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Making full full Carriers more interesting

I had a idea for making full carriers more interesting to play. All Full carriers (two hangers) to get some special command abilities based on your captain class. these would be lesser versions or altered versions of the same caption power and be
5 abilities the first two being available to all 3 captain, brace for impact and evasive maneuvers.

Tactical captains would get alpha strike, tactical initiative.
Engineering captians would get rotate shield frequency and miracle worker.
Science photonic fleet or subnuc, scattering field.

The final ability would be based on your primary specialization maybe commando = boarding teams, command = Synchronized assault, pilot= strafing run, intel = Multi-prong scans

Comments

  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    Just give them 8 weapon slots. Would make them more interesting in an instant.​​
  • karlbarbkarlbarb Member Posts: 166 Arc User
    Or release T6 carriers in the zen shop. That also would them more interesting.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    karlbarb wrote: »
    Or release T6 carriers in the zen shop. That also would them more interesting.

    More Tier 6 carriers would be cool, but this wouldn't fix their current issue of lack of identity and unique functions. They turn like cruisers but have less weapons and only one more hanger then flight deck cruisers or dreadnoughts.
    No secondary deflectors or command arrays.

    While i think escorts, destroyers, raptors, all deserve something too. Carriers one grace before they gave hangers to so many other ships were their unique feature. They lost that with the invention of flight deck cruiser etc.
  • artaniscreedartaniscreed Member Posts: 92 Arc User
    Full carriers should have 3 hangar slots. Slightly less turning than Assault carrier. No DHCs. 5-6 weapon slots.

    Heavy carriers should have 4. slow turning but all beam arrays equipped become 360 arc. 4 weapon slots. no DHCs.

    and Assault carriers should have 2 but turn a hell of a lot better. DHC compatible. 7 max weapon slots.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Better AI would just give them a massive boost, honestly I spend most of my time relaunching pets because they get cooked by core breaches than actually firing my own ship's weapons!

    Pets should really not be so willing to die by random core breaches or go on suicide runs. It's not just a case of more HP's, they need to be able to avoid dangerous situations and attack sensibly, plus having better innate ability to avoid spam like torp spreads or BFAW.
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  • tom61stotom61sto Member Posts: 3,635 Arc User
    lordsteve1 wrote: »
    Better AI would just give them a massive boost, honestly I spend most of my time relaunching pets because they get cooked by core breaches than actually firing my own ship's weapons!

    Pets should really not be so willing to die by random core breaches or go on suicide runs. It's not just a case of more HP's, they need to be able to avoid dangerous situations and attack sensibly, plus having better innate ability to avoid spam like torp spreads or BFAW.

    They tried that, but it was stupidly smart. I was fighting some Voth when core-breach avoidance was actually working, killed the Voth, hit Recall... and the pets just set on the other side of it. Frustrated, I started filling out a bug report on it, the core finally breached on the Voth ship (which takes quite some time) and my pets immediately zoomed up to me after that.

    What do you mean by "avoid spam like torp spreads or BFAW" higher Defense or what?
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    tom61sto wrote: »
    What do you mean by "avoid spam like torp spreads or BFAW" higher Defense or what?

    Not really sure other than giving them a much higher defense value verses attacks. I know a phaser beam is pretty high precision but a fighter moving at effectively full impulse should stand a fairly high chance of dodging attacks.
    I mean try flying a carrier vs Tholians or Voth and see how annoying it is trying to get them to survive more than a few seconds. Core breach suicides are a pain but BFAW spam can kill your whole attack in one go before they even get a shot off.

    Perhaps a means to set more options on pets, some means of setting them on high defense but at the cost of firepower? Or even better would be the ability to treat pets a but like ground kits where we can slot various "modules" onto them that improve them, things like armour, shield types, better engines etc. Obviously each type of "module" would have trade-offs and you can only slot say 2 at most. So you can't build some uber-killer pet swarm.

    I think really a much expanded interface for pets that allows you to set certain behaviour better so they avoid dying or stand a better change of surviving.
    SulMatuul.png
  • tom61stotom61sto Member Posts: 3,635 Arc User
    Much easier than trying to get them to avoid core breaches better would just be giving 'Scratch the Paint' trait that some of the newer lockbox/lobi pets have to all pets, which lets them ignore one warp core breach every two minutes.

    Having gear on pets is an interesting idea, but that's a fair bit of work, and there'd need to be some compelling monetization to get that through. Which means that an 'uber-killer pet swarm' would likely result, as OP stuff is easier to sell or keep you in game to spend money elsewhere while you grind for it.
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