Kintor Kintor

I don't know if its been suggested but... carriers?

I don't know if its been suggested but... carriers?

Well i'm new so I don't know if some ones all ready beaten me to the idea. However I think making some sort of (available late game) ship carrying module would be a great addition to the game.

Think about it, by late game a civilization most likely would have access to compact yet powerful weapons and engines etc. Capable of turning a tiny hulled ship into a lightning fast and deadly fighter. The catch is because of the hull size your left with a cheap and capable fighter... only good for defense (no room for life support).

Now this carrying module would take up a lot of space, so much in fact only huge hulls could fit it. Except just enough room for long range light suppport and a decent engine or two.

Now here's where things get complicated...

You get a fleet of these fighters (lets say six) and a carrier. Move the fighters on to the same space as the carrier (or vise-versa) and load them up, just like troops or civilians.
Now just send the carrier of out of range (for the fighters) of planets and starbases.

The Carrier acts as the fighters own base so they can be 'launched' making them appear on the map about the size of a freighter on a trade route. The carrier remains still while the fighters patrol an area (about the range of the fighters) around the carrier.

If anything crosses one of the fighters path (like a freighter) it will immediatly attack it. except it will count as all the fighters attacking it (they all converge on the target or something like that), maybe the carrier can give them an attacking bonus as well.

If something that fights back attacks the fighter the same thing applies. However if the fighters are destroyed it only counts as one being destroyed (the others retreat back to the carrier).

Perhaps an option to leave damaged fighters inside the carrier where they will be repaired over a few turns.

If something were to attack the carrier directly while all the fighters would come to defend and any destroyed would be gone for good. If the carrier gets pulped then all the fighter are immediately destroyed (the fighters are captured or retreat into deep space where they run out of fuel etc).

Well thats about it, to me it seemed like a good idea and it gives a new perspective on sabotaging (or defending) trade routes. As well a vanguard you could throw in the way of an approaching armada, to slow it down while you churn out some warships.

So whats everyone think?Is it a great idea or would it just unbalance the game some how?

P.S: sorry about the really long post.
31,008 views 38 replies
Reply #26 Top
Ideas for carriers: first strike; ablative attack (i.e. fighters die, attack goes down, they're built, attack goes up); extended range;

Fighters also have the neat addition that they allow weapons to target different classes of weapons. Remember Star Wars. The Death Star was designed to counter capital ships; fighters took out other fighters.

Weapons could be reclassed as a mix of fire rate, damage, and size. This would correctly reflect real world constraints. Huge weapons could do massive damage, but only fire a handful of times making them very effective against other capital ships (e.g. Death Star huge ray). Medium sized turrets do less damage against capital ships, but are better overall against fleets of medium sized ships.

This promotes a mixed and versatile approach. People who use only build a single type of ship would therefore be easy pickings by your mixed fleet.

4X games only really work when you have to mix things up. Replayability depends on the game world changing on you.
Reply #28 Top
I think carriers would be difficult to implement, but I like the idea. It would be cool to have a carrier module in the shipbuilder, and you could hold a fleet of tiny hulls inside. Then your carrier could be fast & have life support, while your tinies were slow, no life support, all weapons-type ships. The problem would then be, how to implement the life support? Because your carrier has to abide by the rules, but your fighters need to stay in range of the carrier. That gets complicated.
Reply #29 Top
We already have fighters - they are the tiny class hulls. What we need is a module for big ships that adds range and especially speed to the fleet. That will essentially fill the carreir role for this game.

Also, I'd like to see large weapons on cap ships have a penalty against small fighters or something like that.
Reply #30 Top
doesn't just have to be fighters (piloted ships). I'd imagine that a more humane alternative would be small robot fighter-drones that are released and attached. defense category would be missle (point) defense.

Reply #31 Top
Fighters only really work with the carrier idea if they are reliant on it for range and protection. Otherwise, the fighters are just escorts. That's the trade-off of the carrier; by themselves they are pretty much defenseless as are the fighers, but combined they make for a pretty nasty punch.
Reply #32 Top
I would think the best way to put carriers in the game would be to use them like they are used in David Webers "Honor" series by the CLACs.
I.E the big "carriers" carry independant small starships with limited range. Actual fighters that were used by a ship would be harder to implement so I think It would be best to just have something that you load small spaceships into so you could carry them and then release them before the battle. THe carrier would release the fighters (which act as part of whatever fleet the carrier is in) then you would pull the carrier away so it would not take part in the battle to pick up the survivors afterwards. Combining them with a smaller number of bigger ships would be quite leathal imo.

Reply #33 Top
The idea wouldn't be hard to implement, if a concession was made. Have the 'Carrier ability' be a module, that you add to a larger ship. It would allow any smaller ship added to it's fleet, to move at the speed of the carrier and use it's range. If the carrier dies the ships use their own speed, unless they're out of life support range, and then they suffocate and die after the battle...
Reply #34 Top
The idea wouldn't be hard to implement,


These words are guaranteed to strike terror in the ears of any software developer...

That said, I agree with your idea. Add a carrier module, then all Tiny (or maybe small) ships would travel to the speed and range of the ship with the carrier module, while they are in the same fleet. You would still only be able to add fighters up to your standard logistics limit.

The advantage is that you don't need engines or range on the fighters. The disadvantage is that the carrier ship has less room to fit weapons and defenses.
Reply #35 Top
Exactly (to no118). I thought of one more addition as well, if you have a level II carrier mod, maybe it reduces the logic points of everything it carries, so you can make even bigger fleets. I don't know how everything would be adjusted cost/size wise, but it'd be a fun option to toy with.
Reply #36 Top
Yes, I love carriers, and having them in CG will be wery nice - but this is task for dark avatar (or second expansion pack - humans strike back   . And yes, having more planetary deffences - missile bases, battlebases, foghter bases etc. will be good to (you can defend planet without fleet).
And if devs can completly rework planetary system, then why not (in another exp.) to rework fleet system/tech tree.
Reply #37 Top
Man who dug this old moldy post up from the grave. This is one topic that should have stayed there...die thread..die!
Reply #38 Top
*unleashes a big fleet of Pirate Killer ships on the thread to make sure its dead*