new minor passive ability against fighters

Post ideas and suggestions on new features or improvements here.
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posted on July 23rd, 2011, 7:15 am
I would like that each faction gets a passive that allows ships to target fighters first. Currently B5 and Avalons in groups are still a major point of inbalance especially if certain map conditions are met. Even with a second line the fighters are not taken out properly.

So my suggestion for possible ships are:
Fed: Saber or Canaveral
Rom: Dis Rhienn
Klingons: Maybe Qwuaduj
Dom: C11
Borg: Probes
posted on July 23rd, 2011, 5:54 pm
huh, a passive to change targeting rules...

I like it!

I don't think the game is ready for something like this though, not until all the races are redone and the avatars are perfectly balanced, since it would add a whole new layer of complexity to the game.  I know the devs are hoping to figure out a way to make ships target more independently like Starcraft, but maybe instead they could introduce a stance feature where you can choose what your ships prioritize.  And it makes sense that some ships would have more advanced targeting options than others.

For now, maybe an easier method would be to make certain abilities more effective against fighter craft, for example Nanites, Radiation Array, Sensor Jammer, Sensor Blackout etc.  Make it so the area damage and area ECM abilities have a second, more powerful effect that is applied to fighter craft since their hulls and electronics can be expected to be much smaller than a warp capable ship.  After all, area effects are used for crowd control and fighters are definitely a crowd-style ship.
posted on July 23rd, 2011, 8:35 pm
There are very effective weapons against fighters- big fleets, multi-targeting weapons and ion storms :D

However, the best way to get rid of fighters is to draw them away from other hostile ships and then take them out.
posted on July 23rd, 2011, 9:06 pm
I know how they can be taken out in theory...but in a real game you cant do it successfully in 3/4 of the cases. And once you can the emeny will simply run back to the yard and hide. leaving you with nothing.
posted on July 25th, 2011, 12:03 am
In my opinion the fighters aren't the problem. It's the carriers you have to get. If you look at the results of a game against carriers you'll find out that fighters die in huge masses, even though they are on low priority.
I'd rather like to see any use in destroying fighters ;). Right now you kill one and a second later it's replaced. No use in killing fighters, therefore no need for ships that target fighters.

BUT I could see a use for this to hunt down scouts. Esp. Fed and Rom Scouts. It would be cool to see some ships that are able to put them on priority.
posted on July 25th, 2011, 1:12 am
As I understand it, there will indeed be something to take out those nasty flies out more easily in the future. :thumbsup:
posted on July 25th, 2011, 7:36 am
What about the typical StarCraft1 Carrier behavior?
The carrier and it's fighters would become stronger (as they should be), but you need to pay for rebuilding those fighters.

Or some units get a redo and become some kind of anti-fighter frigatte (and / or against small units) - Homeworld is a good example for this.



Last but not least: i like Drrrrrr's idea. We get more sense in some (mostly) useless units, and a good counter.
posted on July 25th, 2011, 8:55 pm
I like this idea.
posted on July 25th, 2011, 9:26 pm
aye, something similar is already on todo ^-^
posted on August 7th, 2011, 3:30 am
I would personally love to see a max amount of fighters that can be produced by a carrier and once reached it needs to go back to a yard and repair before it can produce more.
posted on August 7th, 2011, 4:04 am
Well if plasma coil did damage to fighters as well, then the norway would be a great anti fighter ship
posted on August 7th, 2011, 12:17 pm
Last edited by Anonymous on August 7th, 2011, 12:20 pm, edited 1 time in total.
Majestic wrote:I would personally love to see a max amount of fighters that can be produced by a carrier and once reached it needs to go back to a yard and repair before it can produce more.


i think that's represented by the high supply costs. resources move about instantly in the game, so the supplies for the fighters are delivered fast. presumably this happens by transporter any time you are near one of your stations. same as refits, they require materials too but can refit anywhere on the map. a little realism is sacrificed for gameplay.

last thing i heard coil is going away.

but maybe all support ships could cause ship/s nearby to fire additional light weapons at fighters only. kinda like how adaption modules work. cause other ships to have additional weapons. so support ships give a nearby friendly ship an additional weapon that only targets fighters. supports have better sensors and can quickly target the fighters for other ships to hit with low power beams. so having supports in your fleet will mean your ships make quicker work of fighters.
posted on August 7th, 2011, 12:45 pm
Carriers probably replicate fighter parts, without bothering with resources.
posted on August 7th, 2011, 1:11 pm
Tyler wrote:Carriers probably replicate fighter parts, without bothering with resources.


i think that would only work for some parts, like plain metal hulls and chairs and windows and lights. other parts, like power cores, that have never shown to be replicatable. so would probably be the things that the ship gets delivered to it. things that are represented in supply cost.
posted on August 7th, 2011, 5:03 pm
Drrrrrr wrote:I know how they can be taken out in theory...but in a real game you cant do it successfully in 3/4 of the cases. And once you can the emeny will simply run back to the yard and hide. leaving you with nothing.


Iv always managed to kill them by drawing them away from the carrier and destroying them, long range ships do this VERY well. Maybe you should get in some more practice.
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