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Carriers having three or four hanger bays.

themic609themic609 Member Posts: 109 Arc User
edited December 2014 in Klingon Discussion
As the title suggests most ships are getting a single hanger and ruining carriers making them not so unique. So would carriers getting more hanger bays (three or four) Even it out do you think? I personally would love to have a load of fighters and bops at my fingertips in my Vo'quv :cool:
"Helm Prepare Maneuver Circle Target Alpha, Tactical Prepare BFAW3 and mash Spacebar"

Post edited by themic609 on

Comments

  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    most?

    The 1 bay ships can generally (scim has a better choice) only equip the weaker pets, not the carrier unique powerful ones. A good carrier is strong because it brings strong frigate pets unique to it, not because it has a rack of scorpion fighters.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited December 2014
    More hangars on dedicated Carriers would be interesting but there are issues with STO in doing so.

    1. Firstly, something else on the ship has to give. Weapon Slots for more Hangars? Something else has to go for the added benefit of a "Super Carrier" for the sake of balance. And yes, saying "Balance" and "STO" in the same thread is an oxymoron.

    2. The game already has issues with displaying everything. Many effects cannot be seen because there's too much Space Glitter & Pixie Dust that Cryptic likes to have everything do. EWP trails left behind by Yellowstones are oftenly not seen because of all the TRIBBLE that's flying. And more hangars will add even more clutter.
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  • shpoksshpoks Member Posts: 6,967 Arc User
    edited December 2014
    Nope, I have to disagree with this. There's way too much useless clutter in the game even now and the engine is already being strained by what we have. We really don't need a bigger lagfest cluster****.
    Carriers are good with 2 hangars, what needs to be done is improvements to the pet AI so they don't show suicidal or just plain dumb tendencies in combat. I also believe that levelled pets that survived and are called back should keep their level (stars) until they're destoryed, even after switching maps, instances, STFs or whatever.
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  • tankfox23tankfox23 Member Posts: 100 Arc User
    edited December 2014
    Shpoks post has too much common sense and logic, it will never happen.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited December 2014
    While I am personally not a fan of even more carrier stuff out there, if it ever happened...I know one thing would eventually happen for sure:

    Feds would gain access to a 3 or 4 hangar carrier eventually. Doesn't matter who gets it first, Feds would for sure end up with one no matter what.

    If they should ever happen to give this to us, that's great, but just don't expect it to last forever.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • variant37variant37 Member Posts: 867 Arc User
    edited December 2014
    shpoks wrote: »
    the engine is already being strained by what we have. We really don't need a bigger lagfest cluster****

    Bah! Cryptic can get more hamsters from the pet store for $12 each!

    I for one would be more than happy to see a super-carrier that gives up some offensive capability for more hangers. Give only 2 weapon slots fore/aft, or the ability to only slot turrets.
  • antzudanantzudan Member Posts: 231 Arc User
    edited December 2014
    They could make it so you can have the same number of carrier pets in play at any one time (so 12 fighters or 4 mini-ships or combinations therefore) like it is now, but make it so some carrier's can slot more possibilities.

    This would give carriers a bigger range to choose from and allow them to be more context specific, funner and more flexible. It would also encourage people to grind to get more types of fighter.
  • dirlettiadirlettia Member Posts: 1,632 Arc User
    edited December 2014
    antzudan wrote: »
    They could make it so you can have the same number of carrier pets in play at any one time (so 12 fighters or 4 mini-ships or combinations therefore) like it is now, but make it so some carrier's can slot more possibilities.

    This would give carriers a bigger range to choose from and allow them to be more context specific, funner and more flexible. It would also encourage people to grind to get more types of fighter.


    I am surprised nobody mentioned that the vo'quv back in the day did have 3 hangar bays. It was removed due to the shear amount of spam on the screen thanks to mines, pets (carrier and ship parts) and effects from powers like Warp Plasma. The whole idea was that the number of pets got reduced and to compensate the individual pet firepower and hull went up to compensate. Since then pets got a little nerf/buff with their ranking system (depending on how long its been out) and so we are where we are now.

    This suggestion just puts us back at square one to the point we had in the KDF before the Federation got its carriers. Shpoks assertion is therefore correct as increasing pet amounts would therefore just increase overall lag etc.

    Still waiting to be able to use forum titles
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited December 2014
    This suggestion just puts us back at square one to the point we had in the KDF before the Federation got its carriers. Shpoks assertion is therefore correct as increasing pet amounts would therefore just increase overall lag etc.

    Do you really experience that much more lag when there are 2 carriers (=4 hangar bays) with you in an STF than if there was only one or none or if the carrier is flying fighters instead of frigates?

    Imho it would be pretty cool to see "real" carriers ingame, though, maybe just even getting a 2/2 weapon setup with 4 hangar bays and perhaps the addition of carrier/pet-related consoles (e.g. a tac console with +20% to pet damage...)

    They probably won't happen because of balancing issues, rather than clutter or performance. Those 3-4 hangar bays would either be too powerful (decent dps, while staying at a range of 10-15 km) or way too weak against ships like a crappy little Voth frigate that will wipe out your whole pet spawn every f***ing time.
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  • variant37variant37 Member Posts: 867 Arc User
    edited December 2014
    lowestlvl wrote: »
    until they address the incompetent pet ai, and develop a robust carrier system we're spitting into the wind.

    key questions that need to be asked.

    1. what do we want the carrier to do?
    a. project power
    b. be physically in the fight

    2. how should sci powers actually work
    a. aoe
    b. singles


    IMHO "a" to both of your questions.
  • mosul33mosul33 Member Posts: 836 Arc User
    edited December 2014
    Hmm, thats an intersting idea. I agree OP, more bays would be great. I remember when there was a bug with recluse's fighters (mesh weavers frigates didnt even were in the game I think) and you could spawn double the fighters, it truelly felt like captaining a carrier :)
    From this would arise maybe a new carrier gameplay. Like support ur hangar pets with debuffs on enemies and heals on ur pets, since now you rely on them for dmg (since less weapon slots), or more interesting, to kite the enemy at ~10km, since pets can attack at 15km. Maybe even a siege weapon skill or console of some-sort would be intersting, like the vaadwuar artilery barage, but with 10-15km range but slow firing and dodgeble. This idea came from this wing commander movie I remember, where carriers rely on fighters and small turrets but also had this long range, slow moving but heavy hitting space torpedoes/missiles.

    One idea to improve pets, that I tought to bring it up a few weeks ago but gave up becouse of the awful state of game, is to give pets, all pets (hangar, separation modules, aux crafts etc) the benefit of at least the pilot secondary specialization (and maybe its trait too). This way they will get a slight 10% dmg buff, since they allways move in the battle, and could escape warp core explosion via rock and roll skill, if instructed by AI to use it when they detect a ship that just "died". And also they would have an slight increased in survability via +% defence.
  • antzudanantzudan Member Posts: 231 Arc User
    edited December 2014
    dirlettia wrote: »
    I am surprised nobody mentioned that the vo'quv back in the day did have 3 hangar bays. It was removed due to the shear amount of spam on the screen thanks to mines, pets (carrier and ship parts) and effects from powers like Warp Plasma. The whole idea was that the number of pets got reduced and to compensate the individual pet firepower and hull went up to compensate. Since then pets got a little nerf/buff with their ranking system (depending on how long its been out) and so we are where we are now.

    This suggestion just puts us back at square one to the point we had in the KDF before the Federation got its carriers. Shpoks assertion is therefore correct as increasing pet amounts would therefore just increase overall lag etc.



    I don't think you understood what I was proposing. Which is to increase the number of slots but keep the same number of bays.

    So my Mirror VoQuv (because I'm cheap) would have three different types of fighters equipped. But still only have a total of 12 fighters in play at anyone time. You'd still have to wait for some to die before spawning more.

    So I could have 6 elachi fighter's and 6 klingon fighters then say the klingon fighters die and I think "hrrm let's try something else" and spawn some tholian fighters.

    I now have 6 elachi and 6 tholian fighter's with exactly the same amount of lag as before. But more variety (and hence fun) in the gameplay.
  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    edited December 2014
    I would like smarter/better pets, not more pets.
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