Carriers and modules

Not too long ago, the community was brainstroming ideas and we collectively (including the devs) hit on the "solution" of modules for ships that would enhance roleplaying with the races and strategy and tactics as well.  IMO, this is the way of the future.  It's easy to add parts like a module.

In fact, a Warp Bubble Ship makes more sense than a Carrier Imperial Star Destroyer.  After all, if you can install a warp field that big, why would you limit its use to a single ship?  Just carry the entire volume with you and go!

In that light, I'd like to introduce another module idea from Carriers - Range.

Carriers work in our local situation because the aircraft we have don't have the range to be anywhere all the time.  If they did, Carriers wouldn't have a purpose.  Carriers are essentially mobile airports, really, and little else.

With that preamble, the logical version of a module to simulate that would be a Range module - a module that increases the range not of the ship, but of the entire fleet it goes with!

For peeps who like the idea of Carriers, this is even more like a real one - unlike a Warp Bubble, you can't separate the Fighters from the Carrier once at the destination, because the Ranger Ship is vital to the continued functioning of the fleet at the point of action.

 

Of course, to even make sense at all, you would have to modify the base range XMLs so that you can't just solve your problems with individual modules and such.

So what are YOUR ideas for modules on ships?  Anti-Fighter module?  Anti-Capital module in the vein of the Reflex Wave Motion Gun?  Fighter-based Anti-Capital modules, AKA Close Range Antimatter Torpedoes?

Fire away.

 

 

6,582 views 7 replies
Reply #1 Top

E_s_p_i_o_n_a_g_e... capacity module!

Nuf said. ;)

Reply #2 Top

Cloaking devices

 

Engage cloak....  Way cool

Reply #3 Top

why  not make a module that allows a mobile ship to act as  a starbase/colony  when it comes to range...basicallly any of your ship s could use their distance from that ship as their range of supply..maybe factor it down by to a quarter or something to keep it reasonable.  

 

so if a ship had  normal range of 100 spaces away from the nerest colony/starbase it could operate within 15 spaces of a "carrier ship" regardless of its distnce from colonies/strbses.....

 

let me know wht yu think

Reply #4 Top

It wouldn't be that materially different from a Constructor.  You send the Constructor, then make a whatever base for nothing in the early game, or cheap in the late game, since the range rarely matters on any size less than Huge.  The idea has merit, though, and I have thought about it.  My opinion is that it's best to keep the range bonus in-fleet - that is, the Fighters can't significantly function outside a very short range from their companion vessels.

Reply #5 Top

The problem with the concept is that you get a lot of range from planets and starbases.  So for carriers to be worthwhile either that would need to be scaled back in the XML as you pointed out, or the map size would need to escalate to soul-crushing. ;)

Modding in a Range decrease as a starting technology doesn't seem to work at the moment.  This would be preferred because adding range penalties to the race config means you have to constantly clear races if you switch back and forward from using the mod and not.

Reply #6 Top

can you set it up so that an affect of being in an opponents territory is a decreae in range?...like the yor reducing speed but instead you cannot go as far into enemy territory as you can into empty space......then we could make that true for all races......

Reply #7 Top

It'd make sense, too, and enforce a greater feeling of "ownership" of the influenced space.  After all, if no one's willing to refuel your drives, you're dead in the water, literally.  Would it be possible to mod a -50% range modifier to all nonallied civ ships within your own influence?

 

Module suggestions:

Point Defense module.  +50% damage to Small and Tiny ships, preferential targeting for Small and Tiny Ships in fleet battles; +10% missile defense.

Heavy Guns module. +100% damage to capital ships.