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Phase Jump capable Strike Craft

Phase Jump capable Strike Craft

Phase Jump capable Strike Craft would add an extra layer of tactics and strategy to SoaSE. It would add a whole lot of modding potential as well.

As the beta1 is now, the basic fighter and bomber squads that are built on capital ships and platforms cannot leave the gravity well that their 'carriers' are located in. They also suffer from very short death timers if their 'carriers' are destroyed or leave them behind.

SoaSE should have additional choices of more advanced fighters, bombers and corvettes to choose from when deciding what type of strike craft will be built and carried in capital ships and platforms. Some of these more advanced strike craft should have the ability to Phase Jump and leave their carriers behind. Of course for long range strike craft raids to be feasible, their death timers will have to be reduced to almost nil.

For play balance, perhaps these more advanced strike craft could be reserved for dedicated carrier type capital ships or advanced platforms. Also, availability of these models could be tied to the tech research tree. Finally, they should also take far longer to build than the more basic models.
76,314 views 41 replies
Reply #26 Top
But it is not the first conclusion many people come to.
Reply #27 Top

But it is not the first conclusion many people come to.


As a fundamental rule I'm not one to make generalizations; blanket or otherwise. In this instance/situation I will make an exception however.

Simply put most people are generally wrong about many things. Moreover one should not base their arguments inherently on assumed fallacies of others. But I digress...
Reply #28 Top
Yet, in order to assume the gameplay can be easily grasp, one must try and make it logical for players, even if in some cases it is clearly wrong. Making strike craft a completely seperate entity that doesn't rely on it's capital ship or hangar makes them, more or less, "costless" frigates with little defense but large attack power.
Reply #29 Top
Perhaps their range could be limited to only one jump away from their host ship/hanger. This is easily justifiable by saying that due to their small size, their range is limited both in terms of fuel and life support for the crew (or single pilot as the case may be).

This would limit them to the supporting role that fighters currently have by not giving them independence from their host while still allowing for some of the tactics that the others have mentioned.

Annoyed that your enemy is sending wave after wave of these things at you? Then just send your fleet to their system of origin (it'll only be 1 jump away) and give them something else to worry about.
Reply #30 Top
That would be a better alternative.
Reply #31 Top
The position of limited jumps is reasonable however one jump could be to another star or some other very long distance. Moreover what if the mothership has to move away from its current position after the fighters have went to another location? So there are issues to be worked out given that we apparently do not have a range system in the game which goes back to the entire phased jump system arguments.

Regarding the "costless" argument again it is a moot and invalid position. The fighters are not costless in that they must have a capital ship to be able to dock and have their numbers replenished. Also no one in the affirmative camp is arguing to make them a separate entity.
Reply #32 Top
Perhaps they should only be built from a special hangar.
Reply #33 Top

Perhaps they should only be built from a special hangar.


The capital ship is the special hangar.
Reply #34 Top
The position of limited jumps is reasonable however one jump could be to another star or some other very long distance. Moreover what if the mothership has to move away from its current position after the fighters have went to another location?


Good points.

To address the first one, I would ask what tactical advantage their would be in jumping them to another star? I have only ever fought one battle around a star and you could barely even call it a battle. It was just one Akkan that I accidentally left sitting there and a couple of enemy ships that just happened to be passing through when the Akkan opened up on them with its disabler ability (ion bolt?) so they couldn't jump away. Besides a jump to another star, what would you call a "very long distance?"

But, just to eliminate it as an issue altogether, you could make these fighters incapable of jumping to another star on their own. We know that phase jumps between planets and phase jumps between stars are differentiated (you have to research the ability to jump between stars) so implementing that would not be a problem.


And for your second point, the phase fighter that has its mothership jump farther away could suffer the same damage penalties that normal fighters incur when their mothership is destroyed, only these would be on a much longer timer.
Reply #35 Top
Wouldn't it be possible to simply create very small capital ships for the mods? To act as X-Wings and such?
Reply #36 Top
Yes but I think that what they are after are fighters that can do this. Capital ships are not housed and produced in capital ships and hangers. Fighters are.
Reply #37 Top
An easier way to limit the jump range of these Phase capable strike craft is to stick with the already implemented death timer. Once jump capable bombers/fighters leave the system their carrier is in, start the basic strike craft health countdown. Since these strike craft are made for long range jump missions, they would carry more life support/fuel than the more basic models = slower health/death countdown than basic strike craft.

Keep in mind that these Phase capable strike craft take a lot longer to build than the basic models. So if someone sends them away for too long, they could find themselves requiring a LONG time to rebuild their strike craft wing. They would be vulnerable to counter attacks until they could rebuild them.

Modders will like this as well, since they can easily mod the death timers for their strike craft to suit their mod (thinking X-Wings or BSG Raptors here).
Reply #38 Top
Capital ships are not housed and produced in capital ships and hangers. Fighters are.

Sure but I don't see that as a huge problem for SW mod. X-Wings and such jumped from planet bases, not capitals. I don't know about other mods though.

If a fighter is typically capital-ship-based than a jump engine is a waste of resources anyway.
Reply #39 Top
If a fighter is typically capital-ship-based than a jump engine is a waste of resources anyway.


Spoken like a true Imperial Admiral. Long live the Emperor!

Reply #40 Top
Spoken like a true Imperial Admiral. Long live the Emperor!

He wasn't bad for his excellent logic in fighter configuration. He was bad because the dark side is easier.   
Reply #41 Top
Don't forget more fun too.

The Emperor was all about the extremes. He wanted the simplest and smallest strike craft, but at the same time wanted gargantuan capital ships.