I had this in the artifact thread and then decided it distracted from the message. Also kinda get why Herb got so upset in the previous thread. Still not the best course of action imo because what you said was valid and now no one can read it.
Anyways
I don’t use carriers unless I feel the game cheated me because I consider them cheap and ridiculously overpowered. It would make me excessively happy to have the ability to turn that tech off. Or just a carrier fix. I’d be fine with carriers if they were like Starcraft carriers or civilization carriers where you either have to build interceptors or stock the carrier with ships you built from shipyards. As it stands carriers just have no drawbacks. They aren’t so cost prohibitive that you can’t field dozens of them if you choose.
Carrier module should be prohibit for all hull size except for large one. Currently you can fit them on Small hull. It is ridiculous.
I'm also fly with the idea that it can carry Tiny or Small hull without tanking logistic cost.
That is a good idea any ship inside a carrier cost no logistics. I also agree they only be for large or massive hulls. I also think a maintenance cost for a carry should be somewhat expensive.
I used to find carriers overpowered, but with the updates and Retribution, I feel they are a valid weapon choice. Those with complaints? Why do you feel that researching either lasers or missiles in addition to your primary weapons make this a problem?
From the way combat works at least from what I understand no matter how powerful a ships weapons are it only fires once per round stacking massive weapon loads or numerous types doesn’t change this making impressive ships prone to swarming attacks which is acceptable but when it cost you nothing to preform endless swarming attacks because the interceptors magically replenish at the end of combat not mention they also magically upgrade as you unlock new weapons tech and that also doesn’t cost you special resources to build.
What beats carriers ....... more carriers the only reason not to use carriers ....... some probably misguided notion of fairness
If you pick up all the +cap bonuses, you can fit a carrier module onto a tiny hull, with room to spare. It's ludicrous that you could build "interceptors" that can each launch 2-3 interceptors!
Personally I think that carrier modules should add to the logistics cap of the fleet. Say, +1 per module. That would give an incentive to mix and match carrier designs with other types of modules, and maybe resolve or at least lessen much of the issues mentioned above.
Larger ship having a hard time dealing against swarm until they make it so multiple weapons don't overkill the same target. You can equip 100+ kinetic modules that dealing 1 damage each to a ship and it still killing a drone with 1 HP one at a time instead of spreading the shot out. Still, fast firing weapon is the best option to deal with swarm because of ROF but you can't use a single massive ship fill to brim to fight a swarm at all. You take more lost than them. Using multiple low damage module reduce the severity of miss shot because each module calculate separetely but all of them will be firing at the same target at the same time. Carrier is cheaper, more numberous if you count logistic cost, and they carry maximum of 3 drones per module with top tier module. It is silly when you can use a Tiny hull with 1 logistic cost that can spawn 3 more logistic cost out of nowhere and those are equiped with the best module you have available in your tech for free. If carrier fleet won the fight and none of carrier die, they replenish all the drones.
There is a lot of issues with GC's combat system and of course carriers...
...but at the very least, I think Carrier Modules should be:
Ideally combat would be radically overhauled, and Fighters would NOT be their own blueprints/ships and handled more as a unique weapon system with multiple weapon effects. PD would impact said fighters, etc. and they would potentially be shot down by PD/etc.
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