given the game's current set up. There are a few things I think need to happen for Carriers to be interesting:

1) Make a distinctive carrier class, rather than trying to adapt one of the current 3 classes to be carriers. Ideally, we'd be looking at something that moves like a cruiser, but only has six weapons. It would get a +10 bonus to shield energy and a +10 bonus to Aux. Set their shields to have a 1.2 modifier and their hulls to be comperable to tanky cruisers of the same level.

2) Limit the carrier's onboard weapons to turrets and torpedoes. This doesn't apply to Flight Deck cruisers or Escort cruisers, which are primarily warships that happen to be able to bring a long a few fighters. Those would be variants of existing classes and really should be set up much like escorts or crusiers, but with the BOff console listed in 3 .

3) Introduce "Flight Leader" BOffs that have abilities geared towards Pets. T1-3 abilities could be a combination of DPS-enhancing, durability enhancing, or something more exotic. T4 can include a "magnum launch" that generates an extra set of fighter pets temporarily. Any ship that can carry fighters can have one of these officers (perhaps by giving them a suitable universal console to slight him/her into if they aren't dedicated carriers). Tie these abilities to the ship's Aux power setting.

4) Remove the science ship weapon targeting consoles. Replace them with a short self-targetting shield resistance buff and a short-term point-defense ability that will let the ship's turrets automatically attack any incoming heavy torpedoes, enemy fighters.

That should handle most of it and let carriers feel really appropriately tanky while also given them a unique feel.
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