Escorts and Carriers: A Suggestion for Dark Avatar

One thing that I think could add further to the strategy of Galciv II is the ability to add escorts as part of the fleet system. The basic idea is that a few ships that are faster than the "core" fleet could engage attacking enemies without putting the main ships in the middle of the fight, thus allowing you to get your shiny new battleship to the enemy homeworld without so much as a scratch. This escort would still take up logistics, and would join the core fleet in any attacks. This could allow you to build fighters that protect your freighters, colony ships, and large transports without having the ship being escorted die first. The escort ships will have to be faster than what they are escorting (so they can intercept the enemy fleet), and this will help balance it out by giving them slightly less room for weapons.

Now, onto carriers. One thing that could also add some more strategy would be a carrier module. This large, extremely expensive module would make a ship act as a "home away from home" for your fleets, by extending range and conducting fast repairs. The range should not be like a starbase, but more like a one tile radius that is increased by one tile per level of life support on a given ship. The carrier module itself should contain a large life support value (it causes the ship it is on to provide it to other ships, after all). This module should be very large and even more expensive, so a carrier will be a large, valuable, vulnerable asset to the fleet, since a carrier equipped ship should not be able to hold enough weapons to fight off a real attack.
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Reply #1 Top
This could allow you to build fighters that protect your freighters, colony ships, and large transports without having the ship being escorted die first.
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It already works that way. So long as the non-combat ships are indeed unarmed, combat ships will be targeted first by enemy fire. And you can easily manipulate the targeting of your ships by designing carefully. Since ships are targeted by the formula Attack/(HP+Defense) (highest result = highest priority to kill), all you need to do is have a couple of ships with massive defenses yet enough attack power to raise their target priority above that of your weaker ships.
Reply #2 Top
I really like those Ideas Silence. I would kill for some Carriers, and the whole Esscort thing would add I nice lair of Strategy.
Reply #3 Top
Now, onto carriers. One thing that could also add some more strategy would be a carrier module. This large, extremely expensive module would make a ship act as a "home away from home" for your fleets, by extending range and conducting fast repairs. The range should not be like a starbase, but more like a one tile radius that is increased by one tile per level of life support on a given ship. The carrier module itself should contain a large life support value (it causes the ship it is on to provide it to other ships, after all). This module should be very large and even more expensive, so a carrier will be a large, valuable, vulnerable asset to the fleet, since a carrier equipped ship should not be able to hold enough weapons to fight off a real attack.


Meh. You might want to check the stickied topic at the top about the expansion pack. In fact, I already mentioned how they could do that for carriers. Use the same method as a planet does, only cut the limit in half. Of course, eliminate the weapons entirely. After all, that big fancy carrier is already carrying all of the weapons it needs. And if it gets attacked, the first thing any real military would do is deploy the carried ships anyway. And it's not like you won't be able to see the attackers comming. Of course, I suggested that as a fleet carrier. I also suggested a regular carrier that carries combat drones, which it deploys in a style similar to the Protoss Carrier in StarCraft. Extremely easy to counter, but oh well.
Reply #4 Top


I guess that this is what I get for arming colony ships and transports by the time there is a war; either way, there have been several times when I would like to have cheap ships take the damage while the expensive ships get through just fine so they are in good shape for a planetary or starbase assault, and this is what the escort idea is for- allowing part of your fleet to protect the rest of it from damage. This would work well with a carrier, battleship, or my armed colony ships (which may not get built any more with my newfound knowledge).




I also had an idea I forgot to post- repair modules. They do just what they say, and speed repairs for when going back isn't an option. Smaller ships will get repaired at a normal rate, but large ships get less of a boost (because they cannot dock with the bay). Also, each module can only help one ship at a time, starting at the most powerful. It will also have to be a slower repair than a true carrier to keep thing balanced.
Reply #5 Top
click on the search button.
type in "carrier"
this topic comes up atleast once a week post there dont need a new post.