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Pure bred Carrier (read before you hate)

chaseling94chaseling94 Member Posts: 60 Arc User
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!! :D:hushed:

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
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Comments

  • aramyllaramyll Member Posts: 149 Arc User
    I would buy a dedicated carrier :D
  • hravikhravik Member Posts: 1,203 Arc User
    Real carriers can pack quite a punch in their own right. The Nimitz has NATO Sea sparrow launchers, 20mm Phalanx mounts, and RIM-116 rolling airframe missiles.

    Beyond that, pets in this game suck and are suicidal.
  • chaseling94chaseling94 Member Posts: 60 Arc User
    hravik wrote: »
    Real carriers can pack quite a punch in their own right. The Nimitz has NATO Sea sparrow launchers, 20mm Phalanx mounts, and RIM-116 rolling airframe missiles.

    Beyond that, pets in this game suck and are suicidal.
    you would be surprised at how dangerous pets are, the Aquatic dreadnought carrier pets, those frigates.. evil... 44khp each and you can have 4 up at once!

    but yeah real carriers these days pack a self-defensive punch.

  • lanc3rz3r0lanc3rz3r0 Member Posts: 7 Arc User
    i expected a lot more turret hate than this is getting.

  • chaseling94chaseling94 Member Posts: 60 Arc User
    lanc3rz3r0 wrote: »
    i expected a lot more turret hate than this is getting.
    i expected alot more hate tbh XD but hey im surprised. without trying to sound bias (cause i thought of this ship idea) i do think it would be a good addition to the game. try to bring back team play, protect the carrier etc. stfs that are designed to target carriers unless other threat takes over etc. would be fun :)
  • paxdawnpaxdawn Member Posts: 767 Arc User
    pets survivablity is depdent on its size. Frigate being the current largest. While your typical scorpions and swarmers are less than survivable. I don't even think any fed pet the non cross faction pet is even a frigate.

    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.
  • artan42artan42 Member Posts: 10,450 Bug Hunter
    Jupiter Class.
    22762792376_ac7c992b7c_o.png
    Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
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  • chaseling94chaseling94 Member Posts: 60 Arc User
    artan42 wrote: »
    Jupiter Class.

    Jupiter class.. hmm sounds nice, big. broad. you definatly know its there lol
  • tarran62tarran62 Member Posts: 25 Arc User
    Over all I love the idea and would C-Store purchase it if...it was done right. Pet's included.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited August 2015
    I still don't understand why anyone would even consider playing a 'pure carrier' with all the constant nerfs on Hangar Pets.

    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.
    Post edited by seaofsorrows on
    Insert witty signature line here.
  • lanc3rz3r0lanc3rz3r0 Member Posts: 7 Arc User
    What about Runabouts, those are considered frigates as far as launch number (4 total from each bay, instead of 6) also Defiant and Aquarius were originally intended to be support craft for larger vessels, with the Aquarius specifically designed to be stored in the shuttle bay. they're both smaller than the Plesh-Brek (Breen Frigate).

    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.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    Carrier play is a long ways away from the good days before 2014 and its series of nerfs to hangar units.
    XzRTofz.gif
  • lsegnlsegn Member Posts: 594 Arc User
    The point of a carrier is that it's pets do it's damage so I don't know why you gave it so many damn weapon slots.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    Interesting Idea.
  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited August 2015
    lsegn wrote: »
    The point of a carrier is that it's pets do it's damage so I don't know why you gave it so many damn weapon slots.

    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.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    lanc3rz3r0 wrote: »

    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.

    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.
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  • scarlingscarling Member Posts: 708 Arc User
    Tons of fighters, all turrets. All it needs now is a battlestar skin.
  • chaseling94chaseling94 Member Posts: 60 Arc User
    scarling wrote: »
    Tons of fighters, all turrets. All it needs now is a battlestar skin.
    XD possibly haha but on the topic of agro. irl within a fleet, you see a carrier your instinct is to prioritise that target, take out the spine of a fleet. lose the carrier and the fleet goes with 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 ;)
  • atalossataloss Member Posts: 563 Arc User
    1. If Cryptic would make call carrier pets immune to warp-core breach.
    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.
    One day Cryptic will be free from their Perfect World overlord. Until that day comes, they will continue to pamper the whales of this game, and ignore everyone that isn't a whale.
  • koraheaglecrykoraheaglecry Member Posts: 250 Arc User
    Ive never had an issue with the introduction of Carriers to this game. Or the franchise for that matter.

    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.
  • devilzaphandevilzaphan Member Posts: 78 Arc User
    edited August 2015
    Would love to see a true T6 carrier in the game again, heck started off with that kind of skill point build. Actually they are still needed in game, they might not be big sellers but their is a loyal few that would buy and fly them.
    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.

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  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    Long ago, back when fighter pets were still good... and T5-U and T6 ships were not yet announced, I made a designed concept for the Typhon-class carrier (and her many versions of fighters), but I never considered making a true carrier (that is one with limited weapons slots, and more hangar bays)... but now having seen this topic Ive gone and updated it and made it a T6 ship, with masteries suiting a carrier and stats suiting a ship of its size at tier 6...

    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.
    7NGGeUP.png

  • stuntpilotstuntpilot Member Posts: 76 Arc User
    edited August 2015
    Carrier pets need attention. They like to orbit too much (which puts forward narrow-arc pet weapons out of action much of the time) and they don't respond smoothly to commands.

    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.
  • chaseling94chaseling94 Member Posts: 60 Arc User
    seeing alot of people thinking that 4x4 weps is a bit too much. have you seen what weapons are on the carriers these days? the atrox, recluse both have 3x3, the obelisk has 3x3, the narcine has 4x3. carriers are weaponaised alot. so why not just go the full hog?? would you rather the carrier be fitted with a combination of fused turrets and fused turreted torpedo launchers? (granted even i would take that)... ok now thinking about it... i like my own idea of 4 turrets 4 turreted torp launchers XD photon power!!! XD XD
  • chaseling94chaseling94 Member Posts: 60 Arc User
    Long ago, back when fighter pets were still good... and T5-U and T6 ships were not yet announced, I made a designed concept for the Typhon-class carrier (and her many versions of fighters), but I never considered making a true carrier (that is one with limited weapons slots, and more hangar bays)... but now having seen this topic Ive gone and updated it and made it a T6 ship, with masteries suiting a carrier and stats suiting a ship of its size at tier 6...

    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.

    i think i might "borrow" your idea of the "dual phaser turrets" those sound awesome :):)

  • veryth12veryth12 Member Posts: 102 Arc User
    hravik wrote: »
    ...
    Beyond that, pets in this game suck and are suicidal.

    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.

  • jackwindrosejackwindrose Member Posts: 4 Arc User
    I have been begging for this from PW and Cryptic from Day 1, literally begging. Hell yes.
    Fleet Admiral Jack Windrose, Flag Officer
    U.S.S. Ark Royal NCC-93613 | New Jersey Battle Group
    Call sign “Archangel One”
  • jackwindrosejackwindrose Member Posts: 4 Arc User
    This can totally be done, just modernize the Ark Royal Class from STCII
    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.

    arkroyal2202side.jpg
    Ark Royal designed by artist Nate Simpson for Starfleet Command 2: Empires at War.
    Fleet Admiral Jack Windrose, Flag Officer
    U.S.S. Ark Royal NCC-93613 | New Jersey Battle Group
    Call sign “Archangel One”
  • jslynjslyn Member Posts: 1,790 Arc User
    I don't think that Subsystem Targeting would work on a ship that has Fused Turrets.
  • chaseling94chaseling94 Member Posts: 60 Arc User
    This can totally be done, just modernize the Ark Royal Class from STCII
    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.

    arkroyal2202side.jpg
    Ark Royal designed by artist Nate Simpson for Starfleet Command 2: Empires at War.
    now combine it with the stats i made up and we have a carrier :P the game would NEVER have that many hanger slots XD
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