Troubleshooter11 wrote:If you ask me, carriers should have the ability to build fully functional fighters if supplied by raw materials (energy, ore, silicon).Gazz wrote:I still think it should be renamed to something like
"Automated Carrier Software".
Carriers become something like wind-up toys. Keep 'em supplied and they do all the annoying and messy bits themselves.
"Drone software" really sounds too small-scale and weak.
Actually, a carrier could also produce/stock a small number of real drones™.
It's the same system so *shrug*.
That would make the MARS users happy and these can be launched to cover the retreat of the real fighters (or the carrier) when trying to disengage from a fight.
To keep it balanced, they should be stripped of their anti-capital ship weapons. Right now carriers are already fulfilling a hybrid role because of their weapon selection and lack of fighter compliment (especially AI carriers often seem to have but a small token wing of fighters).
Just my 2 cents.
Thank you for summing it up better than I could at 8:30 am after being up all night. However, a quick question, what do you mean by anti capital ship weapons? When I say figthers I mean M3-M5, the bomber class is in a different class of its own, unless I am mistaken. I like to use novas, blastclaws, ect for my figthers, so perhaps I am just doing it wrong. but unless I send 30 nova or so on one unescorted (very rare occurance) frigate or above capship, the odds of my fighter swarm killing a lone cap become slimmer and slimmer with each fighter that is killed. And to be honest, its not worth using fighters in situation where it would cost more to replace them then the damage they would inflict due to their survivability or lack there of.
If you ment bombers, than yes, I agree. A steady stream of hammerhead at 20% fire chanch at 40+ km over the course of a big battle is much more effecient and dangerous to an opposing force (ai or human) than a lot of fighters that die in 1 hit from a stray/hammer/collision/ion disruptor.
8 eclipses closing on my player operated blastclaw? I can kill a few or kite/evade them long enough for my frigs and corvettes to get in range and rip them to pieces.
8 peregins fireing a torpedo every 3-4 seconds? Even with mars running I cannot evade missile spam forever, sooner or later huge streaks of missiles will be closing in on me from every angle, like a giant vice, and one slight mistake or wrong direction strafe will result in game over, and every missile volly becomes increasingly harder to outmeanuver, the only hope... my jumpdrive, not counting whatever other laser fire ships that are in range to me..
So at the end of the day, it boils down to cost effectiveness and micro management, as the real killers of fighters in late game. If anyone knows a way or is willing to address this, I would be most grateful. I would love to help in any way I can, but I am not a programmer, though I do have a fundemental if somewhat basic understanding and knack for 3dsmax. But if I could solve this imbalance with art , and art alone, I would have done so already =D