Carrier fighter deployment

Post ideas and suggestions on new features or improvements here.
posted on July 25th, 2011, 5:11 am
Been toying around with the idea of using replaceweapon to toggle between just the carrier and fighters deployed. Perhaps with a pack and unpack time frame with obvious penalties. Packed up a carrier could have more speed or weapons or something.

This obviously will have some problems though. Namely caps and fighters disappearing when the carrier recalls them when packing up. Anyways thoughts or ideas to flesh this out?
posted on July 25th, 2011, 7:29 am
Last edited by beserene on July 25th, 2011, 9:49 am, edited 1 time in total.
Just a small workaround idea:
what about an ability / special like "emergency transport" (of fighters to their mother ship), including shields down for a few seconds?

...but i'm pretty sure that's not a solution you are looking for :/
posted on August 7th, 2011, 3:24 am
Lately I have been thinking of this idea too, and while having done no research to see if this is possible I thought of having the hangar weapon as a special toggle weapon. If this was possible my next step would see if it's possible to have multiple fighter type hangars and see if you could have it set that only one hangar weapon could be used at a time.
posted on August 7th, 2011, 3:29 am
FO used to have fighter launch as a special weapon with 2 seperate hangar weapons, so it's probably possible.
posted on August 7th, 2011, 9:07 am
yep that should be possible
Reply

Who is online

Users browsing this forum: No registered users and 17 guests

cron