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Forum Index » » Developer Feedback » » Fighter Escort in new patch.
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 Author Fighter Escort in new patch.
Vorlon
1st Rear Admiral

Joined: September 11, 2003
Posts: 45
From: Australia
Posted: 2004-01-25 22:14   
Just a thought in the new patch. If you can get fighters to escort ships then there should be a limit on how many can escort because UGTO Carrier Dreads will just have to launch fighter after fighter after fighter..... with the help of a supply ship and they could eventually have hundreds of fighters swarming over themselves.


Just a thought.

Vorlon
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2004-01-25 22:17   
There are already limits to the number of objects a gadget can support - that is, a fighter bay can only have a certain number of fighters launched from it out and about at a time. If you reach this limit, you won't be able to launch new fighters, even if you have them in your bays.

But good thinking - it would be bad if this limit didn't exist..
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Malduc{-GTN-}
Cadet

Joined: January 19, 2003
Posts: 544
From: New Jersey
Posted: 2004-01-25 22:26   
I thought the new fighters would not be reloaded by supply ships?

Malduc
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Bigwolfe
Fleet Admiral

Joined: October 16, 2003
Posts: 156
From: Bland County
Posted: 2004-01-25 22:37   
umm....i just wish each faction had a balanced with fighters, cuz when the new patch with the fighters come out, icc and kluth are going to have a hard time to compare to a fleet of carrier eads.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2004-01-26 01:52   
Each faction has a balance with the fighters in different ways, each faction has a fighter that better than the others in certain areas.

As for "unlimited fighters", Each fighter will automaticly return and land when they are at half their fuel. This was done because of the range extension.

In the initial switch, they will not cost res, but in the subsequent patch set they will become part of the ships value. So lost fighters increase resources lost.

Supply ships will no longer load you with new fighters, only give you ammo and fuel for them.

Also, when you run out of ammo and fuel, you cant launch fighters... Think of it as the Repair resource on supply ships. You might still have all 40 fighters, but no way to arm and launch them.

To get new fighters you would have to goto a planet that has fighter bases and transfer them aboard...
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Grimith
Grand Admiral
Templar Knights


Joined: August 09, 2003
Posts: 836
From: Your local future farm.
Posted: 2004-01-26 02:57   
Quote:

On 2004-01-26 01:52, Tael wrote:

In the initial switch, they will not cost res, but in the subsequent patch set they will become part of the ships value. So lost fighters increase resources lost.




~Finally, the lives of the living creatures piloting the fighters actually equate to something! Let's see the UGTO launch their fighters against the ICC now! Ha-ha-ha!

~Oh, wait... *eyes his current faction tag* ...forget I said anything...
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DarkestVorlon
Vice Admiral

Joined: October 17, 2002
Posts: 245
From: ICNV Rememberance CNCC-4021986
Posted: 2004-01-26 04:33   
Actualy, its the UGTO that will end up with the hardest time ship-ship with the new fighters, ICC are designed for standoff capability, and our fighters will reflect that. I intend of forming carrier task groups inside of IKC once it goes live, 4 to 6 carriers with a escort group. Imagine the destruction caused by just 4 CVC's

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[ This Message was edited by: -Blade-Gen on 2004-01-26 04:34 ]
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Dimorrow
Grand Admiral
Galactic Navy


Joined: September 25, 2003
Posts: 94
From: West Midlands UK
Posted: 2004-01-26 06:51   
if this new patch completly makes the UGTO useless in all ways i wont be a happy chappy. They already get completly pwned in the scenarios because nobody wants to play them, its always the ICC vs K'luth. Now if UGTO fighters etc get completly battered im afraids thats just not fair.

The reason why UGTO has more fighters etc is the same reason why ICC have more bombers, and k'luth are just far too over powered in every way. Come on guys cut some slack to UGTO, whenever the UGTO get something better than the other faction, everybody moans about it. ALWAYS!!!

So my advice is to make UGTO equal to the other factions

Think about it
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Grimith
Grand Admiral
Templar Knights


Joined: August 09, 2003
Posts: 836
From: Your local future farm.
Posted: 2004-01-26 07:17   
Quote:

On 2004-01-26 06:51, Dimorrow wrote:
if this new patch completly makes the UGTO useless in all ways i wont be a happy chappy. They already get completly pwned in the scenarios because nobody wants to play them, its always the ICC vs K'luth. Now if UGTO fighters etc get completly battered im afraids thats just not fair.

The reason why UGTO has more fighters etc is the same reason why ICC have more bombers, and k'luth are just far too over powered in every way. Come on guys cut some slack to UGTO, whenever the UGTO get something better than the other faction, everybody moans about it. ALWAYS!!!

So my advice is to make UGTO equal to the other factions

Think about it




~Well, to begin with, the UGTO Carrier Dreads don't come out in greatness until they enter the MV. The action in the scenario servers is meant to be intense and fast-paced (or at least less boring), and I don't think many people want to drive a carrier dread when they want that.

~The next thing is that the UGTO will still be the rulers of fighters. Their sheer numbers in fighters and how many ships actually have them does play a major role --- the only thing that this does now is remove how much they may want to launch the fighters. For example:

- - - - - - - - - - - - - - -
- - - - - - A o - - - - - - -
- - - - - - - - - - - - - - -
- - - - - - - - - - - - - - -
- - - - - - - - - - - - - - -
- - - - - - - - - - - - - - -
- - - - - - B r - - - - - - -
- - - - - - - - - - - - - - -

~A is a friendly planet, and the o is my Carrier Dreadnought. B is an enemy planet and r is an enemy Ganglia. Now, before this patch idea comes out that completely renovates the way fighters are used... I would just keep on launching my fighters at the enemy Ganglia. Why? Because, unless the thing plans on hiding behind the planet, I know I'll do some damage to him before all of the fighters die. And, once the fighters die, I'll just launch more.

~Now, with the patch, I'll be apt to only launch in cases where I know I'll do quite a bit. If every fighter lost means that you lose resources, then you'll be more likely to conserve your fighters and not send them on suicidal missions that you wouldn't fathom if this were actually real.

~I apologize to all K'luth for using the Ganglia as the example... but it just turns out to be the major K'luth ship I face. ICC ships will rarely have fighters be sent against them (even less so, now) simply because of their pulse shield --- will nullify all fighters in range, no matter how many there are.
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Malduc{-GTN-}
Cadet

Joined: January 19, 2003
Posts: 544
From: New Jersey
Posted: 2004-01-26 09:36   
The new fighters are going to have hull values I believe, and the range of the pulse wave and pulse beam will be cut back. That was, one pulse will not wipe out all fighters with one quick swoop.

Malduc
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-01-26 09:49   
Heck yes I'll use carriers in scenario! I already do quite often, one of my favorite ships. And it's only going to get better.

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[ This Message was edited by: Bobamelius on 2004-01-26 09:56 ]
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2004-01-26 12:05   
The new fighters will be able to withstand a pulse wave hit and one or two PD hits before being killed. Add in it will be harder for larger weapons like disruptors, CL1000 and CL2k's to hit them, fighters become a more real threat.

And dont worry about the UTGO. As I said, each faction has an upper hand in different area's. The UTGO have the strongest Assualt fighters meaning they will have the upper hand when it comes to inflicting damage on enemy ships. Stronger fighters, more of them, I see a big increase in power for the UTGO carrier operations.
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JackSwift
Cadet
Sundered Weimeriners


Joined: October 30, 2002
Posts: 1806
From: Where the Sun dont Shine (Seattle-ish)
Posted: 2004-01-26 12:18   
Quote:

On 2004-01-26 12:05, Tael wrote:

And dont worry about the UTGO. As I said, each faction has an upper hand in different area's. The UTGO have the strongest Assualt fighters meaning they will have the upper hand when it comes to inflicting damage on enemy ships. Stronger fighters, more of them, I see a big increase in power for the UTGO carrier operations.




'Bout time UGTO got some lovin'.
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2004-01-26 12:28   
Quote:

On 2004-01-26 01:52, Tael wrote:
Also, when you run out of ammo and fuel, you cant launch fighters... Think of it as the Repair resource on supply ships. You might still have all 40 fighters, but no way to arm and launch them.


You will need ammo and fuel for fighters on your carrier?
I want fighters with Psi Cannons then.....
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Antdizzle


Joined: February 07, 2003
Posts: 860
Posted: 2004-01-26 13:07   
hehe
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