A_vehicle wrote:I guess I'm the only player who cries when his carrier is stuck a quarter of the way across Betrayal Ocean or Seton's Clutch and has to have his planes fly back and forth from it as if it was a big air staging platform and not Noah's Ark for airplanes.
Well clearly you haven't been reading the threads about fixing ASFs, or you would know that we're not allowed to talk about balancing units based on any maps
other than setons bigger than 20x20, since any games on those are "anecdotal" at best.
More seriously though, "Noah's Ark for airplanes"? What do you mean by that?
As for factories making units heavier, that is completely arbitrary. The Czar and the Megalith can build more stuff and are faster. I am not saying supcom has to be like real life (if I was I would push for buffed crusiers and nerfed destroyers), I just want the amazing unit models in supcom to be useable in more game situations.
Hey man, you're the one who wanted an explanation for why SupCom carriers are not equivalent to real-life carriers - Not a "lot of room for big engines" with all that factory equipment. It's hardly arbitrary either, notice that the units you provide as counterexamples are both an entirely different barrel of fish than aircraft carriers. (One is a gigantic flying saucer, and the other doesn't even have the production facilities stored internally, it builds them externally as needed.) I certainly agree that the carrier could be as fast as a battleship just to keep fleets easier to maneuver as a whole, but that's minor. The same top speed as a destroyer or cruiser? No way.
I would love to see aircraft carriers used more often too. Just like I would love to see the Yolona Oss and the Mavor used more often. Does that mean I think they should have their roles and prices dramatically altered? No. Look at what happened when SCUs were rebalanced! Now any game on a large map (again, 20x20s are
not large maps) has players running around with a hundred SCUs because they're so cheap and effective. My philosophy is that if you want carriers to be used more often, play more games where it isn't easier and faster to just fly back to your land base and send planes from your land-based air factories. If the proposed changes we're seeing about fuel time for ASFs go into effect, we'll probably see a big spike in carrier popularity anyway...
FunkOff wrote:Carriers should be in a good place now, as fleet support against T3 and T4 aircraft... less effective than cruisers against TML and T1/T2 aircraft, but more effective against T3 and T4 aircraft, and being able to build planes in a pinch is good too.
I'm confused. If the primary role of aircraft carriers is to shoot down high-tier aircraft, then why are they called aircraft
carriers? Why do they have an air staging symbol as their icon? Surely their primary role should be to provide support for a naval fleet's air fleet, not go around hunting Soul Rippers? After all, if you're thinking of T3 air as disposable units, isn't it necessary to be able to quickly replenish them? And if you're not thinking of them as disposable units, isn't it important to have a convenient place for them to repair/refuel? Am I the only one who thinks it would be stupid to see fleets that include large numbers of carriers solely to shoot down enemy jets, when there aren't even any friendly planes for them to be supporting?
Make the AA they have maximally efficient? Sure. Give they Cybran carrier flak so it's not totally helpless? Why not? But I don't think we should be rebalancing them in such a way as to encourage their use independently of aircraft, otherwise they're just big Cybran cruisers.