Yes a good idea and much needed BUT I feel very strongly that Carrier users really don't know what a carrier is. I have lost count of the times I have watched a carrier go charging in and do minimal damage and get blown to bits due to the user flying it like a full fledged crusier or escort. I really feel that carrier themselves should have gotten a nerf to thier weapons so the users finally have to play them the way they should be stand off ships that depend on thier fighters for both offense and defense. In other words true carriers. Maybe this fighter buff will help in that. If anything the fighters should have been buffed more from the description inthe news article. We shall see on tribble.
0
Comments
And if your consoles, weapons and space set affected your carrier pets.
And if your carrier pets could use your bridge officer and captain abilities on themselves.
And if they had the AI to do that properly.
So no.
On a semi-related note, Mr. Ssbn655, there is actually a different board for making suggestions. If you want your ideas to be seen by the right people, you should post them over on the Feedback Board.
Granted, the Devs would have to figure out exactly what space ships would correspond to the current naval ships, and coding a decent AI for them all to work as an actual carrier strike group might be a daunting task, but that would give us a carrier in STO that could be used the same as a current day carrier......
Or we could just leave well enough alone and let people fly the ships they own in STO however the heck they feel like flying them.
BCW
Hate the player not the game? How is nerfing the carrier itself going to change those people who charge in and get blown up...it just means they will do less damage before they die...nothing more.
I have to agree with this. Though now I wish that hangar pets for full carriers worked this way! Even if they took two weapons away!
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
And obviously... increase fighter ranges to 20 or 30km.
They don't now either..
Because they're always at least 20km from the battle.
They have tried to fix this multiple times and failed every time. If this 'buff' doesn't fix the full impulse issue then everything else they do is completely pointless.
As for the OP's idea, it's a fine idea if the game mechanics supported it, but they don't. Even if they did, I would oppose forcing the change on all players in favor of making it an option. Perhaps giving carriers different modes or 'stances' where they play different styles. One could be a mode where the Carrier takes massive offensive penalties in exchange for increased defense and sizable buffs to hangar pets.
It's a good idea, as long as it's not forced on everyone.
Quoted for truth...
And do all that at a range of 30km+
But...
...yeah
So much fun taking my alt with the Sarr Thein into the Borg RA, and having my frigates be constantly one group of enemies behind. And then have the pickle explode before they ever reach it. /sigh
^this is bang on the money
Nope. I can only get them to stick with me if I set the throttle at just under 50% for full impulse.
Other games use "companion teleporting" to solve companions getting lost or stuck as they try to follow you, perhaps STO needs to add that for pets.
not enough games do it...elder scrolls, for instance, doesn't - at least not in the base game; mods, as usual, fix an issue that never should've been allowed to exist in the vanilla game
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
This is especially true for frigate pets... they tend not to listen to any carrier commands, but they are tough enough to survive extended battle and warpcore explosions so you can never re-launch them closer to the battle. Bleh~
My question is with how many times they have tried to fix, and patch the commands so far, might it be more prudent an effective to scrap them in favor of making a new Ui for them. The amount of work an resources put into fixing the existing commands could have gone into a carrier/hanger/seperation pet Ui revamp, and which would also have bypassed the entire issue of what ever underlining issue in the code/ai of the pets that is causing the issue.
Wow really? So I am in favor of something LONG overdue and have an opinion counter to yours and you instead of constructive exchange like some other responders instead act like a richard head. Yup The type of reply everyone has come to expect from you ... narrow minded and arrogant.
Indeed the only "carriers" that are even remotely the way a carrier should be are the Breen Sarr Theln and Obelisk. I concur that an option of hanger console in place of other type consoles (does not have to be weapons slot) or an option to replace a ship weapon slot with a hanger module should be an option for ships designated as carriers. This doesn't mean ships like the Temporal dreadnaught with a hanger bay but ships that are designated as carriers in the ship description. I hope that the change to carrier pets marks the first moves to an over all change to carrier ships. Oh yeah some one posted something about escorts to carriers well you can with the Sarr theln they can launch the frigate raider as a pet.