I agree, that simply adding a new type of strikecraft is not the answer... if at all, the answer is to be found in how strikecraft behave. lets look at today's carrier battle groups... why dont they sit in the middle of the ocean and launch attacks from a nice safe distance (more or less)?
because the strikecraft on these carriers only have so much range and weapons capacity. this is why carrier battle groups must get as close to the battlefield as possible/safe.
my idea, is that instead of adding the new interceptor (sorry, CreditSuisse, it was a good idea) we alter the behaviour of strikecraft.
that is, bombers must return to their carrier after their payload is depleted (perhaps an opportunity for a new research item?), when they run out of fuel (perhaps 60 seconds flight time? depending on the speed of the game) or when they get damaged (damage reduces speed, combat effectiveness and longevity). fighters must return for the same reasons, whichever comes first. the fighters themselves must be made faster and more manouverable, able to take on bombers and other fighters more effectively, however, their effectiveness against any sort of frigate, cruiser, capital ship or structure (barring mabye trade, refinery and construction ships) must be negligible. as for the Advent in particular, with their energy weapons, lets say that due to their small size, SC generators cannot sustain the power needed for weapons indefinitly, and need to be boosted by a a carriers reactor (something like that) and i think the Vasari use phase missiles.. which are still missiles and so have to be replaced.
SC should not be able to remain launched at all times. they should remain on their respective carriers at all times until you encounter enemy forces, at which time all SC should launch automatically... but slowly, as though the SC are actually launching and not all 56 SC in your fleet can launch at the same instant, although maybe Caps can launch faster... being Caps. on that same note, SC should not be able to be built instantly. they should be built very slowly and one by one, or even not at all until the battle is over. i mean, on an aircraft carrier today, once you lose a plane, you've probably lost it for days if not weeks...
one other large change to be made should be SC range, both between each craft in a squadron, and each squadron from its host. you shouldnt be able to jump in a carrier fleet at the edge of a GW, and send the bombers out to wreak havoc on the other side of the GW. just like a modern day carrier, strikecraft must be able to return to base to re-arm and re-fuel and get back into the fight quickly.
this would also enable the devs to scrap the flak frigate and merge its functionality with the carrier (i.e. put flak weapons on the carrier cruiser) the carrier has to be in range of the fight anyway, and this way we save fleet supply and make use of the tactic the flak frigate was supposed to provide, as, after all, its easier to destroy the carrier than the SC.
one more thing... im thinking about planetary hangar defenses... perhaps these hangars would have specialised SC's with a larger capacity for fuel and weapons, giving them greater range. the storyline back up could be that due to the mobile nature of carriers, they cannot sustain SC's at the ranges and timespans of planetary based squadrons, since these squadrons have the supplies of the planet (and the empire) at their disposal. to balance however, lets say carrier SC do more damage and are harder to kill (being more veteran pilots etc)
so, to sum up. No, i dont think the interceptor is a good idea... well, it is, but not for Sins, not when we have what we have now.
however, i think current strikcraft behaviour should be altered, so that fighters and bombers must return to the carrier on a regular basis to re-arm, re-fuel and repair. perhaps a technique could be implemented to give you the choice to have all SC fighting at once, or have half fighting and half waiting for the first half to return, so that you always have SC in the battle at some point.
i also think that SC sould only be able to operate in a limited range around its respective carrier, and also merging the flak frigate weapons with the carrier cruiser to increase its combat usefulness and also saving fleet supply.
fighters should be more manouverable and faster, more capable to engage bombers and other fighters, but effectively useless vs. frigates and larger.
SC should launch at a realistic pace (perhaps 2 craft (not squadrons) every second or two? based on game speed, and even then, they wont enter combat until the entire squadron has launched and assembled) so that you dont instantly have a huge cloud of whirling, missile spitting death.
lastly i think that planetary hanger defenses should have special SC with larger capacity for fuel and weapons, giving them a longer range and operating time, but making them less lethal than their mobile cousins.
i think that was all.... not to ring my own bell, but it seems like a good idea to me, this way everyone is happy and SC dont get too nerfed.
[EDIT] ive had another idea, that would cancel alot of problems out, if standard light carriers did not give you the option of choosing what to build, i.e. all came with one fighter squadron and one bomber squadron, it could solve alot of issues with superior numbers in one or the other... i have to say im not a great fan of this idea, i like the control of being able to choose... but if its seen that having all too many bombers or fighters is going to cause inbalance issues, then maybe its a course the devs will have to take...
Still showing 0 Karma for me. You have 4 and I have 32. I assume those are the numbers you are seeing....
who knows, theres lots of bugs on any forum site, so maybe thats what it is... anyways, back on topic
haha, thanks for worrying about my karma guys, i see that i have 2... but Hack has 0... oh well, just a bug
my thoughts its easier said then done. the games are never gonna be as good as the movies since ur playing against ai/opponent and not urself.
optmaly you have bombers, fighters, and interceptors. the fighters gaurd the fleet and escort the bombers to there target(then break off, engage enemy fighters and escort the bombers back to the ships), bombers which sole purpose is to attack enemy ships, and interceptors which conter the bombers.
bombers would be heavily armoured and slow with heavy weapons, fighters are light and fast with medium weapons, and interceptors are very light/fast with heavy cannons/light missles.
the problem isnt the craft it show the players use them if one player spams SC only build fighters and use them as escorts for ur fleet along with flak, making sure to draw the enemy SC deep inside ur fleet were your SC and flak will be waiting.
Actually, the B-2 and B-52 bombers that hit Iraq came from Germany and required a few mid-air refuelling tankers along the way.
Isn't the most fuel used up on takeoff? If we are talking space, then a launch catapult using something similar to the gauss tech would give fighters enough of a jump start to not use so much fuel on lift off. Then again, there is the extra fuel usage for manuvering because there is no air to use against control surfaces, and braking.... hmm. Just thinking out loud (so to speak).
REGARDLESS, that is aerospace flight, and we are talking about space fighters not jet engines inside an atmosphere. i could go into all sorts or sci fi/physics jargon now, but its late so im just gonna be simple... space (lets not be grandoise, a planetary gravity well) is alot larger than the space between the carrier on earth and its respective battle space... i mean we are effectively covering a square distance many times the diameter of the respective planet.
if these SC are one-man craft, then we can assume they are of approximately similar size to modern day fighters/bombers. as CoBBQ said:
so, if a bomber in 'modern combat' needs to be refuelled between germany and iraq... good heavens... SC in space would be horribly nerfed.
id like to take the opportunity to mention that these changes dont have to be completely real... hey, maybe in the 1000 years approx the TEC have had, theyve designed a more effecient engine... honestly, who cares about the story bible atm, right now, we are talking about functionality, and from a functional point of view, the ability to fly around for 60 secs until fuel or ammo runs out, or the ability to go on a long run for long range targets seems a good way to limit the currently largely un-countered power of massed SC.
all im saying, in reference to limiting range of the SC, is that instead of having a massive column or missile spewing bombers than can wipe out a fully levelled cap ship or even a starbase, we have a game item that enhances gameplay and increases tactics, but one that wont win the game by itself.... otherwise why bother building any other ship?
Rather than looking at slamming carriers and mini-carriers. Perhaps fiddling with anti-fighter stuff is the answer? Basically boost flak slightly. I'm also guessing that the counter to fighters/bombers is... fighters. Yet they don't seem to happy to engage, prefering to yomp off against any target. So a tweak to how fighters automatically prioritise their targets might be enough.
A UI change would be helpful as well. At present it flips between ships and ALL strike craft, meaning you end up sending your main anti-fighter force off to do other things... make it so that fighters and bombers are selectable as different unit types; thus you can send your ships to do one thing, bombers to do another and leave the fighters to do CAP around your main ships.
Idea: 200% damage increase when fighters are attacking other strike craft?
hey, not sure how many of these posts you've read, but most of the others ones have mentioned what you said about a boost to anti SC weapons, and all of them were shot down with the response that then makes them too weak, and i agree...
the only way i think applying a weapons change to the SC "problem" is if SC are made to be suceptible to all weapons, even if the weapons were not targeted at them. i.e. a Kol is firing its beam weapon at an enemy ship, a SC flies through or close to the beam and is destroyed
however i think logistically and performance wise that is too much to ask.
i mean, the idea is that we make SC less overpowering, not that we make them easier to kill
and lastly, im not 'slamming' carriers, the idea is change the behaviour of SC to, once again, make them less overpowering. the only diff is that carriers now become relevant in battle, rather than something that can sit at the edge of a gravity well while its SC take out targets on the other side of the GW at their leisure
Here's an idea, sc is fine, flak is fine, buy Entrenchment you cheapass.
I think carriers are great as part of a fleet, but if I want to put a squadren into a grav well in the early game, as soon as my carrier enters the well, it gets toasted. if you could give an ability like summon bombers or what have you on the Vasari cap carrier, have the squadrons able to jump, and as soon as the time of the ability is up... poof! SC gone..... or am I crazy?
Ok. Then I shall use the term: NERFING if it makes you feel better.
You've also neatly ignored the idea for a minor UI tweak to split SC in to Fighters and Bombers along with the tweak to fighter AI to make them activley hunt other SC's rather than the current 'chase anything' method.
you said that their effectiveness should be negligible against frigates, that mean we would lose a counter to lrf?
My 2 cents (i dont know why im doing it either)
I think the fuel question has been shown moot. A space craft doesnt need to burn all the time to stay aloft like an airplane, so its only using fuel to change directions or stop, and with societies that have mastered inertial dampening tech eg antigrav and the like it would be even easier. So i have no problem with them galavanting all over the grav well (though i would like to see them move more like a space craft eg BSG or B5). They would however not be able to produce thier own ammo and would eventualy run out, and bombers faster than fighters I would think. The big ships have enough bulk that they could be holding ALOT of ammo and produce more when needed but a small 1-2 man (0 man in advent case) can not. Additionaly advent would presumably need to recharge thier anima after an amount of time since they are expending as much energy per shot at frigates with reactors on board. I dont think it would be a nerf or too micro intensive to have sc have to return to thier host after a certian amount of time determined by typ e of craft, race and reserch. If they are doing it on thier own and relaunching on thier own you wouldnt have to pay attention to it . This would elminate one of the exploits of haveing sc groups just sit on one side of the grav well and alpha strike anything that come in before it has a chance to get to the host (eg 4 starbases in star gravwell have fighters/bombers maxed out and station all strikecraft on other side permanently. For the record sc build time is perfect right now so dont ef with that.
first off, Astax, I HAVE ENTRENCHMENT you ass, i was involved in the beta, go look at other threads of mine about entrenchment, otherwise i dont know how to prove it to you but if i could do so convincingly then i would
there is ABSOLUTELY no reason to come in here and slam ideas when you dont have all the facts. i DO have entrenchment, and my style of using SC has not changed since i played the original recipie Sins! if you have nothing better to do than come in here and call ppl names, maybe you should go and play some more Sins, or go outside some more.
secondly, RandomRetard, if you mean nerfing carriers as in nerfing the SC, then fine, i concede the point, but the point remains, every arguement for making them more suceptible has come up with the same coutner arguements. hey, honestly, making them easier to kill isnt a bad idea, but... look, im thinking of starwars here, when they assualt the deathsar (just seems like a good example) how was it that the bombers managed to get close enough to bomb? because the enemy fighter pilots were too busy taking out the alliance fighters and trying not to get shot at themselves.... until we can write AI code that can make a decision between fighting the fighters, hunting bombers or staying alive, making bombers and fighters easier to kill just makes them live shorter... to be honest, i dont see the diff between my objective and yours. if anything, making SC more suceptible to weapons fire would be nerfing more so than my ideas, because refueling a fighter would surely take less time than building a new one (barring that Sova ability). once again and i cannot stress this enough, these ideas are to STOP SC BEING SO OVERPOWERING! there is no other ship in the game that is as overpowering as massed bombers on a concentrated run. now, if you dont have anti SC support, well it does not matter what changed we make, you are still going to get your ass handed to you, but, the current state is that unless you spam enough flak frigs and fighters, you cant stop a 56 craft strong fleet of bombers, and even then, enough will get through to still cause damage. lets say you have 56 fighters... you now have no capacity to field bombers! just because you try to fight off his massive bomber push. there are lots of other little details why i think mine ar egood ideas, but i wont go into it here.
also, i ignored the tweak to the UI because i dont think its a bad idea, it could work... but then we'd need to add some command abilities to tell the fighters to attack only fighters, only bombers, everyone etc etc, and like i said above, until the fighters can be intuitive, its not the most effecient solution. not a bad idea though, id like to be able to control my bombers and fighters seperately when the side bar is clicked on, but for the moment, i just find a bomber and press alt and click on him, works the same, even if it takes a bit longer.
thirdly, Mortensenii, i realise that fighters atm are effective against a few frigates (i think, maybe its only the lrf?) in any case, why should bombers not be effective? this is my dilemma in this case, you have a small frigate, carries, what? a few hundred people? it has armor and shields and mitigation, AND its huge, relative to the fighter. so lets look at the fighter, its a one man craft, we can assume its of relative size to modern day craft... lets say its as big as a current space shuttle, just to compensate for the scale of the rest of the ships. how big could its weapons possibly be? i mean, the larger the gun the larger the ammo it fires, the less ammo to be had... lets say the fighter is rapid firing 120mm high explosive shells... now thats huge, and i could imagine it doing some considerable damage... but a fighter carrying 120mm shells? aside from the fact that firing such a weapon on such a small craft would most likely negate a LARGE amont of its forward momentum (ill get back to this in the next point) its only a small ship, looking at how fast the fighter fires in game, his ammo would be expended extremely quickly.
on the other hand, lets say he fires 20mm shells, much smaller, but still with a respectable damage output, and, of course, their smaller size allows for more ammo capacity and when fired wont negate the momentum of the ship as much. again, lets look at the LRF - shields, armor, mitigation, sheer size, i cant see 20mm shells doing much damage... i realise the logic of it, you have a frigate with respectable damage potential sitting way out of range of most other ships, you send in fighters to close the distance quickly and take it out... however the reality of it does not make sense.... in my opinion... taking out these larger frigates and cruisers should be a job best left to bombers with their heavier weapons. besides, the extra damage output of bombers would most likely counter-act the extra time it takes for them to arrive. so, to answer your question... and im trying not to be overly hostile or anything, but i think that this suceptibility in LRF's to fighters is wrong in the first place, but its nothing that cant be swapped over to bombers without too much hassle... to be honest, the whole idea was to make fighters focus on attacking bombers and other fighters
lastly, StarFallArmada, the fuel question has not been shown moot, Hack78's arguement was negated by his own logic, if you had read all the posts, you would have seen that. true, it does not have to burn fuel all the time to stay aloft, but we're not talking about staying aloft are we? we're talking about moving forward and changing direction, and for that to happen effeciently, and in a way that wont get your ass shot off ,you need to have a constant forward momentum which means keeping your engines firing at least 90% of the time. unless engines in Sins can shut down and restart and provide sufficient thrust to overcome inertia in the time it takes for the pilot to move the control stick, then its much easier and practical to keep the engines firing... remember these ships are in a dogfight, they're not like the current space shuttle that stays where it is until it needs to move. to concede a point, fine, while the SC are approaching the battle, and we are assuming they fly in a straight line, then yes, they would not need their engines to be powered up at all times, but while fighting and when retreating, they would need their engines on, means burning fuel.
i mention above about weapons fire negating forward momentum. did you know that the American A-10 Thunderbolt 2 'Warthog' jet aircraft carries a 30 mm GAU-8/A Avenger Gatling gun, that, if fired for a long enough period, can stall the A-10's twin General Electric TF34-GE-100 turbofan engines.
think about it, a single gun firing can stall 2 very powerful engines so that the aricraft will eventually fall out of the sky. now, granted, the Warthog does not carry enough ammo for that to happen and nor does he fire it for long enough, however, in space, we can assume that fighters will fire longer, and from greater distances, and, due to the lack of gravity, the kickback effect of the weapons is increased, especially if the engines arent constantly firing.
You used the example of Anti-Grav and and Inertial Dampening. firstly, Anti-grav does not affect ships in space, at all. secondly, inertial dampening does not completely negate the effects of inertia, (you cant completely break the laws of physics) and besides, i thought that the only reason a space craft doesnt need to burn its engines is because it has inertia? now you want to dampen it? the only reason you would want that is to make the fighter stop quicker... but... we're in a dogfight, you dont want to stop...
now, thankyou for your ammo comment, its nice to have someone agree with me, and one of the other changes i propoposed is that SC cant be launched by the player, but rather that they are launched automatically when enemy forces are detected.
lastly, the SC build time, i agree its not a completely necessary change, but one i threw in there for the sake of it... my reasoning was: why do we as commanders decide to retreat our frigates and larger and not just kamakaze them? then i thought, because they take time and resources to build again, and, for capital ships, theres the whole matter of getting new cap ships to leve up again. so, i was thinking the same for SC, make a decision to pull them back because once they are destroyed you can feel the loss and it makes you want to command them better, rather than throwing them into the grinder. but, honestly, its not a necessary change, and some people might see it as too much micro-ing so, i agree.
one thing id like to mention... sawakaki mentioned that the most fuel is used up on take off. in atmosphere thats correct, because you have to build up enough speed to fly effeciently (thats why commercial airliners fly at a certain height, because it is fuel effecient.) in space however, you would still need more fuel to beat the initial inertia, but alot less fuel than that of a plane in atmosphere. its just like a car, has anyone noticed that on long drives your fuel effeciency increases as opposed to driving around the CBD where you are stopping and starting all the time? same principal applies here, except that you also have to use fuel to slow down as well as to start moving. given, as has been seen in battlestar galactica, ships can be launched catapault style, and considering the greater distances, its not a bad thing to be slingshot into the action.
however, and i cant emphasise this enough. in order to fly around like a SC in space, you have to keep your momentum up and that is done by keeping the engines firing. if anyone has played Freelancer you would know, keeping the engines firing gives you control and lets you turn, but if fyou shut down your engines, all you can do is move to the left and right a bit and spin on the spot while still moving in your original direction. ALL this, means, quite simply, fuel will run out. AND, if you want to say that Sins engines dont need fuel (explain it however you will, thats not the point) then fine, but no perpetual engine can account for unlimited ammo, and that! will need to be replenished.
once again, i want to make clear that this idea is simply to make SC a game tactic, not an all encompasing, nearly unbeatable game winner all by its lonesome. you should have to worry about SC hounding you, enough to make you consider anti-SC protection seriously, but you should not have to worry about a fleet jumping in on the opposite of the gravity well and sitting there while its X hundreds of bombers strafe you into teeny tiny pieces before you get halfway around the planet, taking out all your structures and starbase from well out of range, then moving onto the next planet and the next planet.
It continues to amaze me that such a large part of the community is so sensitive about strike craft.
I've enjoyed following this thread, though, and I think you make some excelent points, The_Rezonator_1.
Refuelling and rearming SC would certainly add a depth thats missing from the strike craft element. Maybe an option to have fighters automatically defend the fleet from other strike craft then another to tell them to dock and rearm for anit-frigate operations. A faster firing, lighter laser (or equivalent for each race) for anti-sc and switch out to a heavier, slower firing laser for anti-frigate. These could both opperate from the same power source, maybe some sort of power cell that needed to be swaped for a fresh one every so often. I think this could satisfy speed issues with rearming (modular, snap on systems aren't difficul to imagine at all) and give better believable versatility, plus having to rearm would prevent SC from just rampaging around a grav well with impunity and be more realistic.
thanks for your continued support mate you make good points, and im trying to say much the same thing
and i agree, its funny how people are so sensitive, and i just cant tell if its because ppl genuinley think the ideas are bad, or if they are just worried because itll make SC less overpowering... which... i thought... was the idea
oh well, some people are just incorrigible
1) Inertial Dampening is to prevent the pilot from being turned into a liquid due to the G-Forces of the sudden change in directions. It does not remove the inertia - it counters the effect on occupants.
2) Sometimes you do want to stop - a) if you stop quickly they overshoot you - think Top Gun and it can be a very good idea if nothing can shoot at you. Hiding in a cap ship blind area seems a great reason to stop to me.... Its the same reason why the Death Star was ineffective against the fighters. They were so close that they were evading the turbolasers - flying beneath their field of fire, too quickly to track...
1) you are correct, (i thought i had mentioned that in my post, but i guess not) however, he did not quote inertial dampening in that sense, he quoted it in terms of the ship moving easier, which i rebutted. regardless, the use of inertial dampening as a reason for higher fuel effeciency, or even not needing to power your engines very much, is flawed.
2) yes, you may want to stop, thats what thrusters are for, or even reverse thrust (i.e. killing engines, spinning 180 degrees and firing engines again, or whatever you like) however, we are talking about a simple program that governs how SC fly and fight... we cant program (or we could but it would be a serious waste) in the instinct, or at least the conditional parameters to make a SC stop to let a trailing attacker overshoot him... there are all sorts of other things to take into account, but honestly, try to remember that we are talking about a rather simple segment of code here, not actual pilots...
also, the deathstar was a helluva lot bigger than anything in Sins, (although, if i remember correctly, though dont quote me, there were still point defense guns one the surface of the deathstar that gave the alliance some problems...)
sure, we can make the SC fly back and forth over a couple of hundred meters of ship... but that would just be unrealistic and stupid.
lets say we do do it, so bomber X is under the field of fire of capital ship X (and yes, it could be a starbase, but there are many more cap ships out there than starbases... and im not even going to mention frigates and cruisers because they are too small) so the garda next to cap ship X starts firing at the bomber, but now, every time it misses, it hits the cap ship... strictly speaking the cap ship should be taking friendly fire damage... but we cant have that because we need to add all new code... AND, lets say we do stop and hide behind a cap ship... what happens when a fighter come zooming down on your ass, guns blazing? you are a sitting target.
look, long story short, its a massive can of worms for way too many reasons.
i have to say, Hack, this is one of your less convincing rebuttal points... it does not even relate to the reality of the game. okay, lets say a bomber or a fighter comes to a complete stop to let its persuer overshoot him... well, then another fighter comes in and fires at a sitting duck target... or the garda who was firing a trail just a few meters behind you, suddenly catches up.
in Top Gun, there was a helluva lot LESS going on, with less ships (jets) and lesser other threats (i.e. sam sites). In Sins, your best defense is to keep moving, after all, its better to let them shoot at space rather than at you.
and, after all of that, you still have to implement a huge amount of code to give the AI a list of conditions in which it can stop moving to let a persuer over take him... and then... we have to ask, why cant the guy who was persuing do the same? theres nothing to say the fighter persuing the bomber cant just stop as well and fire at the now stopped bomber...
and not to rant, but we have now come ALL the way back to the fact that to start moving again, you are going to need to fire your engines, using fuel, meaning you can fight for a shorter amount of time before re-fueling.
sorry mate, i dont think sitting still will work... and if by some reason it will, then doing so is not a good enough reason to use inertial dampening as a way to use less fuel.
The ones on the surface were not the issue as they went under them. The ones in the trench were more so. Off the top of my head, I'd "say about twenty guns, some on the surface, some on the towers"...
I never said it was the use. If the engines are not firing, their is no acceleration, therefore no need for it!!!
I apologise for the second comment - obviously you have thought of every scenario where being stationary is not an advantage and I have not. Don't know WHAT I was thinking. My bad. No really. It is!!! All mine!!!
way to go to try and start a fight... if i didnt know any better id say u know me...
first, i defer to your superior knowledge of Star Wars, and honestly, i dont mean that in a cynical tone. i didnt follow Star Wars THAT closely, and even so, the Sci Fi in Star Wars wasnt so much Science as Fiction, so its all in all a moot point, but regardless, there is nothing in Sins that even comes close to a deathstar... maybe a planet... but you get the idea.
second, you said something about use... i think you are talking about the Inertial Dampening, but... yeah, i really dont know what you are talking about there...
third, i didnt mean your second comment, i meant your entire post, it seriously feels to me like you are grasping at straws to discredit my ideas, and not that im so arrogant as to think its something personal, but i dont appreciate it, i dont even like it when people do it to other people, sometimes its a laugh, but in this case, and most cases, its not necessary, and is usually just some loser getting hyped up because he/she can bully someone else from the safety of his/her home, hiding behind his/her computer screen. i mean, you are no longer even talking about things i mentioned in the post... yes, it relates slightly to the fuel point, but lets be realistic.
what im really irked about, is that you are no longer talking about the post, but rather, seem to want to shoot me down at every opportunity, no matter what im talking about (and yes, in this case its me, because i dont believe ive seen you debate with anyone else in this thread like you have with me), you dont even have decent arguements, INSOFAR, as they are very weak statements, and ones not really in contention... this thing about the Inertial Dampening... why?
and, back to sorta topic, you were not at all wrong when you said stopping quickly is a good tactic for a fighter pilot... but in the case of Sins, as it is, treating SC like real fighters, is unlogistical. i mean the huge re-writes to code, all the math to be done, both by programmers and the software itself, the potential for bugs (like there are now, i.e. SC wont take damage if being attacked by a flak frig and a fighter or sometihng like that, so its not unprecedented), all for what? aesthetics? i cant imagine people paying THAT much attention to SC dogfights, and any advantages that sudden stopping may have could easily be re-created in the numbers of the battle damage program.
yes, i rebutted your idea, maybe i could have said it better, i know that sometimes what works in my head comes out differently in words, i was trying to say A) in my opinion, this idea is wrong because.... etc, and stop attacking my ideas and replies just for shits and giggles, but seriously mate, there is no reason to get upset, or cynical. i have tried to be very fair and very concious of your position, however, as much as i try to rationalise your arguements, i still come up with the fact that it seems like you are attacking my ideas because they're my ideas, and im getting a little sick and tired of such immaturity.
i know this is massively off topic, but again, im sorry if i offended you, it was not my objective. granted, sometimes when defending your position one can get overly zealous when championing his ideas, but then, if you dont believe in your ideas enough to fight for them, then why should other people believe in them? i simply wanted to let you know i do not appreciate rebuttal simply for the sake of rebuttal, without points, evidence or thoughtfulness. like i said, by all means, continue to post your ideas... but try to make them constructive criticism, rather than just mindless clutter
thanks, and sorry again
i build 30 flak frigates and watch fck loads of little flying things die.... then i send them flak frigates in to shoot support vessels and generaly just soak up damage, if the op is dumb enough to shoot them.
Speaking from a tec perspective here. Haven't built a single carrier vessel, neither cap nor cruiser ever since entrenchment.
I found flak frigates quite sufficient to deal with them. Because no matter what you do: i win.
If yo uattack the flak frigates, i win because you don't attack something more vital. If you don't attack them, i win because your sc clouds will be vaporized after a while and ever since the 50% speedbump your recovery rate is to low to replace the sc at a rate that will further endanger my forces.
Carriers however are still potent when it comes to raiding.
okay, maybe im missing something here, and the greater Sins community has found that specialising your fleets is more effective, something like that.
what i mean, is that if you build a fleet JUST of close range ships, JUST long range ships, JUST support craft (you get the idea) you think its more ffective? i dont know, my personal playing style is to build large fleets that can tackle ANY situation, so i can have a fleet on either side of the map doing the exact same thing with the same or near amount of effeciency as the other fleet, which is why im assuming most people build carriers and incorporate them into their fleets
i mean, i think not building carriers for whatever reason is kinda stupid (unless you are challenging yourself) because you have this tactic available to you, and you dont use it? why not?
that said, if you dont want to use carriers thats fine, means these changes shouldnt affect you...
just a question, are all your flak frigs clustered together in your fleet or huddled around your cap ships or just in loose formation throughout your fleet?
also, one other question... do you have 30 flak frigates at all your frontline worlds? because if you dont i think your protection against a massive SC cloud is lacking.... 30 flak sounds good, depending on where they are station and the target the SC are firing at.... but if i jump into a system with a starbase and no 30 flak frigates... still sounds like you are screwed?
na just a buch of us players nit-picking the balance of a already very well balanced game is all. lol
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