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  #1  
Old November 26th, 2000, 02:33 AM

Elmo Elmo is offline
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Default Carrier questions

Guys

I just started playing around with carriers in my current PBEM game. Do they launch fighters automatically in Strategic combat or do I need to launch manually before entering combat? If they do launch automatically should I give the carrier a Don't Get Hurt order or will it be launching from too far away if I do that? Any tips to save me from learning the hard way would be appreciated. Thanks.

Elmo
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Old November 26th, 2000, 02:49 AM

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Default Re: Carrier questions

Strategic is automatic, tactical is manual.
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Old November 26th, 2000, 03:31 AM

Elmo Elmo is offline
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Default Re: Carrier questions

Thanks. Any thoughts on the best orders for a carrier, assuming it does not have any offensive weapons?

Elmo
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Old November 27th, 2000, 06:31 PM
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Default Re: Carrier questions

I think the carriers will launch as fast as possible regardless of strategy. Since your fighters are probably faster than your carriers (eventually they can get up to combat speed 9), this is probably a good thing.

I'd still want to micromanage them. For instance, if you use rocket-pod fighters, the AI will try to make them run away after firing. If you have *other* fighters, however, and you're up against a fleet w/ a lot of PD, you want the now-useless rocketers to fly around soaking up PD fire so your other fighters can approach unharmed. I suspect it also doesn't coordinate them that well -- i.e. holding back fighters until they're all launched, since with fighters number (of stacks) is critical.

FWIW, micromanaging a simulated combat, using 2 DNs and 2 HCs w/ 112 twin-rocket fighters and 112 normal (shield disperser/electric discharge), I destroyed 8 DNs of the same class, losing 1 of the 2 and a fairly large number of fighters. Using 'strategic combat', both carriers, all fighters, and both DNs were always lost with _at most_ one enemy DN killed. So micromanagement w/ fighters is still vital I'd say.

DN weaponry included 4 PD V's each, and were pretty tough hombres (ca. 1500 ? phased shield points, similar amount of organic armor III, ECM, sensors, the works. Something like 5-6 heavy Enveloping Acid Globules, movement 6 in combat, etc.)

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Old November 28th, 2000, 10:24 AM
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Jubala Jubala is offline
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Default Re: Carrier questions

Like I just said in another thread, we need a much more sophisticated system for giving orders to our ships in strategic combat.

Another thing, would be cool if the rocket fighters could dock in the carrier to reload and then go out and fire again. That's what fighers do now. Also look at the battle of Midway in WWII. That was basically a carrier duel in which the fighters sought out the enemy carriers to sink them and thus depriving the enemy fighters a place to land and reload/refuel. Might make things to complicated but it would be fun and more realistic imo.
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Old November 28th, 2000, 03:16 PM

Elmo Elmo is offline
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Default Re: Carrier questions

Thanks Taqwus. I've had a few encounters with my CV's since posting and you are right, the fighters launch very quickly then the carrier withdraws.

Something funny happened too. I lost a carrier in one battle at a wormhole, but the fighters are all still there kicking the crap out of the AI fleets that keep trying to come through. Works better than mining the wormhole! Even a fleet of 5 LC's were crushed with no losses to the fighters. I'm wondering if it's a bug.

Elmo

[This message has been edited by Elmo (edited 28 November 2000).]
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