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Small craft and Carrier pets need a rehaull(Customization and tech equivilance)

aftulusaftulus Member Posts: 668 Arc User
So, I think they need to finally hash out carrier pets and small craft.

We have two problems.

1. Small craft only equivalent to their basic form. Say my Elite Stalker only has the stuff making it like the basic carrier pet. It should have the option to the elites with battle cloak and other skills without needing set items.

2. Carrier pets cannot be customized and are forever stuck to thier basic given layout.

Solution:

Make them basically the same thing! You do this by:

Giving each carrier pet the equivilant of all slots of a small ship. This means my stalker fighter would have 2 forward weapon slots, Shield, engine, deflector, WarpDrive, Boff slot, etc. It would literally be just like the small craft. But it would have the things to give it the abilities it gets by default. Battle cloacking, thoron pulse, etc. These would be made into inate abilities or consoles that are Small ship only. this means you can customize them more. If the ability should not be transferable then make it an ability or make the console only usable on those pets and the equivalent small craft.

This allows customization of carrier pets. Each carrier for each bay would be given default equipment based on it's boughten level etc. You can then change them out for set item and whatever you want. Then you can have tougher carrier pets for combat. All of this equipment can be put on your small craft also. In a two bay carrier each bay pet needs a full set of equipment. So the cost of upgrading is upgrading. That means separate sets of equipment. More money more time!

The only thing that needs to be dealt with is how many skills transfer between them and controlling them:

1. Possibly have no bonuses transfer between pets and carrier except things the ship logically should be able to share. Like accuracy and things that should be possible given their system. (I'm saying this under the assumption nothing transfers now. If not it would work just like now. Unless it needs to be changed for balance.)

2. You simply control the pets by making the same thing in all MMORPG for pets. Make separate windows with the skills. then if you have a boff in your pet it has an ability and you can put it on the little window for pet actions. Give it shortcuts etc. It can also fight automatically like now or have the normal AI logic choices as most games do. This creates more possible carrier pet controls. There would be a separate window for each carrier pet. Maybe an option to share a shortcut for a similar skill. Say one shortcut to fire both pets High yield skill at the same time from both pets by shortcuting F as to activate both pets HIgh yield skill. Boffs on pets would not share cooldowns with the ship or each other. They are treated as independent ships and can be activated together.

All items from pets can be interchanged to small craft. Both would be kept up to date with each other to give each more versatility.

All small craft would be upgradeable or be capable of being made like their carrier part counterparts at all levels.

Comments

  • nephitisnephitis Member Posts: 456 Arc User
    I would just be happy if you could select what weapons that they have... and that they still remain unique by the amount and type of weapon slots, and their innate abilities.

    For example, the Baltim Raider should have 3 beam array slots and 1 torpedo slot.
  • mercgargoylemercgargoyle Member Posts: 16 Arc User
    Right now Carrier pets are not in a very good place. They are incredibly dumb, often do not want to go to full impulse to keep up with the owner ship, have issues with docking/recall and often seek out the nearest warp-core explosion's and die. They do at least understand the concept of shoot the enemy.

    It would be nice if pets got any improvements at all.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    I'd like to see pets be treated a bit like a combo of the ground kits and our current ship load out system.

    So give each pet a set of slots for weapons, engines, hull, shield, pilot. Then each slot can hold varying degrees of rarity for the items, including special versions of the gear from reward packs or whatever.
    Essentially you can upgrade you pets to be whatever you need them to be with different kit that improves certain areas.

    Alternatively give each pet type a set of points and those can be easily see to upgrade the pet. Different items have different points values and you are limited so you need to chose wisely. So you could make ultra fast pets with a spike damage set up, or slow tanky ones for sustained fire, or even healer pets for support roles.
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  • lordgyorlordgyor Member Posts: 2,820 Arc User
    I'd settle for a bug fix and better AI.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited March 2017
    lordgyor wrote: »
    I'd settle for a bug fix and better AI.

    Yup, I'd be happy w/ them just being useful and less suicidal.
    What fighters need is an inherent high defense/dodge so 90% of fire (and FAW) misses these tiny targets.
    Or since they are so squishy, make the launch CD near 0 and let it auto-fire hangers so they're always replacing.
  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    Maybe more hull for elites would be nice. Widow's. Mirs and Paragrines get knocked out like flies.

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  • aliensamongusaliensamongus Member Posts: 285 Arc User
    edited March 2017
    What I like to see fixed/added:
    -AI overal fixed (Impulse/docking etc)
    -Weapon adapts to mother ship type
    -Ship hull FX adapts to the mother ships
    -Overhaul on balancing servivablity of each pet. Some seem to last way much long than the next
    -Move away from ships that go critical, maybe add brace for impact when detected
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