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More carrier commands?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Would it be possible to have more carrier commands, analogous to what we can do with Boffs in ground combat? Such as, say, "fighters go there" or "fighters stay here" or "fighters stay away 10 km from carrier", and such things.

I imagine these would be fun to use... especially with stealth fighters or BoPs. :D
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    What I would actually like to see is commands to activate specific pet powers.

    The problem with pets is that you are always too detached from what they are actually doing. You can't tell them when to drop their Tri-Cobalt Mines or when to Tractor a target. The result is currently that they basically "spam" these powers whenever they are available. That can either be too powerful (Tractor Beam) or too weak (Mines). And it usually isn't much fun, since you're basically flying on autopilot as the Carrier Captain, and everyone else has to deal with the amount of spam and overpowered abilities.

    A better approach in my opinion would be if these pets would have a few, special skills that you can activate at your command. The skill would be on a regular cooldown like Bridge Officer and Captain powers, but you can time exactly when you want your pets to use them. You may overall may use them less often then now, but it will be in your power to optimize their use when it really counts

    Some examples

    Bird of Prey: Battle Cloak
    Kar'Fi Frigate: High Yield Torpedo
    Kar'Fi Fighters: Ramming Speed
    Runabout: Tractor Beam

    Heck, this would even be great for other pets, like the Galaxy and Odyssee Saucers, Multi-Vector Advanced Escort Sections, the Bortas Raider and so on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    How to kill a carrier quickly.

    1. wait for it to launch pets
    2. snare them all in a gravity well
    3. hit them all with scramble sensors so they all fire at each other and carrier
    4. torpedo spread to destroy all remaining pets and damage carrier
    5. finish off the carrier while the player wonders what happened.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Or an AI that doesn't send all the fighters 2km from a tact cube then sit there until the cube blows up taking all the fighters with it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    Would it be possible to have more carrier commands, analogous to what we can do with Boffs in ground combat? Such as, say, "fighters go there" or "fighters stay here" or "fighters stay away 10 km from carrier", and such things.

    I imagine these would be fun to use... especially with stealth fighters or BoPs. :D

    Not to derail you too much... but I would like it if the ones we HAVE worked first... Just try commanding your Fighters in KA or Cure... They love to just wander off and do whatever they feel like doing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Not to derail you too much... but I would like it if the ones we HAVE worked first... Just try commanding your Fighters in KA or Cure... They love to just wander off and do whatever they feel like doing.

    Agreed. Once they have the current commands working reliabley. Then they could work on improvements. Such as a U.I. to see health, remaining numbers for pets with each haveing its own dismiss command. Getting tired of trying to launch a squad to dissmiss a rougue/dammaged unit and haveing the replacement, replace a full wing that was actually attacking the correct target.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Well, for me they do work. I just have to call them back (set to passive) between changing other commands.

    More more commands, or even the ability to command them individually like boffs on the ground, yeah.... that would be cool.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I want to be able to set different hangars to different tasks.

    For instance say I am running one hangar of repair drones and one hangar some "something else". I want to tell the repair drones to defend one guy, while the other things go try to harass something else.

    I would like a UI element that clearly shows how many each hangar currently has active. Once the fighters are launched its near impossible to tell which hangar has more/less active if you double up on the same fighter.
    Further just keeping track of the raw numbers can be a challenge at times.

    I'd like fighters specifically "fighter" fighters, such as stalkers, peregrines, toduj, skul, etc to have boosted weapon damage against "small" craft so that the interceptors/fighters actually can intercept stuff like they are supposed to.
    This variable already exists (points to fed point defense system console), simply bring this over to designated fighters/interceptors, possibly reduce the values some.
    Stalkers or Peregrines should be able to pwn up on some kdf frigates, and toduj should make mincemeat out of the fed shuttles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    shelev wrote:
    I'd like fighters specifically "fighter" fighters, such as stalkers, peregrines, toduj, skul, etc to have boosted weapon damage against "small" craft so that the interceptors/fighters actually can intercept stuff like they are supposed to.
    This variable already exists (points to fed point defense system console), simply bring this over to designated fighters/interceptors, possibly reduce the values some.
    Stalkers or Peregrines should be able to pwn up on some kdf frigates, and toduj should make mincemeat out of the fed shuttles.

    I really like that idea.

    But on the whole, given how long carrier commands have been out and their more than buggy history, I say be thankful we have what we have and leave it at that.
    shelev wrote:
    For instance say I am running one hangar of repair drones and one hangar some "something else". I want to tell the repair drones to defend one guy, while the other things go try to harass something else.

    If it helps any, my experiance with repair drones/shuttles is that they defend a target you designate on launch. If you have no target they will stay by you, if you launch them while a friendly is targeted, they will stay by that target and do their thing.

    Edit: I took my Kar'Fi out for a KASE run and noticed my siphon drones no longer stick to the target selected when launched >.< this annoys me. I cant do probe duty and send my drones off to siphon the cubes that spawn in anymore :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    As a rp thing, I'd really just like to have a command to have my fighters redock...i feel bad leaving them stranded in space when i leave the area lol. "There's nothing like seeing your mothership leaving the battle while your still stuck in space" (loosely quoted from Starbuck in the pilot epi of BG) ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    You're gonna hate me...

    "More Carrier Commands" reminded me of an old computer game called "Carrier Command", which I liked and yes, I believe we need more "Carrier Command". When I googled for old screenshots for adequate nostalgia feelings I found out... there will be a new Carrier Command this summer.... hrhrhrhrhr!

    Yes, completly off topic, sorry. Really.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Not to derail you too much... but I would like it if the ones we HAVE worked first....

    Yeah that's the first thing I thought of when I was reading this post.

    Hey! They fixed the carrier commands? Cool!
  • danielhsaviodanielhsavio Member Posts: 0 Arc User
    edited July 2013
    As a rp thing, I'd really just like to have a command to have my fighters redock...i feel bad leaving them stranded in space when i leave the area lol. "There's nothing like seeing your mothership leaving the battle while your still stuck in space" (loosely quoted from Starbuck in the pilot epi of BG) ;)

    Yes, I just googled looking for this very conversation in order to make this comment that you already made!
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited July 2013
    Just so you know, to necro an old thread of more than 30 days is against forum rules.

    A mod will be along soon to close the thread.....
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    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
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