Carrier fighters

The amount of fire power on those things is insane.  This is the A/D on the carrier fighters right now in my game. 

96 80 36

 

43 40 41

Thats on a small hull.

 

For comparsion my useless medium escort ships

 

0 0 144

 

0 120 0

 

The fighters have equal defense to my escorts and out gun them by 38% on a hull that has 40% less capacity 

 

I also tried to build out the fighters in the designer, but ran out of space after fitting the weapons.  I didn't have any room for defense or tactical engines.

 

Add in that ships only seem to be able to fire once per round, meaning a huge ship can only at best take out 1 fighter before getting pummeled by the remaining fighters....

 

My suggestion for the future is that there be a carrier fighters be a lot weaker.  Add in a focus tech for carriers that allows you to pick the class of weapon you want equipped.  Bring the A/D in line with what a small hull can actually carry, also limit it to one of each type of carrier module per ship, as right now in my game the AI has 2-3 modules on it's carries while I pack 6 (6 modules on one ship! Thats 18 fighters per ship!) Lossing a fighter should mean something, they should not auto regen after a battle.  Let it at least take a turn or two, as right now unless you knock out a carrier in the battle the battle meant nothing for the next fight, as all it's fighter as back and at complete health It's no wonder my game has turned into carrier vs carrier battles

4,762 views 2 replies
Reply #1 Top

Is there a specifc reason why fighters are working like this instead of editing it by ourselfes or "loading" existing ships on the carrier?

I see that ther is much less micromanaging required from the user but personalisation of looks and apabilities would come naturally for this game as one can spend so many hours on the carrier itself, yet those fireflies in its belly are still fixed.

I would bet that those trying to re-stage space battles of sci-fi classics would love to customise their fighters for the modules and this would also resolve the issue with the figther balancing. The fighters could even have a special type of hull not available for other types of ships are they are tailored for other usage -being shot out of a magnetic ecceleation tube and not needing much fuel and so on

Reply #2 Top

Carriers have ALWAYS been OP and were demanded they make an appearance back when we were in Alpha. I agree the fighters are Overpowered. Ideally 'drones carriers should be swapped with fighters initially on first researching them and then get an incremental increase in power in next tier. Then get 'fighter' equivalent strength at last tier. 

 

There are many threads on Carriers. Currently there are a number of ideas on what to do. Personally I have no problem having them completely removed out of the vanilla game if they made it that way. They simply give far to much Firepower vrs the logistics you are restricted to and there is no effective 'anti-carrier' tech other than building your own. 

 

Designing and using your own fighter hulls is not an option 'yet' but may be arriving on down the line...(vague answer).