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General Discussion / Re: Carriers in 0.95
« on: October 12, 2021, 08:29:50 AM »
Aaaah, that's why I'm struggling this much in my late runs. Haaaaa. <picture of a dumb one discovering something clever for the first time>
Joke aside, I've read a few interesting things here, and I can add my own feelings to the pot : carriers suck.
The idea was awesome, though. I mean... They're like the perfect tool to adapt our fleets to whatever the enemy will thrown at us. Plenty of fregates? Okay, time to get the carriers full of hunters on the field! Plenty of heavy and slow ships? Bombing time! For attacking stations, it WAS a great addition to the fleet.
Now, they're SLOW, easily flanked, the AI don't know where to place the ship in order to stay "in the melee but not under the fire of the enemy". Or we use all the Command Points to protect them and all the fights is a game of "you won't reach them" and "***, I need to engage, but if I do that, I'll lose my carriers", or we let the AI in full auto and watch the carriers pop like corn on a burning stone.
But hey... They're still cool. I like the idea, so I keep using them. Even if I now rarely get them out in fights.
By the way... There is something which always bugged me a lot with carriers... Their prices in supplies at the deployment. I tried to compare the price per bay. When some are actually really good (hello heron), some are terribly bad. It's even hardly understandable. Why wasting so many points for a single bay of fighters which will get depop in a flash, followed by the future-scrap which is their carrier ?
I love that game, and I hope Alex will read that thread. Or at least, that someone will reach him with the feedback he probably needs to see where are the problems. Since fixing ships is probably the least amusing side in creating a game. Balance is hard to find. And each future minor changes can break and create huge gaps.
Joke aside, I've read a few interesting things here, and I can add my own feelings to the pot : carriers suck.
The idea was awesome, though. I mean... They're like the perfect tool to adapt our fleets to whatever the enemy will thrown at us. Plenty of fregates? Okay, time to get the carriers full of hunters on the field! Plenty of heavy and slow ships? Bombing time! For attacking stations, it WAS a great addition to the fleet.
Now, they're SLOW, easily flanked, the AI don't know where to place the ship in order to stay "in the melee but not under the fire of the enemy". Or we use all the Command Points to protect them and all the fights is a game of "you won't reach them" and "***, I need to engage, but if I do that, I'll lose my carriers", or we let the AI in full auto and watch the carriers pop like corn on a burning stone.
But hey... They're still cool. I like the idea, so I keep using them. Even if I now rarely get them out in fights.
By the way... There is something which always bugged me a lot with carriers... Their prices in supplies at the deployment. I tried to compare the price per bay. When some are actually really good (hello heron), some are terribly bad. It's even hardly understandable. Why wasting so many points for a single bay of fighters which will get depop in a flash, followed by the future-scrap which is their carrier ?
I love that game, and I hope Alex will read that thread. Or at least, that someone will reach him with the feedback he probably needs to see where are the problems. Since fixing ships is probably the least amusing side in creating a game. Balance is hard to find. And each future minor changes can break and create huge gaps.