Fighers and Carriers
from
Sins Forums
Lurking for a while, loving SOASE. Interested in some mods, either as part of a larger project or at least for personal use.
First off, this game appears to be carrier centric early mid-game and on, but there are some 'interesting' choices regarding their implimentation that don't make much sense.
For one, the numbers of squadrons and fighters are relatively low. Secondly, the fighters are relatively tough. And third, they don't do much damage considering the focus is on them - they pound the little ships but have minimal effect on bigger ships (when fighters/bombers have always been a force to project more power than their size suggests, essentially... I single dive bomber (squadron) taking out a carrier, for instance). Also, they seem to be able to fly forever without thought to fuel/range/ammo/life support capacity - IMHO that's not very good.
So:
1) How can one increase the default capacities for carrier squadrons carried in all ships with that capability. A light carrier carrying only one squadron??? A capital ship carrier only carrying like 3? Doesn't feel or look right, not at all IMHO.
2) Increase stock damage and lessen slightly damage they can take.
3) Is it possible to put a timer to figher launch durations so that they are forced to return after X amount of time. Then by tweaking their speeds you could get variable operational radius for differentiation. Can't think of another way to put it, but essentially fighters shouldn't be able to just fly around all day every day... they should be forced return to rearm, refuel, swap crews, etc. Not sure if this is possible, haven't seen this kind of mechanic in action with the abilities and buffs of capships.
4) It would be nice to be able to simply abandon fighters. By this I mean that if you are making an emergency retreat it seems like your ships have to wait on the fighters to recover. I say if the ship carrying them makes it to the jump point and the ship/fleet is ready to jump any fighter left behind is left behind. It happens with fighters that are left over after their mother ship is destroyed. Once a duration timer is expired the fighters go dead.
I am not much of a 'modder' so some of this stuff is going right over my head it seems... plain english and a little more illiteration and I will lovingly take a stab at it and share my results.
Other suggestions - more fighter classes need to be available. Atmospheric bomber, fighter bomber, interceptor (fast, less damage still), heavy or patrol fighter (something that takes up 2 slots but has longer endurance and more firepower). A heavier cruiser model with more capacity for fighters to be an escort carrier or something would be nice... the jump from 'light' to capital carrier is pretty dramatic when I would think there would be models inbetween the two. To be more realistic it would be nice if fighters were made at system hangars only and had to be transfered to carriers... only the capital ship carrier should potentially be able to make them, slowly (And that I am not sold on, it's a resource and space issue).
First off, this game appears to be carrier centric early mid-game and on, but there are some 'interesting' choices regarding their implimentation that don't make much sense.
For one, the numbers of squadrons and fighters are relatively low. Secondly, the fighters are relatively tough. And third, they don't do much damage considering the focus is on them - they pound the little ships but have minimal effect on bigger ships (when fighters/bombers have always been a force to project more power than their size suggests, essentially... I single dive bomber (squadron) taking out a carrier, for instance). Also, they seem to be able to fly forever without thought to fuel/range/ammo/life support capacity - IMHO that's not very good.
So:
1) How can one increase the default capacities for carrier squadrons carried in all ships with that capability. A light carrier carrying only one squadron??? A capital ship carrier only carrying like 3? Doesn't feel or look right, not at all IMHO.
2) Increase stock damage and lessen slightly damage they can take.
3) Is it possible to put a timer to figher launch durations so that they are forced to return after X amount of time. Then by tweaking their speeds you could get variable operational radius for differentiation. Can't think of another way to put it, but essentially fighters shouldn't be able to just fly around all day every day... they should be forced return to rearm, refuel, swap crews, etc. Not sure if this is possible, haven't seen this kind of mechanic in action with the abilities and buffs of capships.
4) It would be nice to be able to simply abandon fighters. By this I mean that if you are making an emergency retreat it seems like your ships have to wait on the fighters to recover. I say if the ship carrying them makes it to the jump point and the ship/fleet is ready to jump any fighter left behind is left behind. It happens with fighters that are left over after their mother ship is destroyed. Once a duration timer is expired the fighters go dead.
I am not much of a 'modder' so some of this stuff is going right over my head it seems... plain english and a little more illiteration and I will lovingly take a stab at it and share my results.
Other suggestions - more fighter classes need to be available. Atmospheric bomber, fighter bomber, interceptor (fast, less damage still), heavy or patrol fighter (something that takes up 2 slots but has longer endurance and more firepower). A heavier cruiser model with more capacity for fighters to be an escort carrier or something would be nice... the jump from 'light' to capital carrier is pretty dramatic when I would think there would be models inbetween the two. To be more realistic it would be nice if fighters were made at system hangars only and had to be transfered to carriers... only the capital ship carrier should potentially be able to make them, slowly (And that I am not sold on, it's a resource and space issue).