i have seen it around Zone chat, and sometimes in my own fleet, the demand for a "pure" carrier, or a few more of them. i was thinking about that, during the hours i should of been sleeping i have created (mentally) a breif description and statistical review of a new form of federation own pure carrier!!
rank: Vice Admiral
name: w.e they want to call it, something ridiculous no doubt ;D (T6)
HP: 50k@40 57k@50 65k@60
SHP: 11k Base
Shield Modifier: 1.4
weapons: 4 fore 4 aft (Turrets, fused)
Boff: 1 lt Tactical, 1 Cmdr eng/Cmd, 1 Cmdr sci/int, 1 Lt cmdr uni
consoles: 1 tactical, 4 sci, 5 eng Fleet: 2 tact
crew: (how does half of esd sound?
) 3000
Turnrate: (what turnrate XD) 5
impulse: 0.15
+5 to shields and aux
subsystem targetting
commands: shield frequency mod
inspirational abilities: Same as command cruisers
starhip mastery abilities:
rank 1: quick deployment
rank 2: increase all resistance
rank 3: increase shield hp
rank 4: increase hull hp
rank 5: covering fire! (fighters gain a RoF buff and minor DMG buff when defending allied targets, player gains minor defence buff. 0.5% per fighter)
hanger bays: 4 (can fit any federation fighter/ fighter without restriction)
console: realign weapon relays (passive: Accuracy bonus 5%, randomly selects a energy type from the basic weapons, (phaser, ap, plasma, polaron etc etc) weapon becomes selected type bye console) console CD: 45sec
now this carrier imo brings out the "support" factor this game needs especially in PVE and PvP, the carrier can hang back behind cruisers and science vessels sending out fighters and healing hull and/or shield when needed for other players. just like with the command battle cruisers i also think this carrier should have inspirational abilities, i believe that because even in real life, carriers are the command vessels of the sea.
the weaponry on the other hand, just like with carriers, they dont have high thumping backside tearing weaponry to defend themselves, they rely on the fleet, and its own "secondary" weapons. i thought of that system for this carrier, using only turrets (weakest EWEP there is) it shouldnt be damaging enough to go solo into a army of Iconians or w.e but should be enough to take on fighters and do lil damage to other ships. cmon your a carrier you let your fighters and fleet do the damage while your supporting. (yes i know ill get whiners about that comment >:o )
people may be wondering why such high defence hp too, the shield and the hull.. well you try taking out a carrier these days. its not made of matchsticks!
hopefully this gets noticed. i wouldnt be surprised if this gets hate but i just thought of it during a sleep deprived STO Session :P enjoy!!
@chaseling94
Comments
Beyond that, pets in this game suck and are suicidal.
but yeah real carriers these days pack a self-defensive punch.
The power of a carrier is based on its pets including the support the ship can bring. Unless the pets of this carrier is Frigate size which have apb3 ability with innate aoe firing method, I don't see using this for practical PVE game purposes/ practicality but for players who have attachments to 20th century earth military strategy.
Vs the current reigning best carrier in terms of PVE support ship -the recluse, this carrier would be very far from my list.
Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.
#TASforSTO
'...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
'...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
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Jupiter class.. hmm sounds nice, big. broad. you definatly know its there lol
I love the idea of a Carrier, but would never want one in STO, heck I would love to rip the stuipid Hangar bay off my Presidio and trade it for something I can actually use.. like full selection of cruiser commands. Hangar pets keep getting constantly hit with the nerf bat, they're just not worth using anymore.
Even the new tribble patch has another nerf so that Intelligence Fleet can no longer benefit your pets. Why would you want this knowing how dedicated the Devs are to making sure hangar pets are worthless?
Don't get me wrong, if you guys really want it.. I sincerely hope you get it, but nothing in this game gets hit harder with the nerf bat then carrier pets. It's absolutely insane.
Most of the nerfs i have seen regarding hanger pets have been because they're in the process of making it so you have to spec (by way of ship-traits) into efficient carrier usage.
granted, that is a design philosophy i dont entirely agree with, but it is what it is.
Having said that, I love my carriers. Having only one hanger-bay on the Escort Carriers IS useless. if they're going to make a hybrid like that, they should take one fore weapon in exchange for a second bay.
And so much hull and shield modifier. It cannot even take aggro due to fused turrets. I dont know why you even need so much hp and shield hp when the ship cannot tank/aggro properly. No Attract fire, no other weapons platforms to generate aggro.
The big one was about 7-8 months ago when we were flat out lied to about the status of carrier pets. Post DR there was a bug where pets had a ridiculous amount of HP (in many cases frigates had more HP then the ship that launched them.) This was fixed in a patch and we were assured that the HP were the only thing that were being adjusted. What happened afterward was probably the single most enormous stealth nerf in the history of the game. Pets were drastically weakened in every possible way and this still hasn't been addressed, corrected, or even acknowledged by cryptic.
It's an old thread, but you can find the results of the massive nerf here. The idea of a massive carrier launching a swarm of ships at the enemy is a cool one, and I understand why people desire that play style, but you won't get it in STO. The Dev Staff is constantly looking for ways to further neuter carrier pets, at this point they're more of a hindrance then anything else. After the Presidio, which I still love, I won't ever fly another ship in this game that has a hangar. It's just not worth it.
i was thinking with this carrier, the standard threat generation is MUCH higher than usual for a ship, higher than a a2d escort. therefore the reason for the "tanky" stats is to aid in the warding off the enemies. just some minor tweaks and hey you got iconians trying to breach your carriers doors
2. If the Federation had an actual frigate that can be used by any federation ship.
3. The carrier would only need 2 Fore turrets & 2 Aft turrets to defend itself (when all fighters are launched)
Right now Cryptic has given every new cruiser a hangar bay, technically speaking every cruiser is supposed to have a hangar bay filled with shuttles (to conduct missions). The uniqueness of a carrier has diminished greatly.
I enjoy piloting a carrier as much as the next carrier lover, but I've come to the realization that my JHDC isn't as appealing due to the giant nerf of hangar pets. I would gladly attack one side of the Khitomer Vortex. A glorious race between my JHDC + Elite Jem'Hadar Fighters + Yellowstone Shuttles vs. a Scimitar + it's drones would ensue. Now-a-days I have yet to see a hangar pet last longer than 60 seconds (from the time it's launched).
Honestly, I don't know why Cryptic gave every new cruiser a hangar bay, if the hangar pets are killed within a minute.
DS9 killed any argument against Carriers and Fighters...As well as Star Trek: Nemesis.
Id love to see an Odyssey Carrier T6 with a runway running the length of the saucer. It make them an even more vital Cruiser to have a Fleet or Task Force built around. Its definitely big enough and carries enough personnel that it would fill that role nicely. A T6 Odyssey Carrier would also give the Cryptic Dev team a reason to update the Peregines to something more modern and 2410 like (theyre god awfully ugly in my opinion). They could also give the Scimitar and Bortasqu visual and stat updates for T6 variants. From what I understand the Bort needs it badly.
And before the Klingon Players cry the 'Faction Unique' nonsense....Until this game came along the Klingons were behind the curve on Carriers and Fighters according to what we've seen in the franchise. And that line has already been crossed with BattleCruisers, Caitian Carrier, Heavy Escorts and Non-Faction Lockbox Ships.
Have no idea whats behind Cryptic's disregard for carriers and their pets. What i like to see on a carrier is a point defense console and a better turn rate, much everything else i can deal with.
So I hope you enjoy:
Typhon-class Assault Carrier
Typhon-class Assault Carrier Fighters
And yes, Im aware getting a ship from another game would be all but impossible... but I imagine a pure bred carrier with 4 hangar bays would be pretty impossible too so... whatever, it was fun to make.
T6 faction-specific carriers would be welcome, however, especially if designed in a way that gives them useful utility. I could easily see the introduction of a carrier-centric specialization focused on "de-nerfing" hangar pets. Whether or not that is a good thing I leave up to you.
i think i might "borrow" your idea of the "dual phaser turrets" those sound awesome
A first step before releasing any more carriers should be revamping how carrier pets function. The AI for them is not very good. On top of that, fighters (While I agree they should be a bit squishy) die way too quickly and they do not really scale.
There needs to be better commands to issue to them as well. A lot of times before I get into range of my target, all my pets will pop their damage boost abilities (like Rapid Fire) at 13km range and waste most of the buff waiting to get into range. When I use the Yellonstones, they do their vent warp plasma at very random times... we should have at least a little say in when those types of things are used (like bridge officers, who you can give permission to use abilities freely, or set to only be used when you click on it yourself).
I also think that carrier pets need to gain a small portion of your own stats, so as you upgrade your weapons, you are also upgrading the weapons on the fighters etc. Otherwise, properly functioning carrier pets would be a dps crutch when you have poor gear, and not really worth the hassle when you have really good gear.
U.S.S. Ark Royal NCC-93613 | New Jersey Battle Group
Call sign “Archangel One”
See below:
http://www.ussalbion.co.uk/arkroyal.html
Ark Royal class carrier
Ark Royal-class Fleet Carrier:
Actual Length: 566.49m
Actual Height: 110.23m
Actual Beam: 309.98m
Crew compliment: - total: 3200
Crew: 720
Air crew: 2480
The Ark Royal was launched in 2286 and commissioned 2287. The design was Starfleet?s first Fleet Carrier, to provide fighter cover for the fleets. The design proved to be very successful in deterring Klingon aggression and in the subsequent Metar and ISC campaigns. Production was increased with the impending ISC attacks.
Whilst not used as a flagship, the Ark Royal class were still the primary tactical element of the fleets. There are those who argue that the ?big gun? era of dreadnoughts is as obsolete as the battleships of World War 2. What must be remembered about the Ark Royal class is the flexibility of the design. The squadron make-up of the carrier can be varied for the role required. On a standard basis the design can be considered to be like a cross between a fleet carrier and an assault ship/assult carrier. There are elements of fighters onbord but tere are also freight shuttles, runabouts,scientific shuttlecraft, medical shuttles, aquatic shuttlecraft and assault shuttles. All of these variants give the Ark Royal class the ability to conduct search-and-rescue, planetary evacuation, large-scale away team exercises, large-scale security operations, disaster-relief and peace-keeping roles.
Fighter groups (examples as taken from U.S.S. Glorious):
2x 20 Hornet fighters - Top Dogs and Victors.
6x Wild Weasel- Magic Hats.
5x Oracles (AWAC)- The Psychics
2x 16 shuttle- The Crate-Pushers and The White Van Men.
- note in times of war 1 squadron of shuttles could be replaced with another squadron of 20 fighters.
Ark Royal designed by artist Nate Simpson for Starfleet Command 2: Empires at War.
U.S.S. Ark Royal NCC-93613 | New Jersey Battle Group
Call sign “Archangel One”