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Official Carriers/Orbital Bombardment Thread

Official Carriers/Orbital Bombardment Thread

This thread is for the discussion of Carriers/Orbital Bombardment.

Galactic Civilizations II does not have the concept of carrriers (units that carry other units). There are no plans to add this into the game because Stardock does not feel it adds anything to the game other than additional complexity. 

Orbital bombardment as a general feature has not been added explicitly because of the way it affects end-game gameplay in other games -- players going on a "genocide run".

That is the official view from Frogboy (aka Brad Wardell, Designer).

That doesn't mean you can't talk about such features or make a case for some similar feature but pleae do so in this thread rather than making a duplicate post.

Thanks!

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Reply #151 Top
Using the Fleet Warp Bubble on the Terran Tech Tree wouldn't it make it feasible to have a large carrier/support ship traveling with tiny spacefighters? They wouldn't be docked but it would give you a nice carrier wing to deploy into battle with a little imagination. Also since you only see 3 ships in a fleet it would look like your carrier and 2 fighters flying escort. When the battle begins the whole wing of ships would launch.This is assuming that your fighters won't have engines added so if you lose your "carrier" you then lose your warp bubble thus those poor fighters are now stranded in deep space with a simple speed of 1.But for me that solves the Carrier issue.


Angry... just lost lengthy post due to forum misbehaviour.

Anyway, to keep my carriers safe I tend simply not to arm them - just bubbles 3 (or whatever I can beg, trade or steal), offence-boosting module if available, enough range and sensors for purposes, and maybe a few extra engines in case it all goes tits-up and a lone carrier gets caught out. Since it's unarmed, it shouldn't be targeted, don't know what it takes to make sure an armed & armoured carrier is ignored. Then hordes of tiny fighters (last game as Krynn, I maxed out logistics and had Hyperion Logistics, so I could pack at least 20 into a fleet.

If I'm playing Super Warrior, then these are literally all guns for maximum first strike, otherwise I use armour or build a larger-sized, heavily-armoured ship to fleet up and soak up all the hits, or else just go back and stock up on new fighters from the nearest factory world. It works quite well, Terran tree is the best set up with +3 speed warp bubbles, but Krynn have a similar but less effective set of techs with the +1 Hasty Fleets, and Arceans have great fleet modules but have to trade for warp bubbles. I think Altarians can get a first strike module too, which would be a boost to their fleets once they overcome the -10 weapons penalty, but again have to trade for fleet speed techs.

In terms of AI, I have no idea how it will adapt to all these new modules, but the though of huge mega-fleet battles is quite exciting, so bring it on!
Reply #152 Top
Using the Fleet Warp Bubble on the Terran Tech Tree wouldn't it make it feasible to have a large carrier/support ship traveling with tiny spacefighters? They wouldn't be docked but it would give you a nice carrier wing to deploy into battle with a little imagination. Also since you only see 3 ships in a fleet it would look like your carrier and 2 fighters flying escort. When the battle begins the whole wing of ships would launch.This is assuming that your fighters won't have engines added so if you lose your "carrier" you then lose your warp bubble thus those poor fighters are now stranded in deep space with a simple speed of 1.But for me that solves the Carrier issue.
Angry... just lost lengthy post due to forum misbehaviour.Anyway, to keep my carriers safe I tend simply not to arm them - just bubbles 3 (or whatever I can beg, trade or steal), offence-boosting module if available, enough range and sensors for purposes, and maybe a few extra engines in case it all goes tits-up and a lone carrier gets caught out. Since it's unarmed, it shouldn't be targeted, don't know what it takes to make sure an armed & armoured carrier is ignored. Then hordes of tiny fighters (last game as Krynn, I maxed out logistics and had Hyperion Logistics, so I could pack at least 20 into a fleet. If I'm playing Super Warrior, then these are literally all guns for maximum first strike, otherwise I use armour or build a larger-sized, heavily-armoured ship to fleet up and soak up all the hits, or else just go back and stock up on new fighters from the nearest factory world. It works quite well, Terran tree is the best set up with +3 speed warp bubbles, but Krynn have a similar but less effective set of techs with the +1 Hasty Fleets, and Arceans have great fleet modules but have to trade for warp bubbles. I think Altarians can get a first strike module too, which would be a boost to their fleets once they overcome the -10 weapons penalty, but again have to trade for fleet speed techs.In terms of AI, I have no idea how it will adapt to all these new modules, but the though of huge mega-fleet battles is quite exciting, so bring it on!


Tried my idea. The formation looks great but the badguys keep attacking my carrier and not my fighters. That's fine since it can take more damage but I was hoping for more of a fighter dogfight.

Reply #153 Top
There is a mod like this! where can i get it.
Reply #154 Top
There is a mod like this! where can i get it.


I wasn't using a mod just the warp fleet bubble and some imagination.
Reply #155 Top
ohh...ok
Reply #156 Top
But don't get me wrong. I think the effect looks great. If you want a carrier group, try it out. I'm certainly not disappointed.
Reply #157 Top
but how do i do that
Reply #158 Top
but how do i do that


First make sure you have TA and are playing as humans (or anyone with Fleet Warp Bubbles).
You then need to design a ship to use as your "carrier". Then design some tiny or small sized fighters and fleet them with the "carrier". After that its all up to your imagination.
Reply #159 Top
For example:

My USS Nimitz; Challenger Class Carrier
Photobucket

Fighters only have a speed of 1:
Photobucket

With their carrier(warp field bubble) they travel much faster and thus leave room for weaponry.
Photobucket

Carrier with Fighter Escorts:
Photobucket

Warp Field Bubble and a little imagination.
Reply #160 Top
ok i have DA can i still use it and if yes how do i make it.
Reply #161 Top
ok i have DA can i still use it and if yes how do i make it or what files do i go to and edit it so if some wone could help me.
Reply #162 Top
The Warp Field Bubble is only available with TA, sadly.
Reply #163 Top
I like the idea of a carrier, but if it isn't possible, I'd be happy with some kind of roaming platform that a squadron of fighters can use to make repairs and refuel. They don't need to actually land inside the ship if that makes it too complicated. Basically all it would be is a module that increases a fleet's range and makes repairs to small and tiny ships each month. Call it a "hangar module" or whatever, but I like using small fighters and this makes them more feasible to use later in the game.


I agree with Deanh22a. The warp bubble thing for TA is a great start but a fleet range boost and a a fleet rate of repair module would cover all bases.

This can probably be done with the module editor but i have no idea how.. :S

Reply #164 Top

i like the idea of cariers and hanger space, becuase it allows for more practical deployment. also it could be a feature (maybe) to have to buy and train crew for ships. having pods or hanger space could allow you to evacuate bigger ships, therefore saving you money.

Reply #165 Top

If Civilization IV can do it, GalCiv III should be able to do it, since the GalCiv II ship has already sailed I guess.

Reply #166 Top

This thread no longer has a point as there is a game from Stardock that has all three of what people want, which is tactical combat, orbital bombardment, and carriers, and that is Sins of a Solar Empire.

Reply #167 Top

I've recently played the demo through and didn't get to a point where I would have needed to bomb a planet, but is that possible with the latest Ultimate Edition (base + all expansions)? I've read several reviews that mention invasion is necessary to capture a planet militarily.

Thanks.

Reply #168 Top

hmm... genocidal run eh? does taking over the planet first then hitting the destroy colony button count? ^_^

and I'm loving the improvised carriers there. :digichet:

Reply #169 Top

A few points and questions

1)Surely mass drivers invasion is close enough to orbital bombardment and if not then I don't fully understand what you mean by orbital bombardment.

2)AF_Ronin's Idea with the fleet warp bubble is awesome! But try having your "Carrier" and putting it in a fleet with 2 different class attack ships (large ones that are too big to "dock" on the carrier and THE put your little fighters in. I tried it and you couldnt actually see the little ships.

3)Um... What's a dead horse? (other than the obvious)

4) the first post on this thread with the picture: surely the horse isn't dead if its talking! XD :grin: :')

Reply #170 Top

Ahh yes, the carrier debate.

Bottom line here - what "the developer(s)" want is not relevant. Stardock is a business which must cater to the wishes of it's customers. Since obviously a large number of customers would like these features, whether developers "feel" it adds to the game no longer matters.

Obviously it's too late for GCII, but if it's left out of GCIII it would be a mistake.  The concept is in probably half or more of all scifi series ever made.  If Stardock (in a theoretical GCIII) wants to continue to ignore the wishes of customers, they should at least design the game in such a way that it allows modders to add a high quality carriers feature.

The only valid argument against carriers and bombardment features are that it would break the game in some way - but that case hasn't been made.  (It CAN be made credibly with multiplayer vs singleplayer.)

And honestly, I don't see the problem with players going on genocide runs anyway.   :D   he he he  (Let's face it--who didn't enjoy watching those little bombs go off in Master of Orion II? And then at the end when you get bored and decide to drop them all at once.... BOOOM!)

If it's that annoying, make it a game option, or put the feature into an "official mod".

Reply #171 Top

It could just be a Carrier module that reduces the logistics cost of X number of tiny or X/2 small hulls to zero when fleeted with a ship with Y number of these modules

Reply #172 Top

Quoting Feud, reply 23
I personally don't understand the whole carrier issue. Since combat is determined strictly by numbers, any carrier implementation would only be jewlry. It might look cool, but it would serve no practical purpose.

in the game now a huge ship can take out a few fleats of tiny ships if not more. smaller ships should have a plus to them, being able to evade the larger ships wepons.

Reply #173 Top

Carriers are a long-time and legitimate aspect of naval warfare, though in modern times the aircraft carried are intended to strike land-based targets rather than enemy fleets (but, that could just be because there are very few if any fleets that can go toe-to-toe with an battlegroup of American vessels and even survive).  Odds are, fighter craft would be used for engaging fixed installations such as stations of varying types, or specific installations on a planet's surface.

Instead of "bombarding" a planet's surface indiscriminately ala Star Stupidity...er, I mean Star Wars...surgical strikes with smart weapons from endo/exo-atmospheric fighter/bombers would be preferable to limit damage to facilities you'd rather keep intact when you take over.  Then again of course, the very idea that a computer can plot a near-instantaneous jump across dozens, hundreds, even thousands of light-years with an accuracy measured in mere thousands of miles...but not flawlessly aim a giant space gun at a single building on a planet from geosynchronous orbit 100-200 miles away is flatly unbelievable at best, and unacceptably idiotic at worst.

That said...there are sometimes issues with game balance, so certain things get cut...  Frankly, I think cutting such features as more viable bombardment or the concept of carrier craft was silly and unnecessary...and kind of smacks of laziness.  But, there are deadlines to meet, so it could've been that too.  Actually...now that I think of it...cutting targetted bombardment is really just flatly stupid, when one considers how they modified espionage in TotA.  It was so drastically far-fetched to add a nearly identical command aspect to planetary invasion?  "Here, pick an improvement...blow only it up and gain a combat bonus."  Simple, no?  Oh well.

I give GalCiv 2 a pair of immeasurably huge thumbs up for the amazing AI and the refreshingly innovative approach to the relationship of population and economics...but the rest of it is just kinda sad.  Not the graphics, mind you...graphics are pretty unimportant to me...but the excessively and unnecessarily complex formulas for determining relatively simple results, the lack of tactical command of any sort in combat, and the "one size fits all" style of mechanics relative to gameplay are just disappointing in the extreme.  I don't like the idea of "ultimate trumps".  I prefer a more "rock-paper-scissors" style of potency...just as they attempted with the three weapon-defense pairs.

Huh...I'm sorry about that, I didn't mean it to become a rant.

Reply #174 Top

I like carriers myself. I agree with the orbital bombardment, but look at what starcraft did with carriers! True, they are mabe a little naturally powerfull, but a high cost and long wait time can fix that. Its a stragety game, you should not throw out something just because it adds to the stragety. :congrat:

Reply #175 Top

I have always thought that carriers would be a good idea to implement, although choosing how is complicated enough in and of itself.  Though the warp bubble can let you make a makeshift carrier, there is plenty of room for improvement.

The main point of a carrier is launching short-ranged fighters from a long-ranged navy.  In GalCiv2, it slowly becomes essential that your ships have the speed and range to reach the enemy, while still having the firepower to engage them.  Tiny and Small hulls cannot effectively do this, and they seem to become obsolete not too long after the medium hull is unlocked.  What I believe should be implemented for carriers is two things :

1.) Carrier modules that would increase the logistical cost of the ship equipped with one, but would allow it to tow a limited number of ships.  This could be used with hyperdrive-free vessels (below), or with vessels that lack in the life-support needed to reach a certain area.  This means that carriers could be giant tugs for slow or short-ranged ships.

2.) Mini, Tiny, Small, and Medium-sized hulls that start with no base speed or life-support but extra space and a cheaper hull.  If the carrier was lost, these ships would float in space until destroyed, picked up, or (based on size and life-support tech) lost some critical system and became derelict.  Therefore these hulls would be useful since they would be superior to normal models and could fight either above  planet or with a carrier; yet at the same time they would be risky, since they require a carrier to move at all.

I do not want fighters to have some kind of maneuverability bonus - if modern weapons have pinpoint accuracy in an atmosphere and we are already making pinpoint-accurate lasers, I don't think that dodging weapons-fire would be realistic hundreds of years later in the vacuum of space.  Additionally, carriers should have the disadvantage of being either unable to hold many ships, or needing to be very large to support both weaponry and the hanger.

 

To respond to a few criticisms:

WhoStoleMyNickName: Although I agree with much of your post, I don't equate tiny and small hulls with triremes and cogs; rather, I equate them with gunboats and corvettes in a navy of cruisers and battleships (since in space, aircraft carriers as they are now have no real place).  What I want is to be able to make those gunboats and corvettes fill the roll of fighters and bombers since as GalCiv2 has it now, all you really have are just the biggest ship you can afford to mass-produce filling your ranks, with larger ships acting in more critical areas.  And yes, I know no modern navy uses gunboat-carriers or corvette-carriers, but remember that aircraft carriers and submarines dominate modern naval theory.

No one in particular: I like the idea of fighters as a weapon module, but I want something more than just a Homeworld Drone Frigate.

 

To sum up what I have said since this post is long: carriers could use extra logistics, ships without hyperdrives can be used with carriers to allow for more focus on weapons, and fighters do not get unrealistic maneuverability bonuses.  I also understand that balancing makes this far more complicated than this summary allows.