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[FAQ
Forum Index » » Developer Feedback » » missing kluth ship
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 Author missing kluth ship
Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2003-12-03 10:21   
i think kluth misses an fighter based mid size ship cruz class based on fighters.

like the scale beam based or scarab torp based very spicilized ships

just a scarab with fighters instead of (heavy weapon) torps and 1 spicial for scanner or other utilityes
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Kamikaze Chicken
Cadet

Joined: August 30, 2001
Posts: 553
Posted: 2003-12-03 10:23   
It was done that way intentionally since Kluth arnt meant to be long ranged, deal with it.
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-12-03 10:38   
It's not missing.

It's just cloaked.


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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-12-03 10:51   
no i think ragg has a point here...

we the humans have our carriers but as far as my LIMITED kluth ship knowledge goes only 3 of theyr ships have Fighters.


So why not give Kluth Frigates * GASP * 1 fighter bay...

it would give the Kluth frigates a bigger role.....

ofcourse i dont know what Gideon is cooking up whit his 1482 but whit the current ship selection this would be nice
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-12-03 11:45   
Alright: ICC: Long range faction: 2 carriers (cruiser and dread)
UGTO: Medium range: 1 carrier (but a real CARRIER!)
Kluth: Short range: a dread with some fighters (manible)
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2003-12-03 11:57   
well as long as you can mount it missiles in heavy weapon slot the point with kluth not bein able to have a decent long range fighter cruzz is not holding water

remeber all kluth cruz suffers from the no or very limitet pd ability and very spicialized ship configs on the cruzz class ships as would a carrier (larva)cruzz

want kluth to fly something diffrent than destryers give them more options on the cruzz and frigate ships


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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-12-03 13:15   
Okay, the technical issue:

The problem is the interaction of the cloaking device with a carrier ship or ships. The way things currently work, a group of carrier ships could sit cloaked and completely undetectable and launch fighters from well beyond the range of being able to detect said ships. Detection includes more than just a target box appearing, it also includes simply seeing projectiles and beams originating from a point of space where you could theoretically target manually. This issue cannot be resolved with the current cloak and fighter systems.

As to whether this has been addressed in v1.482, I will not say. I will not say whether the K'Luth have any better or worse fighter carrier capabilities in v1.482, nor will I say whether there have or have not been changes to fighters and/or the cloaking device which would theoretically allow for a K'Luth carrier to not be a disruption to intended game balance.

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[ This Message was edited by: Gideon on 2003-12-03 13:15 ]
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-Ashiya-
Vice Admiral

Joined: October 21, 2003
Posts: 204
From: The United Kingdom Of Great Britain And Northern Ireland.
Posted: 2003-12-03 15:21   
u got that right - if peeps want to use fighters then select nonkluth, if kluth have the advantages of the others why not give cloak to icc and uggy as it was 2 years ago with unrestricted moddeling.
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-12-03 16:23   
unlimited modding? PCM DREADS!!!!!!!!!!
btw, @Gideon: Less fighter capacity? The most they have per ship is 3, give them something like a Heavy Cruiser/Battle cruiser ship with all kind of slots, armor and a fighter
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2003-12-03 19:12   
Quote:

On 2003-12-03 13:15, Gideon wrote:

As to whether this has been addressed in v1.482, I will not say. I will not say whether the K'Luth have any better or worse fighter carrier capabilities in v1.482, nor will I say whether there have or have not been changes to fighters and/or the cloaking device which would theoretically allow for a K'Luth carrier to not be a disruption to intended game balance.





Is their anything you CAN say?!
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-12-03 20:38   
All dreads will have fighters, guys. K'luth get less long range firepower, but loads of beams, torps, and cloak, not to mention the ELF.

If you want long range firepower you're going to have to accept the downsides. It's been outlined again....and again..........and AGAIN.... that the reason the K'luth don't have a Carrier is that they would be able to maul whole fleets without receiving so much as a shot in return...


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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2003-12-03 22:01   
ugto carrier dreads + supply > *
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Depthcharge
Fleet Admiral
Galactic Navy


Joined: December 08, 2002
Posts: 1549
From: DFW, Tx
Posted: 2003-12-04 00:32   
No, b/c Fighters are going to be limited to how many there are in eache bay, no more mass swarms of fighters, UGTO Carrier dreads will only be able to put out a maximum of 80 fighters. Gid said this a LONG time ago.
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2003-12-04 00:49   
Fighters will also cost prestige when you lose them. That said, they will be better, and most of all, tougher. Maybe K'Luth will get more interceptors for PD?

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[ This Message was edited by: Bobamelius {Alliance} on 2003-12-04 00:50 ]
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Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-12-04 01:18   
@ Bob, well, EVERY dread will mount some fighters, even the Assault classes. K'luth will have the best interceptors, as well.
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