Forged Alliance Forever Forged Alliance Forever Forums 2015-10-12T18:15:26+02:00 /feed.php?f=2&t=10833 2015-10-12T18:15:26+02:00 2015-10-12T18:15:26+02:00 /viewtopic.php?t=10833&p=112125#p112125 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
Hawkei wrote:
Resin_Smoker wrote:Despite all of the talk i dont think this will be something that will ever change / improve.

Resin


But we can still dream...


You can hope in one hand and sh1t in the other. We'll see which fills up faster. :lol:

Resin

Statistics: Posted by Resin_Smoker — 12 Oct 2015, 18:15


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2015-10-12T07:25:07+02:00 2015-10-12T07:25:07+02:00 /viewtopic.php?t=10833&p=112094#p112094 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
Resin_Smoker wrote:
Despite all of the talk i dont think this will be something that will ever change / improve.

Resin


But we can still dream...

Statistics: Posted by Hawkei — 12 Oct 2015, 07:25


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2015-10-02T15:31:36+02:00 2015-10-02T15:31:36+02:00 /viewtopic.php?t=10833&p=111497#p111497 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
Resin_Smoker wrote:
Despite all of the talk i dont think this will be something that will ever change / improve.

Resin


FAF in a nutshell

Statistics: Posted by zeroAPM — 02 Oct 2015, 15:31


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2015-10-02T14:50:15+02:00 2015-10-02T14:50:15+02:00 /viewtopic.php?t=10833&p=111494#p111494 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
Resin

Statistics: Posted by Resin_Smoker — 02 Oct 2015, 14:50


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2015-10-01T17:56:57+02:00 2015-10-01T17:56:57+02:00 /viewtopic.php?t=10833&p=111459#p111459 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
briang wrote:
If you really wanted to make carriers essential, nerfing fuel on T3 air with a biff to on ground fuel regen is the way to go. But they're already good so no reason to change at all.


Limiting ammo would also make airunits more dependent on carriers. More so then fuel.

Resin

Statistics: Posted by Resin_Smoker — 01 Oct 2015, 17:56


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2015-10-01T00:21:34+02:00 2015-10-01T00:21:34+02:00 /viewtopic.php?t=10833&p=111354#p111354 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
Hawkei wrote:
I believe that the Carrier should have an outer defence radius (inside it's radar radius) within which it will direct aircraft stowed on-board to attack any relevant targets. With a toggle button for air and surface/subsurface targets. Aircraft, when not required for defence, will then stow on board the Carrier. Thus, the Carrier (when combined with it's compliment of aircraft) would become an effective area control unit. Of course these automated functions could always be disabled by the player to allow manual control.


This reminds me of drone units..., while this can be done and toggles added, here is nothing to differentiate an aircraft under the carriers influence from an aircraft from another source. Unless the aircraft launched by the carrier were set as unselectable, until the carriers toggle was used, enabling manual control.

Anyway as I mentioned before, it would be possible to build ammo on a carrier and fire said ammo to create the aircraft type needed. On firing the ammo could spawn the aircraft and assign it to guard the carrier until such time the player manually selected the aircraft for manual control. The ammo cost could be changed on the fly depending on the aircraft type needed. This could either be selected by the player (menu) or done via script.

Resin

Statistics: Posted by Resin_Smoker — 01 Oct 2015, 00:21


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2015-09-30T23:19:57+02:00 2015-09-30T23:19:57+02:00 /viewtopic.php?t=10833&p=111350#p111350 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]> Just seems like a really cool idea.

Statistics: Posted by buletproof_bob — 30 Sep 2015, 23:19


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2015-09-30T22:14:23+02:00 2015-09-30T22:14:23+02:00 /viewtopic.php?t=10833&p=111346#p111346 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
What about giving carriers a limited strat d capacity? As it is, a single nuke can destroy a preposterous amount of navy, with little that can be done to prevent it. Would make carriers quite relevant (situationally) on most maps, even smaller ones like setons.

Worried about balance? Play with their price and health (ofc).

Edit: PS: presumably SD missiles CAN be built on the move (unlike the d*mn airforce) given that subs build other missiles on the move (iirc).

Statistics: Posted by piratep2r — 30 Sep 2015, 22:14


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2015-09-30T19:57:32+02:00 2015-09-30T19:57:32+02:00 /viewtopic.php?t=10833&p=111333#p111333 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
briang wrote:
A unit that buffs other units has no precedent in this game. While this might make them a little better by making the aircraft they're launching more effective, a carrier and X buffed torpedo bombers are never going to be more effecient against navy than direct fire navy itself.


Seraphim Resto field, All stealth fields, and though not exactly the same, similar functions are performed by Chrono and all Jamming. There's plenty of precedent.

Statistics: Posted by IceDreamer — 30 Sep 2015, 19:57


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2015-09-30T17:57:24+02:00 2015-09-30T17:57:24+02:00 /viewtopic.php?t=10833&p=111315#p111315 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
FunkOff wrote:
Another idea I considered was having carriers give temporary shields to aircraft leaving them

Why just shields? - I really like the idea of a broad temporary buff for aircraft leaving the carrier.
  • Extra speed - Filling up the hydrazine fuel tanks!
  • Increased damage - You can't 3d-print these kind of rounds in a small aircraft!
  • Shields - Disposable personal shield generators with built-in power supply and an orange glow.

Statistics: Posted by Valki — 30 Sep 2015, 17:57


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2015-09-30T17:12:29+02:00 2015-09-30T17:12:29+02:00 /viewtopic.php?t=10833&p=111309#p111309 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
As for other discussions on changes to the capabilities, and attributes, of carriers. There are a number of different functions which carriers perform. But essentially, their problem is that they are a support unit for a unit which doesn't need to be supported. Planes in FA are VTOL. They can land on the ground. They often don't survive to need repairs, and usually have enough fuel to cover their life expectancy. Planes rarely need repairs, or refuelling. Perhaps the greatest, and most unique, support function which Carriers perform is the ability to hide bombers and gunships from ASF raids.

Lets look at all the different functions which carriers have:
- Increased radar and T3 AA, to aid naval airspace control;
- Mobile Air Factory
- Mobile Repair & Refuel Pad
- Hangar Stowage for Aircraft.
Now the problems with these functions is that many of them are not highly useful - and those which are cannot be done concurrently.

However, I think that there has been some misdirection in this thread that the ideal utility for the Carrier, within the navy, is as a mobile factory - and I don't believe this should be the case. The primary utility for the Carrier is to protect and support the air force. While also supporting the navy with airspace control.

I believe that the Carrier should have an outer defence radius (inside it's radar radius) within which it will direct aircraft stowed on-board to attack any relevant targets. With a toggle button for air and surface/subsurface targets. Aircraft, when not required for defence, will then stow on board the Carrier. Thus, the Carrier (when combined with it's compliment of aircraft) would become an effective area control unit. Of course these automated functions could always be disabled by the player to allow manual control.

This functionality is already available, albeit, with a reduced attack radius. Done by ordering one's ASF to assist the Carrier. However, the ASF remain airborne and remain vulnerable to AA. With the Carrier acting as nothing more than a Refuel & Repair pad. It would be nice to have the ASF range further out and make use of the Carriers radar range. It would also be nice to have the planes stow when not needed.

Statistics: Posted by Hawkei — 30 Sep 2015, 17:12


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2015-09-30T12:19:28+02:00 2015-09-30T12:19:28+02:00 /viewtopic.php?t=10833&p=111292#p111292 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
Resin

Statistics: Posted by Resin_Smoker — 30 Sep 2015, 12:19


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2015-09-30T05:43:39+02:00 2015-09-30T05:43:39+02:00 /viewtopic.php?t=10833&p=111285#p111285 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
speed2 wrote:
FunkOff wrote:Another idea I considered was having carriers give temporary shields to aircraft leaving them

/me waits for Ithilis to show up to say this was his idea

Dunno how hard that would be to do since its not in ithilis' mod


Relatively easy.

Statistics: Posted by IceDreamer — 30 Sep 2015, 05:43


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2015-09-30T05:03:03+02:00 2015-09-30T05:03:03+02:00 /viewtopic.php?t=10833&p=111284#p111284 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]>
FunkOff wrote:
Another idea I considered was having carriers give temporary shields to aircraft leaving them

/me waits for Ithilis to show up to say this was his idea

Dunno how hard that would be to do since its not in ithilis' mod

Statistics: Posted by speed2 — 30 Sep 2015, 05:03


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2015-09-30T04:34:02+02:00 2015-09-30T04:34:02+02:00 /viewtopic.php?t=10833&p=111282#p111282 <![CDATA[Re: Aircraft carriers commands and usability improvements ne]]> Statistics: Posted by FunkOff — 30 Sep 2015, 04:34


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