Idea for Hangars/Carriers

Hi!

Well as some of you could need Hangars and Carriers for you modds
Star Wars for all the TIE-Fighters/Bombers, X-Wings,...
Star Trek my like to launch Shuttles from a Shuttly-bay
And Babylon 5 could need some Space Stations where you are able to launch some Ships from it.

So my Idea is: Take the abbiluty of the Shipyard from the Planet after you have build the Shipyard.
There should be some Exception:
1. Maxlimit of Docked Ships
2. Limited to certain Ship classes
3. No Shipbuilding abbility

Means you can't land or dock in battle, but that is o.k. because brings some strategic deepnes.
So docking is most usefull to repair your fighters. It can be that the next planet with a Shipyard is some turns away and then ext atack could destroy your damaged carrier-fleet.
So it meand only the Carrier/The Mothership itself has to dock on a Shipyard if damaged.

Is there a way to relaize my Idea?

Or did you already have a solution to bring in Hangars/Carriers?
14,146 views 24 replies
Reply #1 Top
I think a much more simple approach would be necessary if there should be even the slightest chance of it getting implemented.

My take would be a fighter bay component. When it becomes available, it'd launch a flight of fighters (i.e. on cobat start the fighters would simply be added to the lineup) which would start with something like 1hp and be able to cause 1dmg. A new line of the techtree would add bonuses like more punch, increased hp and bigger flights as the game progressed. The fighters would only exist in combat and no tracking of individual fighters would occur in the actual game (i.e. no fighter losses or individual experience).

I'm still not sure SD would be willing to implement something like that. I hope they'll at least allow for mixed damage types of weapons...
_____
rezaf
Reply #2 Top
i really do not like the idea of bringing carriers into this game. they would ruin the game from a logistical standpoint and a range standpoint. if you want the carrier idea you can put some smaller ships with a big one or you could play starcraft. your choice
Reply #3 Top

I see fighters as an additional weapon type similar to missiles. Perhaps make it a little different in that Point defense can be used at 1/2 strength instead of the root of your PD value. Add in CAP(combat air patrol) for the real defense. Make the fighter bay really large and do a lot of damage and you are set. Just need to add the graphics for the strafing runs.

Heck you can even give the defensive value to the fighter bay itself and even have different types with more defense or more offense or a nice balance between the 2.

Oh and fighter bays would provide CAP for the entire fleet instead of just the ship itself.
Reply #4 Top
i like that idea chaosD but i would add that there should be a limit on how many carriers or carrier/fighter bays you are allowed ,,all down to logistics ,, but it would be a boost to the game ,,
Reply #5 Top
Yeah ChaosD really has an idea for the best implementation for carriers: add it as a modules then add some techs for pickets/def ++ and bombers/att ++ The HPs should be relatively low....
Reply #6 Top
to make it easier for SD to code, and less of a balancing issue, just make a dock a module, and the dock is nothing but a way to transport fighters of whatever size the module can hold. This lets you build ships with very little engine/sensors/etc., pack them in a carrier that is all engines/sensors/docks, and get firepower to a battle fast. in combat, you'd be able to use the ships in the dock up to your logistics, the rest are in the carrier and die if it dies. you can release them (like a fleet) to fly on their own whenever desired.
Reply #8 Top
@ lucky luke 666: Well you don't understand the idea of modding:
If you make a modd that SHOULD include hangars/carriers then you want it to be included.
Of course there is arisk of harming games balancing and gameplay, but for that you must have a plan.
So the Fighters "nothing more" then the mainweapon of a carrier. If you take it form this die is less danger of "harming" the game. And by the way: If you wnat to have the game in it's original style, then where is the fun of creating a modd?
And no one is forced to use a modd for his game.

@Kianykin: Fine for me as long as we can make it work.

I would say most of the modds for GalCiv2 would take advantage if we would habe something likes Hangars for the Ships or "Carriers".
Reply #9 Top
I loved having fighter and bomber bays on my ships in MoO2.

Other things from MoO2 I liked was having planetary weapons, fighters and shields that had to be defeated before before an enemy could land troops.
Reply #11 Top
i like the idea of a pure carrier .. but it would require the largest ships only.. and have a limit..

and the ships would be limited in size.. so a huge ship could carry up to 4 tiny ships 2 small and 1 medium?
or something simalar where the larger you go with the addon the smaller ammounts you can carry..

this way you can make a huge firepower and slow.. but have it move fast..
Reply #12 Top
The GC game universe has no carrier nor shuttles, and the game engine doesn't have anything to make something even remotely convincing as fighters bays/hangars/carriers/whatever...

To me it's useless to discuss this as mod, it's not moddable, rather make a request to have new game features.
Reply #13 Top
The GC game universe has no carrier nor shuttles, and the game engine doesn't have anything to make something even remotely convincing as fighters bays/hangars/carriers/whatever...

To me it's useless to discuss this as mod, it's not moddable, rather make a request to have new game features.


"Thank you" four you "intelligent" post.
Guess why Iam postingit? I hope that Stardock helps on this point.
I don't expect an "all resolving solution" but something that we could use as a hangar and "put" on a ship and Starbase.

@mementh: Yes,... and now your solution?
Reply #15 Top
I think a way to make a carrier would have 2 new hulls. The carrier hull is unlocked by ultimate miniaturization and massive scale building. The second hull would be fighter (drone) squadrons which would have enough room for 1 weapon, 1 engine, and maybe 1 armor. To design squadrons you would be given an image of a single drone and then just do the same as you would with any other ship. Hangars on planets would kind of act like hangar attachments on carriers, allowing +3 squadrons. While having their own weapon count, they would be about the size of a missle (missle attack drones at the first stage are suicides) and picked off by missle defences such as ECM and PD combos. Lets say you have a carrier with 2 hangars, it would hold 9 squadrons, 3 are Laser Drones (squadrons), 3 are missle drones, and 3 are gun drones. When the battle begins the drones luanch and are added to the line up, but are not targeted. They act as cannon fodder to missles or shoot down low-tech weapons as well as the type of cannon the enemy ship is using. The 3 laser drones (15 in total) will conctentrate on the Phasors or Lasers and etc. A type of 'die' is rolled to see if they are succesful, if not the weapon picks of 1 drone and it repeats untill the drones are destroyed or until the carrier is. When all droners are destroyed, the enemy targets a different ship (the fight between enemy and drones is a "prelude" skirmish) until the drones are rebuilt (each hanger makes a squadron after 2 attacks). The enemy ship would also make repairs to the weapon systems that the drones destroyed. The higher the missle defense, the less chance the drones have, but the higher the drones' attack is the better.
Reply #16 Top
Idea:

Make yourself a large/huge capital ship and add something that looks like a Hanger to it when making it. Heck mod an add on. Make a few tiny fighters/Small ships and send them arround in a fleet with it. Allow for the suspension of reality and pretend that when they arnt in combat they are in the hanger or just flying escort.



Seems like that would be about it, unless your saying "I want to have a ton of extra Tiny/Small/Medium ships with my fleet but not pay the logistics for them."
Reply #17 Top
@ Arem: Pretendinging by changeing some optical things, to have a Hangar is not a solution, not for me.
That's somehow like closeing my eyes and to think that this makes me invisible.


...And there is still the problem that the AI will not play by the same rules. It means: If I send my "wannabe carriers" with fighters to form a "carrier fleet" ist doesn't mean that the AI does the same.

Reply #18 Top
I have been thinking similar carriers as Bootay69. It would be nice to be able to carry a fleet of tiny hulls in some kind of carrier bay-module or something. The problem with tiny (or even small) hulls now seems to be that they are less useful offensively late game as they can't be equipped with as many engines as larger hulls. It's possible (and recommended) to put two or more engines in a large hull but tiny hulls can only have one if you still want to fit in some guns and defenses. And we all know how important speed is in GC. But carriers would probably be too much for AI to handle, maybe I should give up the idea.
Reply #19 Top
I don't see how this would really mess logistics, there are 2 easy ways to deal with it. One is that the fighters actually count towards the logistics value, ie, they are tiny vessles and count as such in the fleet logistics. However the advantage is that you can pile engines on your carrier instead of the fighters to deliver them to the front. The other solution is to have to deploy the fighters before they can be used so they can be caught inside the carrier and potentially destroyed without being deployed. To add challenge, make carriers cargo hulls that can go down in one shot so there is a risk with using them.
Reply #20 Top
Is there a way to make the Tiny hulls logistics = 0?? I am jusat wondering because I would like to make the workaround of having large scale fleets with my Huge, Large and Medium ships, but then having a ton of tiny fighters as well. I am thinking of doing it this way for a Star Wars scenario, but I don't know if it is possible?
Reply #21 Top
Two to the points "Hangar" ideas so far:

1. It is still "fake"
2. How do you make sure that the A.I. will use it? So if AI doesn't accept your way it is 1/2 the fun.

And I mean every Idea. It is good that people think about it, but I see no real solution.
Reply #22 Top
No offense, but if you want the AI to use it properly you're gonna have to wait for Stardock to add it into the game as a feature (I guess you can pray for it to appear in the expansion), or wait for a couple of years when Brad decides to release some form of modding for the AI behavior and hack at it yourself. There isn't any way for us to mod the game to add a completely new element and expect the existing AI to use it, unless we modify the AI as well.

As for being 'fake', everything is fake... the stars, the planets, the ships in the game... everything is fake, and yet you seem to deal with it okay. If you can follow one set of rules (the one that the game gives you), but can't follow another (one that you make up for yourself), that's really your problem. Anyone who have played a board game at one time or another should be able to do this...

Realistically, with your two demands, there will never be anything that we can say to make it happen, because what you're really asking for is for Stardock to add the feature into the game.
Reply #23 Top
It wouldnt be so difficult to mod fighters. You just have to use animations to do it. For example, take the missle animation, redo it so that they are a wing of fighters/bombers and have the animation cycle so they are in a constant state of attack (visualy at least) even though technicaly the wepon will only fire a few times. All that matters is the visual, you can still change the numbers of the hangar modual changed from a missle turrent to do however much damage you want them to while the missle animation would be replaced with wings of fighters that rotate. The only real hardpart is fighter tracking. It will be hard to lock a simple animation to a moving ship, I dont know if missles do or not but even still having fighters orbit and break off attacks to come back again using just a redone wepon animation might be tough. What does any one else think?
Reply #24 Top
@ Kalin:
That is exactly my point. I hope Stardock offers help. I know we wil continue same discussion again and again, because there wil be people who are saying: You maybe have to wait for ever till Stardock offers Hangars/Carriers or even help."
But I just Hope Stardocks help so I don't care if some people think my aksing is useless.