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Semi-OT: Carriers? When are they good?
Alright as all many of you know I am writing a story: Here and I have currently designed 2 carriers as follows:
Class: Hallice Mass: 1300 kt Designation: Planetary Assault Carrier Fighter Compliment: (Standard) 41 Bullshark Attack Bombers Armor: 20 Ablative Armor Shields: 7 mk X Phased Shield Generators Defensive Weapons: 4 mk V Defensive cannons, 4 mk IV shrike anti-fighter missile systems. Propulsion: 4 quantum engines, Solar Grav Sail Sensors: Multiplex Tracker mk 5, standard sensor suite Defensive Suite: ECM level 3 generator Crew: 5,000 Pilots: 82 [b]Class: Nimitz Mass: 2000 kt Designation: Mothership Fighter Compliment: 68 Viper Fighters, 40 Bullshark bombers Armor: 30 ablative armor Shields: 6 mk X shield generators Defensive Weapons: 5 mk V anti-fighter missile systems Propulsion: 1 Quantum engine, 1 solar grav sail Sensors: MK V multiplex tracking system Defensive Suite: 1 cloaking device, 1 level III ECM generator Crew: 8,500 Pilots: 148 Okay now that you've seen both carriers and their standard fighter loadout, I ask you this, when are carriers better in place of capital ships for getting a job done? For example the first action one of my Hallice carriers took part in was destroying 3 enemy planets with it's bomber wing. Now the Nimitz class is designed to bring more variety to it's firepower, 68 heavy fighters for ship killing ability and 40 bombers for planetary attack but it's also a lot more expensive. What situations should I use these carriers in? as I intend to keep numerous carriers of both models active in my fleet. |
Re: Semi-OT: Carriers? When are they good?
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Re: Semi-OT: Carriers? When are they good?
So never use a carrier fighter wing when I could use a capital ship?
Is that the major opinion on the boards? |
Re: Semi-OT: Carriers? When are they good?
In stock, yeah.
You could always mod, or RP decide to use carriers just for the heck of it. It will at least make the game vs AI much more challenging. |
Re: Semi-OT: Carriers? When are they good?
Yep, my primary use for carriers is to move fighters from one system to another.
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Re: Semi-OT: Carriers? When are they good?
i actually have the Devnull mod which adds fighterbombers, a single flight of 10 can destroy an entire enemy dreadnought in one pass http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Semi-OT: Carriers? When are they good?
Yeah, in the stock game, pretty much the only time you'll use carriers is if you get Fighters I before you get higher levels of ship construction. Light Carrier can have a few Heavy Mount weapons when it has the minimum cargo requirement, and they're useful to have a few big guns early to complement the smaller ones. But overall, fighters are far too weak to use it throughout the game.
And for your story, you might want to adjust the number of pilots on each carrier, and then the number of crew accordingly. I think your bombers are two-seat affairs, and your fighters are single-seat craft, leaving you with exactly the number of bodies to fill all the fighters. In practice, you would have MORE pilots than fighters, mainly for the reason of always having a good number of pilots on alert at all times (they have to sleep too, you know), and because the health of the pilots isn't always guaranteed (launching a planetary assult? You better make sure none of your pilots gets the flu before, unless you're willing to field fewer fighters). |
Re: Semi-OT: Carriers? When are they good?
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Re: Semi-OT: Carriers? When are they good?
Basically, in RL, fighters are good for getting there the firstest, which automatically means you have the mostest. (Mangling what some general or other said)
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Re: Semi-OT: Carriers? When are they good?
Light Carriers are great in the early game: they are cheap to research (Construction is mandatory to research after all), have 420 "free" hitpoints, the Heavy Mount for a small increase in damage or the Large Mount and some leaky armour. They also cover all your needs for cargo transport, and give you more points than Light Cruiser, boosting your morale by giving you the first position. Their main drawback is the lack of the 10% defence bonus of the Light Cruisers, and their added cost can be a problem in relation with build times.
Fighters are quite nice early on too: seven fighters can be built in one turn, they can be deployed the turn after, and they are blockading the wormhole the next turn. They are thus faster to deploy than minelayers, while having the firepower to destroy lowly-armed vessels warping through that wormhole (even a Colony Ship with a PDC component will suffer, missile escorts will be swiftly taken down, and unarmed Colony Ships will suffer a lot). Mines are much better as soon as you can deploy a minelayer on the frontlines however. Other than that, the Fighter technology can be good if you have a long peace ahead of you: 20,000 fighters protecting the sole entry point in your systems would make for a powerful defence, though your own casualties would be equally impressive. The problem is, you are not so likely to have a long peace, and creating one hundred wormholes or so is going to take a while too. Carriers often than the Light Carrier are fairly useless however: they cost a lot to research, while being only marginally better than Light Carriers, and standard hulls are much better for less research. |
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