Captain
Join Date: Oct 2012
Posts: 733
# 1 Request: Carrier Commands
08-05-2013, 05:51 AM
Dear Devs,

Please make it so that carrier pets have some sort of invisible fishbowl of about 5km around their mothership that they can not leave so that wherever/whenever their mothership goes, they go. Some may have liked the ability to leave their hangar pets behind to engage enemies while they fly off, but with the current anti-spam mechanic, carriers can no longer fly off and re-deploy their pets at their destination unless the previous pets have been destroyed.

Additionally, I would like to request one more carrier command: Focus Fire. This command sets the hangar pets to attack the target of their mothership and nothing else. This command would be best when a carrier wants to bring everything they have to bear on a single target, and are not currently engaged in support duties (targeting friendlies) while "attack" would allow the hangar pets to swim freely in the fish bowl attacking anything and everything that comes into range, allowing them to attack instead of idling while their mothership is targeting friendlies for support.

For escort command, they could leave their mothership's fishbowl to enter the fishbowl of the selected target, and then be bound to them as long as they are alive/the carrier doesn't change commands.

I would also like to ask that you make escort bind the pets to the fishbowl of their escort target in intercept mode so that they will intercept things, and create a new carrier command "support," which binds them to the target in "focus fire" mode so that they focus all their damage on whatever their support target is attacking.

In a mission or pvp encounter where mines and heavy torps are flying everywhere, escort could be best for protecting your squishier team mates from taking those hits, and thus requiring less healing, or a better option may be to send your pets with your strongest attacker focusing their fire on whatever that team mate is attacking so that you can focus your attention on other things, perhaps healing.

I would suggest that these commands essentially permanently bind one's pets to their escort/support target until said target is killed, or the carrier selects a different command. While bound to their escort/support target, the carrier can see when they are destroyed, and relaunch, at which point they travel as quickly as they can to the fishbowl their wing has been assigned to and continue their duties.

If the carrier wants their pets back, they select another command such as intercept or attack which their pets will execute within the fishbowl of their mothership.

I think it would also be best if, when in "attack" mode, each pet does not attack individual targets by themselves, but rather target things as a wing, this way, each fighter doesn't peck away at an individual target each, but focus their fire as a wing on a single target to take them out quickly and efficiently and then move on to the next target.

I realize I may be asking a great deal, and that this might require quite a bit of work, but I really think that these changes would be a great service to ships with hangars, and even to those ships in party with ships with hangars. The notion of the "fishbowl" that keeps one's pets with them, is practically essential given the current anti-spam mechanics, as one can misplace their pets over 50km away, they disappear off of your status bar, and if they are still alive, you can't relaunch them at your present location, and if you press recall, they may never get to you, may not get to you in time, and don't "magically" pop into your hangar after a few seconds so that you can re-launch them at your present location. Additionally, if they are still alive but not on your display when you hit relaunch, nothing happens, except your launch skill goes on cool down, forcing you to wait another however many seconds to try again, which is really quite inconvenient.

So yes... possibly alot of work, but I think it would be worth it and many, including myself, would be incredibly grateful, so...

Please and thank you! ^^.

P.S.

Oh, one more suggestion: After pets reach 5 stars, it seems that they no longer receive their periodic heals that come with a star up. I would like to request that they continue to receive these heals at these intervals, though they would not receive any additional "star up" health increase or damage increase bonuses. That, or since launch does nothing if your pets are not dead, allow launch to relaunch dead pets, or, if still alive, give a small heal to the pets that are currently out.

Again, please and thank you. ^^
Empire Veteran
Join Date: Jun 2012
Posts: 2,280
# 2
08-06-2013, 11:40 PM
I hope the dev's remove what they did to carriers and revert it back to what it was before they released the dev blog on it because I didn't think they could make carriers any worse than they were before and now based on playing them with this new crap I am really wanting to just dismiss all my carriers if this is how its going to be.

Roughly the pets were doing about 400 damage to shields each pulse which is now knocked down to 100. So most of what they energy damage modifying skills do is increase the damage by 10% so a whopping 10 damage increase there not even justifying spending 100k FC and 45k dilithium per hangar lol.

Last edited by zeuxidemus001; 08-06-2013 at 11:44 PM.
Captain
Join Date: Sep 2012
Posts: 2,506
# 3
08-07-2013, 08:51 AM
wow.
a month later & people start thinking of this stuff
http://sto-forum.perfectworld.com/sh...d.php?t=806661
If you like the RPG trinity, then you hate MMOs, you hate working, competitive fair PvP, you hate balanced engaging solo content,
and,
you hate PvE "adventure zones". because the trinity is incompatible with any of these.
Captain
Join Date: Oct 2012
Posts: 733
# 4
08-08-2013, 12:00 AM
Quote:
Originally Posted by skollulfr View Post
wow.
a month later & people start thinking of this stuff
http://sto-forum.perfectworld.com/sh...d.php?t=806661
Had to fly around with their changes for a bit to see the flaws, also had to wait for any initial bugs in the implementation to get worked out to really know how it works. Personally, I don't find my pets much more survivable than they used to be, they still get rather regularly nuked to hell by warp core breaches, they absolutely do not keep up with me, which is particularly annoying in azura nebula rescue where I'm full impulsing all over the place, and since my pets aren't dead, I can't simply relaunch them when I get to the next target the way I used to. If my pets were bound to me within a certain range more like cannon platforms instead of being able to lag behind or go attack random shiny objects that catch their attention, they would be much more useful. Plus, since they fly all around their targets rather than generally staying with their carrier, their damage gets split up across several shield facings instead of working together and with their carrier to punch through a single facing and kill the target... it's remarkably inefficient and frustrating.

And personally, I never found escort commands particularly helpful in general, so if it's too complicated to program the ability for them to leave my "fishbowl" to go help a team mate, then just bind them to me within about a 5km radius so that they stay with me and attack with me from my general position rather than pecking at the enemy's strong shield on the other side like a moron.
Lt. Commander
Join Date: Jun 2012
Posts: 138
# 5 I oppose this idea.
08-08-2013, 04:20 PM
I am against this idea. Doing my Deferi Dailies, I frequently engage a Breen cruiser, order my fighters to attack it, call up photonic fleet, divert power to engines, order evasive maneuvers, and then fly over to the group of Breen frigates on the opposite side of the Deferi base and engage them in combat.

The photonic fleet and fighters take out the cruiser while I take out the frigates. The OP's proposal would hurt this tactic and slow me down.

If they just fix the recall command so that it works and make the pets engage full impulse appropriately then everything would be fine. There is no need to limit gameplay by tethering things.
Captain
Join Date: Sep 2012
Posts: 2,506
# 6
08-08-2013, 07:34 PM
Quote:
Originally Posted by wrathofachilles View Post
Had to fly around with their changes for a bit to see the flaws, also had to wait for any initial bugs in the implementation to get worked out to really know how it works.
i figured them out pretty quick from the dev plog & how my slavers acted.
hence the thread i posted detailing exactly how to do what it is they imply they where aiming for.
If you like the RPG trinity, then you hate MMOs, you hate working, competitive fair PvP, you hate balanced engaging solo content,
and,
you hate PvE "adventure zones". because the trinity is incompatible with any of these.
Captain
Join Date: Oct 2012
Posts: 733
# 7
08-10-2013, 04:51 PM
Quote:
Originally Posted by cabezadetortuga View Post
I am against this idea. Doing my Deferi Dailies, I frequently engage a Breen cruiser, order my fighters to attack it, call up photonic fleet, divert power to engines, order evasive maneuvers, and then fly over to the group of Breen frigates on the opposite side of the Deferi base and engage them in combat.

The photonic fleet and fighters take out the cruiser while I take out the frigates. The OP's proposal would hurt this tactic and slow me down.

If they just fix the recall command so that it works and make the pets engage full impulse appropriately then everything would be fine. There is no need to limit gameplay by tethering things.
And yet you should be able to plow though that cruiser in two seconds flat if your fighters would all attack with you from your general location instead of flying around like morons pecking at all the different shield facings of the enemy ship. So, I'm afraid I disagree, the concentrated fire from a single direction my suggestions would create should not slow you down in the slightest, more likely, you'd be blowing through things much more quickly.
Captain
Join Date: Jun 2012
Posts: 1,499
# 8
08-10-2013, 07:08 PM
Quote:
Originally Posted by wrathofachilles View Post
then just bind them to me within about a 5km radius so that they stay with me and attack with me from my general position rather than pecking at the enemy's strong shield on the other side like a moron.
5 km is way too short. I'd make it a 15 km limit, so they can engage targets outside your weapon range (as is intended), but automatically pull back a short distance after they get out of your command range.
Please stop exponential holding/reputation costs!
Captain
Join Date: Oct 2012
Posts: 733
# 9
08-10-2013, 08:01 PM
Quote:
Originally Posted by mandoknight89 View Post
5 km is way too short. I'd make it a 15 km limit, so they can engage targets outside your weapon range (as is intended), but automatically pull back a short distance after they get out of your command range.
If they swim around within 5km of you, their attack range is 5km farther than yours, and I'd rather have them in closer as within a 5km range, their fire power should line up with my fire power so that we are both typically attacking the same facing on a target, if they are out 10-15km, they can be pecking at another facing which is way inefficient, so... I'd still prefer 5km.
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