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carrier counter

cupitadamcupitadam Member Posts: 2 Arc User
edited August 2012 in Controls and User Interface
wasnt sure where to go..but has anyone ever thought of haven a carrier fighter counter...so if we lose soem fighting during pvp or borg ATF we really font knwo how many fighters he have left. anychances of adding a counter for carriers..be really helpful
Post edited by cupitadam on

Comments

  • pyrophilepyrophile Member Posts: 2 Arc User
    edited July 2012
    I would love this too. I hate having to respawn half of my slavers because I'm not sure if any are missing or not.
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited July 2012
    I has been suggested before. It is a good idea.
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  • yorethelyorethel Member Posts: 125 Arc User
    edited August 2012
    Yup I totally agree a fighter counter is needed for carrier class vessels as its so hard to keep track of your fighters when theres alot of fighting going on or theres more than one carrier on your side.
  • kylesal24kylesal24 Member Posts: 312
    edited August 2012
    With most of my fighters dieing every time something blows up I would also like to know how many I have left. Hope this gets added.
    Kyle
    Delta Fleet Command
  • tinead51tinead51 Member Posts: 449 Arc User
    edited August 2012
    Valid point,I tend to hit launch after every big fight,especially if some of the big boys pop near where i've sent my slavers. :D
  • cratchmastercratchmaster Member Posts: 0 Arc User
    edited August 2012
    This is a great idea - I'd love this!
    [SIGPIC][/SIGPIC]
  • drasketodrasketo Member Posts: 148 Arc User
    edited August 2012
    Its not just a counter that is needed.

    They also need to adjust the way they deploy. Currently, it seems like the deployable fighter/frigates remember what 'wave' or 'set' they were in and which hangar they came from, which leads to a number of problems.

    For example?

    Im in KASE on my kdf sci, voquv with B'rel+1's, we kill the tactical cube, everything is peachy, but two bops bite the dust when the cube explodes. Ok, no big deal, I just deploy two more. Oh. Thats great, instead of deploying two more, it overwrites the two I still have out. Which leaves me with only two bops still, and a stupid cooldown.

    They need to change the way its coded (and, since this is a federation problem as well, it *might* actually be done) so that each hangar adds to a total number deployable for a particular ship type instead of each hangar owning its own craft and locking in their deployment order.

    IE, you have two bop hangars, if you have two bops down, and summon up two more, you get two more, even if they ones that were destroyed were technically the first two you summoned.

    It should only start overwriting pet craft when you have reached the maximum allowable amount. IE, you have to'duj's or s'kuls equipped and a total of 10 deployed. Under the current system, you could hit both hangars and still only have 10 deployed. Change it so that you just have to hit one hangar, 1 current fighter disappears and three more show up, putting you at your maximum allowable total.
  • dumbpuppetdumbpuppet Member Posts: 1 Arc User
    edited August 2012
    you can chang hud settings to show pet life/name/recticle so you can see how many are still alive.
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