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Whiterin Fleet Admiral
Joined: November 15, 2007 Posts: 146
| Posted: 2011-09-18 03:10  
Yeah yeah, I know... another suggestion in the forums. Only two here, and they are pretty sensible ones I think. Here goes:
- Could there be a way to filter out, or even just remove NON COMMANDABLE AI from your AI list in F2? It's extremely frustrating when someone is attacking you or your planets with an AI fleet, so you go into F2 to use AI back. Only to see 15 platforms, and the rest planet transports that you can't even command anyways. I could maybe see having the platforms in the AI list, but transports that we can't even touch? If nothing else... a way to cycle through the AI. I have asked around, just to make sure this isn't already an option, and no one knew a way to do it. If this is already possible, how is it done?
-Secondly, for new carrier type ships, could there be, or is there already a way, to set the fighters to patrol, or defend ships? This could be very useful for fleet movements. Set them to a ship or a station and they could either PD or defend the ship they are set to.
Thanks for listening!
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[ML]RogueAvengerTTV Marshal
Joined: September 11, 2010 Posts: 300 From: England
| Posted: 2011-09-18 03:16  
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On 2011-09-18 03:10, Whiterin wrote:
-Secondly, for new carrier type ships, could there be, or is there already a way, to set the fighters to patrol, or defend ships? This could be very useful for fleet movements. Set them to a ship or a station and they could either PD or defend the ship they are set to.
Thanks for listening!
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+1 to this idea would make "interceptor" usefulln as they could mabye orbit the ship at about 300-500 gu and pd any missiles / fighters in range.
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Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2011-09-18 04:42  
very good on both of them. that are constructive suggestions.
AI controls could be better.
and fighter idea is pretty good too. makes game more space like... by having fighters at your side too... not just big ships. just like in any epic sci-fi space combat movie thing
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Whiterin Fleet Admiral
Joined: November 15, 2007 Posts: 146
| Posted: 2011-09-18 05:13  
Another idea I had with the fighters is just simply being able to change their target instead of having to call them back, and re-deploy them every time your target changes.
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jimjimjaroo Grand Admiral
Joined: March 06, 2009 Posts: 308 From: Michigan, USA
| Posted: 2011-09-18 05:27  
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On 2011-09-18 05:13, Whiterin wrote:
Another idea I had with the fighters is just simply being able to change their target instead of having to call them back, and re-deploy them every time your target changes.
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i agree. that gets annoying. ex. launches at a kluthian, it cloaks, fighters come back and have to wait to recharge. launches at another kluthian, it cloaks too, fighters come back and have to wait to recharge, etc. launches at icc, icc jumps out of range or goes through gate, fighters come back and have to recharge, same with ugto. i think everyone gets the idea now.
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Whiterin Fleet Admiral
Joined: November 15, 2007 Posts: 146
| Posted: 2011-09-18 05:36  
Yeah... pretty much. Some Kluth even seem to take advantage of this... wiating until quite a few fighters are coming at them... then they will cloak and uncloak just to move it off them.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-09-18 23:16  
Fighters need a CAP and Intercept function, perhaps.
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*FTL*Soulless Marshal
Joined: June 25, 2010 Posts: 787 From: Dres-Kona
| Posted: 2011-09-18 23:23  
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On 2011-09-18 23:16, Kenny_Naboo[+R] wrote:
Fighters need a CAP and Intercept function, perhaps.
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Retarget be nice
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Flux Capacitor Marshal
Joined: July 30, 2010 Posts: 305 From: the place
| Posted: 2011-09-19 04:04  
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2011-09-19 04:16  
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On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...
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Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.
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Flux Capacitor Marshal
Joined: July 30, 2010 Posts: 305 From: the place
| Posted: 2011-09-19 05:07  
that explains things
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Blackjack [DBL] Grand Admiral Faster than Light
Joined: February 25, 2011 Posts: 344 From: The land of venomous reptiles.
| Posted: 2011-09-19 18:13  
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On 2011-09-19 04:16, Cap\'n Catbeard wrote:
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On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...
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Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.
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The same thing happens with trying to manually target lasers...
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2011-09-19 21:14  
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On 2011-09-19 18:13, Jack Rackham *FCA* wrote:
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On 2011-09-19 04:16, Cap\'n Catbeard wrote:
Quote:
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On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...
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Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.
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The same thing happens with trying to manually target lasers...
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something, i wish to nominate as an exploid
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-09-21 01:59  
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On 2011-09-19 21:14, NoBoDx wrote:
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On 2011-09-19 18:13, Jack Rackham *FCA* wrote:
Quote:
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On 2011-09-19 04:16, Cap\'n Catbeard wrote:
Quote:
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On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...
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Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.
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The same thing happens with trying to manually target lasers...
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something, i wish to nominate as an exploid
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on what grounds?
you gonna nominate blind fire and ping as exploits next?
how about turning around when enemy is on your ass? that next?
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Fatal Afro Man *NCO* Marshal Fatal Squadron
Joined: September 09, 2006 Posts: 201
| Posted: 2011-09-21 02:45  
Could just remove the timer on fighter launches? so that you launch your 3 fighter wings quickly then can return and relaunch again easier?
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