Or is still still like one or less carrier per faction that do nothing (ARG carrier) or die/vanish without a trace (PAR carrier)?
It's really boring to see just destroyers with a bunch of fighters doing war - factions should actually have REAL carrier battlegoups and more than one (e.g. at least one carrier per frontline, plus capital system home fleet).
Example for Argons:
Argon Federation:
Argon Prime - home fleet.
Xenon frontline - battlegroup North.
HOP frontline - battlegroup South.
Antigone:
Antigone Memorial - home fleet
Second Contact - Expeditionary fleet
There could also be faction specific groups to make things more diverse:
ANT - Hornet frigate group - to compensate less carriers (4 frigates with their drones would be something interesting on the frontline).
ANT - Sweeper squadrons - squadron of Pulsars that would have serious firepower.
ARG - bomber squadrons - squadron of Eclipse with torpedos hunting hostile capital ships.
ARG - Tempest group - Behemoth destroyer with full squadron of Eclipse armed with swarm missile.
HAT - small fighter groups based around one or several torpedo armed Minotaurs.
HOP - Order's Fist - squad of torpedo armed Nemesis with Ares and Theseus fighter cover.
PAR - Holy Trinity - carrier battlegroup, but with 3 carriers, instead of one.
TEL - various fighter heavy groups (because fighters are cheaper than capships).
Does faction use more carriers in 3.0?
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Re: Does faction use more carriers in 3.0?
This may not be enough.
I think that if the player has negative relations with the factions, they should create an additional punitive fleet.
This fleet will strengthen those sectors where player frigates and destroyers are present.
Also, such a fleet can be sent to a neighboring sector (if it is occupied by a player) to destroy the player’s property.
The size of the punitive fleet depends on the current relationship.
For example:
1. Relations = -10, the punitive fleet has frigates and a destroyer.
2. Relations = -20, the punitive fleet consists of several destroyers and frigates.
I think that if the player has negative relations with the factions, they should create an additional punitive fleet.
This fleet will strengthen those sectors where player frigates and destroyers are present.
Also, such a fleet can be sent to a neighboring sector (if it is occupied by a player) to destroy the player’s property.
The size of the punitive fleet depends on the current relationship.
For example:
1. Relations = -10, the punitive fleet has frigates and a destroyer.
2. Relations = -20, the punitive fleet consists of several destroyers and frigates.
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- Posts: 146
- Joined: Mon, 1. Oct 18, 19:50
Re: Does faction use more carriers in 3.0?
Next idea ...
If the player’s relationship with the faction = +25, they build an additional fleet that will protect the player’s property in the home sectors of the faction.
When the player begins expansion into the xenon sector, the faction will send the fleet to help.
If the player’s relationship with the faction = +25, they build an additional fleet that will protect the player’s property in the home sectors of the faction.
When the player begins expansion into the xenon sector, the faction will send the fleet to help.
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Re: Does faction use more carriers in 3.0?
Yeah I don't really know why don't use the carriers at all. It's weird.
Maybe the improved fleet logic in 3.0 will enable the use of carriers by NPCs.
Maybe the improved fleet logic in 3.0 will enable the use of carriers by NPCs.
Irrational factors are clearly at work.
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Re: Does faction use more carriers in 3.0?
in my 3.0 beta game Argon and Teladi only use 1 carrier to protect the home sector. Par use 1 carrier to endless fight khaak station, Hop and Ant have no carrier.
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Re: Does faction use more carriers in 3.0?
Yes, and these carriers have only a few fighters. Even the USS Gerald R. Ford aircraft carrier has 90 fighters on board.