Carriers

I hear Carriers mentioned a lot but why? what advantage do want to achieve with them?

Do you just want a bigger hull?

if so just mod the GC2Types/xml file, see example below.

Code: xml
  1. _Hull Name="CarrierHullMH1"_
  2. _DisplayName_Carrier__DisplayName_
  3. _Description_Carrier hulls are for advanced tactical support. They use 35 logistical points.__Description_
  4. _Cost_5000__Cost_
  5. _SensorRange_15__SensorRange_
  6. _Size_750__Size_
  7. _HP_220__HP_
  8. _Model_Huge_6__Model_
  9. _Thumbnail_Huge_6__Thumbnail_
  10. _Speed_1__Speed_
  11. _Category_Carrier__Category_
  12. _Logistics_35__Logistics_
  13. _Tech_Requirement_Ultra Massive Scale Building__Tech_Requirement_
  14. __Hull_



I was thinking more about that having their own range bonus, like starbases so they can be seen as a base for operations deep in enemy territory.

What do you want them for?????
5,121 views 5 replies
Reply #1 Top
Hull type or module that provides "range" would simulate a carrier nicely in this game.
As long as it would only create the for small and tiny ships because adding life support to those takes away other options.
Reply #2 Top
Actually, how I would implement a carrier would be to have a carrier bay component that just automatically includes 3 ships of a size 3 categories smaller (there would have to be a way in the ship yard to indicate which ships are the right ships to include for each size). No micromanaging ships. Those extra ships just come with the carrier bay.
Reply #3 Top
TA lets you build carriers well enough. Speed bonuses, fleet coordination modules, all that fun stuff is there waiting to be slapped on a cargo hull (or maybe one of the larger hulls if you want a little firepower, too.) Carriers in space combat are support ships, keeping fleets going over long distances and fierce battles. Launching tiny fighters doesn't really make that much sense given the distances involved. You're better off with a missile when your target is a nice healthy 3,000 kilometers away from you.

A fleet range module, a fleet repair module, those would be nice, but that's really the extent of what's needed. There's no tactical combat in this game, so having carriers as anything but support vehicles and flagships is a waste of time.
Reply #4 Top
"Launching tiny fighters doesn't really make that much sense given the distances involved. You're better off with a missile when your target is a nice healthy 3,000 kilometers away from you."

Nut attaching said fighters as parasite craft to lower-grade ships (destroyer escorts, frigates, ect.) could provide a small advantage, or at least stall the enmy until you can jump to hyperspace. ;) 
Reply #5 Top
I prefer to do my stalling with hyperdrive equipped nuclear missiles. ;)

Ah, the Sparrow/Stinger/Harpoon line of weapons holds a special place in my heart. Overkill rocks!