Some Ideas abaut Fighters
Post ideas and suggestions on new features or improvements here.
posted on December 23rd, 2011, 9:32 pm
Hi there,
first of all i dont want to create a BSG feeling with my Suggestions where Fighters are the Main Role of every battle. But i like the Idea, where some "small Ships / Vessels" cover Stations and other important Equiptment.
(Dam, i hope my Eng is good enough for that Topic
)
Note: All Ideas specially the Number of Fighters and the Races are not Balanced and they are only First Ideas.
1. Fightercover for Mining Stations
A Mining Station could be Upgraded like the Weapon Upgrade for a Starbase to "spawn" 2-3 Fighters wich circle around the Station and give some protection. So the Station could hold of a single Saber without getting destroyed.
(Maybe a Feature for the Romulans?)
2. Fighter Upgrade for the Starbase
I have read abaut the coming / planned "OR" feature for Vessels and Stations in the next? Upgrade.
So my Idea is that the Player could choose what kind of Weapon the Starbase could use.
Fighters OR more Weapons
This could be limited to max 2 Stations.
(Borg feature with Research? )
3. Small 6x6 Square wide Outpost Perimeter
With a Tachyon Ping and 3-4 Fighters. Limited to 3
(I would give that to the Klingons)
Ok, all these ideas never seen in Star Trek but i think they were possible.
Greetz
Clock
first of all i dont want to create a BSG feeling with my Suggestions where Fighters are the Main Role of every battle. But i like the Idea, where some "small Ships / Vessels" cover Stations and other important Equiptment.
(Dam, i hope my Eng is good enough for that Topic

Note: All Ideas specially the Number of Fighters and the Races are not Balanced and they are only First Ideas.
1. Fightercover for Mining Stations
A Mining Station could be Upgraded like the Weapon Upgrade for a Starbase to "spawn" 2-3 Fighters wich circle around the Station and give some protection. So the Station could hold of a single Saber without getting destroyed.
(Maybe a Feature for the Romulans?)
2. Fighter Upgrade for the Starbase
I have read abaut the coming / planned "OR" feature for Vessels and Stations in the next? Upgrade.
So my Idea is that the Player could choose what kind of Weapon the Starbase could use.
Fighters OR more Weapons
This could be limited to max 2 Stations.
(Borg feature with Research? )
3. Small 6x6 Square wide Outpost Perimeter
With a Tachyon Ping and 3-4 Fighters. Limited to 3
(I would give that to the Klingons)
Ok, all these ideas never seen in Star Trek but i think they were possible.

Greetz
Clock
posted on December 23rd, 2011, 9:47 pm
Last edited by godsvoice on December 23rd, 2011, 9:49 pm, edited 1 time in total.
I'd be in favour of a minor yard that constructs fighters.
It would be dirt cheap. Like a platform cost equivalent or uplink.
Build fighters in batches. Build options are x3 x5 and x10.
Entirely defensive yard, the fighters can only go a certain distance on their own from the minor yard. Unless they hitch a ride with sovereign or akira or otherwise.
Naturally, this would be built close by to star bases and mining stations - built by constructor. So if you build three of these for say 300 200, you could spawn upwards of 30.
I would also suggest that while you choose whether or not to pay for 3 5 or 10, they come out quickly. So, there is no timer that says you get 3 after x amount of seconds. Instead you get 1 per x amount of seconds. So you spawn 1 fighter every three seconds, instead of getting all three after nine seconds, or all five after fifteen, 10 for 30.
Edit: for idea number 1
It would be dirt cheap. Like a platform cost equivalent or uplink.
Build fighters in batches. Build options are x3 x5 and x10.
Entirely defensive yard, the fighters can only go a certain distance on their own from the minor yard. Unless they hitch a ride with sovereign or akira or otherwise.
Naturally, this would be built close by to star bases and mining stations - built by constructor. So if you build three of these for say 300 200, you could spawn upwards of 30.
I would also suggest that while you choose whether or not to pay for 3 5 or 10, they come out quickly. So, there is no timer that says you get 3 after x amount of seconds. Instead you get 1 per x amount of seconds. So you spawn 1 fighter every three seconds, instead of getting all three after nine seconds, or all five after fifteen, 10 for 30.
Edit: for idea number 1
posted on December 23rd, 2011, 9:47 pm
welcome to the forum clock 
your english is fine.
2 is an idea talked about many times before, it's always been interesting to me.

your english is fine.
2 is an idea talked about many times before, it's always been interesting to me.
posted on December 23rd, 2011, 10:36 pm
A saber destroying a mining station? in what reality. Eventually a ship will become available to intercept it LONG LONG before it comes close to destroying it and if not then you are rightly losing.
posted on December 23rd, 2011, 11:03 pm
I'm not to concerned about sabers.
Also, for 1, I don't want mining stations to be equipped with fighters.
But something like a minor yard I don't mind just for fighters.
Although, I would like to edit my idea:
The minor yard builds a set number number of fighters, i.e. there is a limit. So, let's say 15 maximum (maybe upwards of 30, but I don't want a zoo of fighters in game with 130 fighters flying around). You can build these by 3, by 5, or by 10. So let's say building some number of them costs 100 di 50 tri or whatever. Once they're built, and say fend off an attacking ship, they go back in the yard.
At some point, you might have let's say 9 / 15. So to launch existing fighters costs a certain amount per 3 fighters of supply. So say, 1 supply per 3 fighters. Once you've built your fifteen, it costs 5 supply per use to launch them. Also, it costs a small amount of supply over time to maintain them. So maybe 2 supply for a certain number of time. Having these fighters in yard always manned an ready to be launched with an attacked consumes a small number of resources.
You pay to use them, and pay to maintain them. But very small amounts of supply. We can go lower than what I suggested.
Also, for 1, I don't want mining stations to be equipped with fighters.
But something like a minor yard I don't mind just for fighters.
Although, I would like to edit my idea:
The minor yard builds a set number number of fighters, i.e. there is a limit. So, let's say 15 maximum (maybe upwards of 30, but I don't want a zoo of fighters in game with 130 fighters flying around). You can build these by 3, by 5, or by 10. So let's say building some number of them costs 100 di 50 tri or whatever. Once they're built, and say fend off an attacking ship, they go back in the yard.
At some point, you might have let's say 9 / 15. So to launch existing fighters costs a certain amount per 3 fighters of supply. So say, 1 supply per 3 fighters. Once you've built your fifteen, it costs 5 supply per use to launch them. Also, it costs a small amount of supply over time to maintain them. So maybe 2 supply for a certain number of time. Having these fighters in yard always manned an ready to be launched with an attacked consumes a small number of resources.
You pay to use them, and pay to maintain them. But very small amounts of supply. We can go lower than what I suggested.
posted on December 23rd, 2011, 11:08 pm
I would love to be able to purchase a fighter escort for any ship with civil hangerbays. Definitely for stations too. 
Great idea.

Great idea.

posted on December 23rd, 2011, 11:27 pm
Hey Clockmaker. Welcome!
I too would like to see a larger role for fighters. A dedicated fighter station would be cool. I do think that Klingons would be a good choice for fighter play in general. They to thrive on individual honor. A lot of Klingons would like to fight the enemy in a dogfight scenario.
There is a race planned that would have mining stations that defend themselves. I don't particularly care for the idea of a mining station with an upgrade for fighters, but I would not hate it either.
I too would like to see a larger role for fighters. A dedicated fighter station would be cool. I do think that Klingons would be a good choice for fighter play in general. They to thrive on individual honor. A lot of Klingons would like to fight the enemy in a dogfight scenario.
There is a race planned that would have mining stations that defend themselves. I don't particularly care for the idea of a mining station with an upgrade for fighters, but I would not hate it either.
posted on December 24th, 2011, 1:30 am
I've been planning to have fighters on my Star Wars Starbases. However for Trek I think a shipyard should be the only unit to use fighters, as they didn't really plan much of a role in Trek.
posted on December 24th, 2011, 1:58 am
Let's change the idea a bit and say, they are not fighters but runabouts. Like Danubes were used in the defense of Deep Space 9, runabouts could be used for the defense of starbases. Of course they still would operate as fighters, but it makes a bit more sense that a starbase has some runabouts for everyday duty (and defense) than a deployment of combat-focused crafts.
posted on December 24th, 2011, 2:26 pm
Giving klingons a fighter ability for mining stations is going to make them OP they can already instantly ktinga their miners so sending a raiding party to attack their expansion could end in disaster.
I would however like to see the sovereign with a couple of fighters to make it more dps and worth teching too but i don't see any reason to add them to civilian stations at all.
I would however like to see the sovereign with a couple of fighters to make it more dps and worth teching too but i don't see any reason to add them to civilian stations at all.
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