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Carrier Commands

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited May 2012 in Klingon Discussion
This is VITAL NEED TO KNOW INFORMATION that was left as guesswork to many players on the KDF side, but since the Feds are getting a carrier.....

The available carrier commands include:

Attack – In this mode, your fighters attack your selected target. Fighters will engage any target you select up to 12 km away; it’s possible for your carrier to remain just outside of combat distance and send fighters to engage an enemy. If you don’t have a selected target, or you’re not in combat, your fighters will form up in front of your ship as you travel. Once your team enters combat, the fighters will continue to engage enemies, but will preferentially attack your selected target. If you change targets, your fighters will change targets as well, although it may take a few seconds for a fighter to disengage from an existing dogfight!

Escort – In this mode, your fighters follow an ally that you select. When that ally is attacked, the fighters enter combat. If you select a different ally, your fighters will move to that ally instead. Once you’ve set fighters to escort mode and given them a friend to escort, you can enter combat and engage enemies, and the fighters will remain in defense of your ally.

Intercept – Use intercept mode when you’re engaging other enemy carriers or enemies with heavy torpedoes or mines. Your fighters will attack enemies at will, but will preferentially engage torpedoes, mines, and small craft. You can use your fighters to clear out minefields or to pre-emptively destroy volleys of heavy torpedoes from Romulans or Borg.

Recall – To bring your fighters back from the fray, issue the recall command. Your support craft will return and follow your vessel in formation. Fighters under a Recall order will not engage in combat, but enemies might still chase them back to you! You can also issue a Recall command to force your fighters to stop attacking, then choose a new target and change to a different command order if you want to send your fighters in a new direction.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    you... copied the blog?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Not all of it, just a portion that gives a more detail description of the commands for the fighters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Note that using Escort on pets that can heal will cause them to focus their heals on the target being escorted.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Heretic wrote:
    Note that using Escort on pets that can heal will cause them to focus their heals on the target being escorted.

    I'm new to the cruiser game... quick question I've been wondering all day. If you have the Shield repair drones in one bay and fighters in the other launch them, when you select "attack target", will the repair shuttles stay with you?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I'm new to the cruiser game... quick question I've been wondering all day. If you have the Shield repair drones in one bay and fighters in the other launch them, when you select "attack target", will the repair shuttles stay with you?

    No, unfortunately we do not have the ability to command different hangars independently.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Again, I wish that the Vulcan D'Kyr support craft came with Carrier Commands. The Escort Command would be really, very helpful. :mad:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Heretic wrote:
    No, unfortunately we do not have the ability to command different hangars independently.

    Thanks for answering! Great to know.. so I'll pick up a pair of shield repair shuttles along with 1 fighter and delta flyers, since its not best to mix the two obviously. So I'll run either set at one time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Heretic wrote:
    No, unfortunately we do not have the ability to command different hangars independently.

    It is hard enough the way it currently is for you guys to get all pets to follow directions as is... More simpler to attempt to get what we have to work properly LOL :D. Mostly now what I see is in Cure and KA Elite Space the pets do not follow any of my commands they just go around attacking whatever they feel like attacking. Unless there is only one enemy object or npc to attack in the whole map then they will attack that one target.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Heretic wrote:
    Note that using Escort on pets that can heal will cause them to focus their heals on the target being escorted.

    Also, you cannot escort enemy faction pets. So, if a klingon is teamed with a federation player, he cannot 'escort' fed player. The pets will just sit in space twitching.


    ...another gem that slipped past the nonexistent QA team.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Teleon wrote: »
    Again, I wish that the Vulcan D'Kyr support craft came with Carrier Commands. The Escort Command would be really, very helpful. :mad:

    Also add it to the MVAE, Odyssey and Galaxy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Also add it to the MVAE, Odyssey and Galaxy.

    It'll probably appear in the C-Store-

    "Purchasing this option allows your Vulcan D'Kyr Science Vessel to to use carrier commands" - 800C
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    It'll probably appear in the C-Store-

    "Purchasing this option allows your Vulcan D'Kyr Science Vessel to to use carrier commands" - 800C

    i'd buy it, i would hate myself in the morning, but i would buy it
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Has anyone noticed odd behavior from Pets while using commands?

    For example, if you put your pets on attack, they will not only just attack your target in range.. but will actively fly around attacking ANY Target near by.. or if targets are not close by.. will Fly off after targets they notice?

    I Can't quite figure out what causes it. But I have witnessed it in PVP maps often enough. Might have something to do with Dieing and then respawning and summoning pets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    jheinig wrote: »
    As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.

    One of the big issues for example is KA say I am fighting on the left gate and doing probes or transformer or what have you once the target is destroyed one of the problems we are having is that in most cases they would go to the right gate or opposite gate area than you are at and if they get too far away none of the commands will respond or either that target they are going after has to be destroyed or either you have to remove all your fighters after getting out of red alert and then put them back on. I find it frustrating and desperate need of a fix to that regard in which in most cases this happens in cure and ka for the most part and infected to a lesser extent since the team is engaged in the same area based on strategy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    jheinig wrote: »
    Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.

    This I was not aware of.. Hunh.. Explains why they were behaving that way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Zeuxidemus wrote:
    One of the big issues for example is KA say I am fighting on the left gate and doing probes or transformer or what have you once the target is destroyed one of the problems we are having is that in most cases they would go to the right gate or opposite gate area than you are at and if they get too far away none of the commands will respond or either that target they are going after has to be destroyed or either you have to remove all your fighters after getting out of red alert and then put them back on. I find it frustrating and desperate need of a fix to that regard in which in most cases this happens in cure and ka for the most part and infected to a lesser extent since the team is engaged in the same area based on strategy.

    Or just keep an eye on them and use recall if they decide to go do that.

    At least in my experience it isn't really a problem. The only time I notice it in KA is after the cube pops, the person handling probes might engage before I start tackling the gates and so my pets will fly off towards that guy. But I just recall them, or summon new pets, and once I engage my targets they don't have the problem again.

    Fighter controls could definately be more robust, but they're workable now. I doubt we'll ever get really solid fighter controls, you know, able to see at a glance how many of your fighters are alive, queu up attack commands, send fighters to one target while you engage another yourself, stuff like that. It would be sweet if we did, but I'm not holding my breath.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    mellestad wrote: »
    Or just keep an eye on them and use recall if they decide to go do that.

    At least in my experience it isn't really a problem. The only time I notice it in KA is after the cube pops, the person handling probes might engage before I start tackling the gates and so my pets will fly off towards that guy. But I just recall them, or summon new pets, and once I engage my targets they don't have the problem again.

    Fighter controls could definately be more robust, but they're workable now. I doubt we'll ever get really solid fighter controls, you know, able to see at a glance how many of your fighters are alive, queu up attack commands, send fighters to one target while you engage another yourself, stuff like that. It would be sweet if we did, but I'm not holding my breath.

    Been there done that... and a lot of times they will go into full speed right after a kill so the issue is mute if I just kill 2+ probes and then some new player spawns and drags a cube on top of me and my pets go awol... I get the point that it needs a fix here from having to clickity click click every single time I blow up a target. Issue I have though is when I do summon new pets half the other ones cannot be recalled so I am fighting at half power so again it needs to be fixed... I'm not new at this I was pretty much using carriers long before people started noticing the problems... Heck I even complained for months about them not working and it wasn't really being acknowledged that they were broken until a lot of ppl got into carriers just to find out they were broken.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    only thing i'd like added to ai is to make each spawn of fighters (3 fighters per hanger =1spawn) attack as a unit, or platoon.

    This is so that i may give different orders to each platoon, say one attack target a), two attack target b), three escort ally x, four intercept incoming for ally y...

    4 platoons =2 hangers

    extra micro - management but then carrier pilots are used to that

    maybe carrier pet commands/settings need a seperate window too
    showing -
    current activity
    distance from carrier
    health status
    and what pet wants from santa claus :=)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    jheinig wrote: »
    As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.

    Which is the source of many AI issues. Even now pets still glitch out and end up ignoring carrier commands (even when they inside 10km range) because they decide its more important to go back to attack a team-mates target that was put on the pet's target list earlier... than to follow your orders.

    Pets are precisely that: PETS. They should have NO AI that lets them pick their own targets. Their 'target list' should have one item only: what the carrier ordered it to attack/escort/follow.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    jheinig wrote: »
    As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.

    Two things:

    First, I hope progress continues to get made on pet AI, because... yeah... still needs improvement.
    I've had fighters in CSE go after the far left CUBE when we were engaging the right cube. I never selected that cube. Complete waste too since, they don't know to attack the probes first. They were on ATTACK mode and should have been actively attacking my targets on the right cube position.

    Second, it would be a welcome addition to have small health bars for the pets- ala what CIty o Heroes had for the MasterMind class. Someway to quickly assign a heal, buff, or just know when it's a great time to send out a new wing. Right now, I just spam the hanger release powers every 10secs or so, thinking they are likely low or about to die thanks to a core breach. Couple that with the fact that I will sometimes lose sight of them, and a health bar system would be quite useful. It can be a HUD window so people could turn off or on if they don't like it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Two things:

    First, I hope progress continues to get made on pet AI, because... yeah... still needs improvement.
    I've had fighters in CSE go after the far left CUBE when we were engaging the right cube. I never selected that cube. Complete waste too since, they don't know to attack the probes first. They were on ATTACK mode and should have been actively attacking my targets on the right cube position.

    Second, it would be a welcome addition to have small health bars for the pets- ala what CIty o Heroes had for the MasterMind class. Someway to quickly assign a heal, buff, or just know when it's a great time to send out a new wing. Right now, I just spam the hanger release powers every 10secs or so, thinking they are likely low or about to die thanks to a core breach. Couple that with the fact that I will sometimes lose sight of them, and a health bar system would be quite useful. It can be a HUD window so people could turn off or on if they don't like it.

    i also lose track of how many of my pets are alive, and if 2 carriers with same pets, whose pets are doing what, (colour scheme might be useful for that) -so i spam the pet hotkeys..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Something in the UI to help you keep track of your pets would be very nice. A little icon representing each pet and it's health and maybe what mode they are working under at the moment and what skills of theirs that are active. In most game where you play any time of carrier who have pets you command there are icons on the screen representing what you have in the field. Was quite surprised STO didn't have this when I first got my carrier.

    As it is now it's hard know if they are even alive since they can fly off quite a distance and with other pets flying around it's hard to keep track of them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Not sure if this was mentioned elsewhere but did the controls change from where you used to be able send your pets after 1 target while you engage another target to not being able to do that at all.

    Example: I used to be able to send my Pets to harass a Borg cube while my carrier engages the spheres/probes. Now when I send out my pets to harass the cube as soon as I engage something else they break off from the cube and go after what I have targeted. Am I missing something with the pet commands?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    tickletops wrote:
    i also lose track of how many of my pets are alive, and if 2 carriers with same pets, whose pets are doing what, (colour scheme might be useful for that) -so i spam the pet hotkeys..

    Yeah I lose track of my pets and there numbers easily.
    Heck if you run 2x of the same hangar good luck trying to figure out of those 2-3 fighters that just ate it were from hangar 1 or 2....

    What I would like is a UI element that represents how many active ships you have per hangar. It could be something as simply as a box with a number in it. Not fancy graphics, no sounds, no nothing just a box with a number (for each hangar) showing how many active pets you have for that hangar.

    If you want to get fancy have it be a fraction "2 of 6" or that kinda thing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    shelev wrote:
    Yeah I lose track of my pets and there numbers easily.
    Heck if you run 2x of the same hangar good luck trying to figure out of those 2-3 fighters that just ate it were from hangar 1 or 2....

    What I would like is a UI element that represents how many active ships you have per hangar. It could be something as simply as a box with a number in it. Not fancy graphics, no sounds, no nothing just a box with a number (for each hangar) showing how many active pets you have for that hangar.

    If you want to get fancy have it be a fraction "2 of 6" or that kinda thing.

    This would be extremely useful.

    -J
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Pets are precisely that: PETS. They should have NO AI that lets them pick their own targets. Their 'target list' should have one item only: what the carrier ordered it to attack/escort/follow.

    Well, I'd say three items, in this priority. 1) anything you tell them to attack, 2) anything you're attacking, 3) any given target that attacks you*.

    Unless you specifically put the fighters on passive, they should always be attacking whatever you're attacking or whatever's attacking you, unless you specifically tell them to attack a specific enemy, then they should re-default back to whatever you're attacking or whatever's attacking you.

    It'd be optimal if you could set your attack pets in an escort mode where they'll attack enemies attacking a ship you're having them escort, but that'd be pushing the AI we'd see in the game, I think**.

    *The 'whatever is attacking you' comes in to play if you've got a teammate targeted and therefore aren't attacking any enemy.

    **There are other really cool options that I'd love to see if only the AI could handle it, like Combat Air Patrol, where you set your fighters in CAP mode and they'll attack enemy fighters/small craft as priority over other targets. Etc..
  • cratous#1373 cratous Member Posts: 2 Arc User
    Are the Carrier Commands on all carriers or just some? I just recently got the Caitin Atrox Carrier but cant find the Commands.

    P.S. i'm on the Xbox one.
  • tom61stotom61sto Member Posts: 3,674 Arc User
    Are the Carrier Commands on all carriers or just some? I just recently got the Caitin Atrox Carrier but cant find the Commands.

    P.S. i'm on the Xbox one.

    Consoles don't yet have Carrier Commands for any of the carriers.
    Also, please don't bump posts from any further than 30 days old.
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