Preface:
I decided to make a new thread to avoid excessive derailment of this thread:
https://fractalsoftworks.com/forum/index.php?topic=19094.0I'll just summarize the discussion as well as I can rather than quoting everything because there is a bit too much to quote.
Basically, there was the claim that after the recent carrier rework (version 0.8 I think), carriers are less fun to fly because they can't brawl as effectively/can't equip enough weapons to brawl without sacrificing fighter power, and so the carrier mechanics should be reverted to improve the carrier piloting experience. (Megas, please correct me if I am misrepresenting your opinion and I will edit this). I also brought up the point that skills were different pre 0.8 and they allowed for a lot more combat power on all player controlled ships making the player experience of piloting carriers quite different, regardless of the carrier changes.
I agree that carriers are not particularly fun to control personally at the moment, but I think that it should be corrected by improving the experience of controlling carriers/fighters, rather than just getting rid of the interesting tactical and strategic implications of the new fighter mechanics and revering to the old 'fighters as weak frigates and carriers as weak warships' system. I think it's ok if carriers are more suited to AI control/a bit less mechanically demanding to fly, as long as there are engaging things to do while piloting them (this doesn't have to be brawling necessarily).
If the fun part of piloting carriers is just brawling, then carriers will
always be less fun to pilot than warships (they have to be weaker to be balanced since they provide additional utility), and people who enjoy brawling will never fly them. Making them marginally better at brawling will not make them viable playerships without making them unbalanced. Imo, carrier piloting should focus on the fighters rather than the ship (i.e. commander focused role rather than pilot). There should be more things to do to occupy the pilots attention IMO. The astral demonstrates that having more actions to take improves the piloting experience. It's more interesting to pilot the astral than other carriers because you are managing the ship system cool down. I think if fighters really are meant to represent a large portion of the ships capability, they should occupy a large portion of the pilots attention as well. Some suggestions and ideas:
- letting the player separately target their weapons/fighters
- more orders involving fighters:
- fighter escorts on friendly ships (this might be possible already)
- order fighter intercepts on enemy bombers/fighters
- order fighters to control space
- coordinated strikes between different carriers (maybe rolled up in the existing way point commands)
- carriers given some form of CP buff as flagship (like built in operations center or something) allowing the player to take a more commander focused role while piloting
- Additional interactions with the replacement mechanics:
- active abilities (toggle able or cool downs) to buff fighter damage/speed/range at the cost of replacement rate
- spend flux to increase replacement rate temporarily
- immediate fighter replacement at the cost of a large amount of replacement rate
- retract all fighters (with a significant deployment time) to recover replacement rate faster
I realize that these suggestions range from simple things that fit within existing mechanics to entirely new mechanics requiring new AI, but I'm just trying to get some discussion going about ways to make piloting carriers more engaging within the existing carrier system (that I think adds a lot to the combat overall).