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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Why do we need carriers in Discovery?

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Why do we need carriers in Discovery?
Offline Thunderer
04-02-2016, 11:12 AM,
#1
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The purpose of carriers is to provide a mobile landing ground for planes on water (or in space in Disco). That is because planes often don't have enough fuel to travel, let's say, from Pearl Harbor to Midway. Today's planes might even make the flight, but sending them from Pearl Harbor each time you want them to reach Midway consumes a lot of time, so you had better have a mobile landing ground bring the whole stock closer to Midway.

In Discovery, all ships have infinite fuel and carriers can't be used as in the latter description because you are not supposed to F1 in space (and as I know, that returns your docked snubs to the last base they were docked in). Additionally, a travel from one spot in your average ZOI to the furthest from it usually doesn't take longer than 15 minutes, so snubs are very able to reach the place of battle quickly from any stationary base.

So, why do we need carriers in Discovery?

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Offline SnakThree
04-02-2016, 11:16 AM,
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Gameplay-wise. We don't need them.

Roleplay-wise. Meh.

The last time I heard about Docking Modules was regarding ability to teleport to your carrier from docked base, which would act as forward base. This sounded awesome.

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Offline Thunderer
04-02-2016, 11:17 AM, (This post was last modified: 04-02-2016, 11:22 AM by Thunderer.)
#3
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I'm looking forward to it, but I don't know for how long I'll have to.

PS: RP purposes are interesting, but then all guns should be removed from carriers. Their number is tricking newbies into thinking that carriers are good pvp ships, only to find them horribly useless and go play another game after a few lost battles. I mean, if you are constantly losing with the ship with the highest gun count in the game, what are you doing here?

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Offline Reid
04-02-2016, 11:22 AM,
#4
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It's basically just a way to sub-categorize battleships. And RP.

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Offline Epo
04-02-2016, 11:28 AM,
#5
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Frankly, I'd prefer removing carriers and restoring the old vanila capability of BSs to work as carriers. Actually carriers would make sense if provided with larger amount of docking modules (which are currently disabled) as it's RP server with pvp death. Otherwise a few docking moduels with possibility to relaunch after getting shot would be suitable, but it can't happen because of pvp death thing.
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Offline Swallow
04-02-2016, 11:56 AM,
#6
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I can propose a hypothetical scenario in which carriers act as a portable jump gate, providing the snubs with the access to the field, when they use specialized military gates.

This can be imagined as a jump drive concept turned inside-out. The ship itself provides a mobile exit point with the stationary gate on the other side. It could use fuel, have or have no restrictions on jumping, being in vulnerable phases, and so on and so forth, the field for balancing in my opinion is wide.

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Offline Epo
04-02-2016, 11:59 AM, (This post was last modified: 04-02-2016, 12:12 PM by Epo.)
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(04-02-2016, 11:56 AM)Swallow Wrote: I can propose a hypothetical scenario in which carriers act as a portable jump gate, providing the snubs with the access to the field, when they use specialized military gates.

This can be imagined as a jump drive concept turned inside-out. The ship itself provides a mobile exit point with the stationary gate on the other side. It could use fuel, have or have no restrictions on jumping, being in vulnerable phases, and so on and so forth, the field for balancing in my opinion is wide.

Is it actually possible to code something like this? It would be nice if someone can use a jump gate and end right next to the carrier, but... It doesn't seem to be codealbe tbh. As jumpdirves require coords to jump as well

Actually something like "/jumpto NICK" would be cool. Game should check if the destination target is a carrier and jump withno using fuel. This special jump drive should be manufactured on POBs and be both mounted on snubs and carriers. On another hand, admins are already using some kind of teleport commands, maybe working around it would be a key? --> Usable only if both ships are equiped with special jump drive typeddd

But again, if such a JD become a reality, carriers would need a nerf or removing completely their primary slots and being kept onli with one or two heavy slots for support fire against battlesheeps. Maybe carrier-only light mortar with longer range?
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Offline Swallow
04-02-2016, 12:11 PM,
#8
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Yes, I believe it is code-able.

How I see the concept: a stationary military guarded gate, when no faction carriers are online, could be looped on itself (you dock with it and appear just near it), or simply locked. When faction carrier appears online, and when under conditions (lets say, has sufficient fuel commodity in cargo hold), the player can initiate the connection by, say, typing "/connect gate1", then fuel commodity could be consumed (on periodic basis, limiting the number of jumps, or with constant rate, limiting the use time, or combined). At this point I think that ship should not suffer any penalties like dropped shield, carriers are not really a force provided that they are to initiate the gate connection and call the fleet (they are alone or with escort). Snubs then are informed that connection was established and proceeded to jump to the carrier location.

In this meaning the carrier is a vessel that carries the gate, not the ships themselves.

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
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Offline SnakThree
04-02-2016, 12:13 PM,
#9
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(04-02-2016, 11:56 AM)Swallow Wrote: I can propose a hypothetical scenario in which carriers act as a portable jump gate, providing the snubs with the access to the field, when they use specialized military gates.

This can be imagined as a jump drive concept turned inside-out. The ship itself provides a mobile exit point with the stationary gate on the other side. It could use fuel, have or have no restrictions on jumping, being in vulnerable phases, and so on and so forth, the field for balancing in my opinion is wide.

That's what I and Thundered already talked about.

it was planned to make it possible to teleport from station to Carrier with Docking Module.

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Offline Epo
04-02-2016, 12:16 PM, (This post was last modified: 04-02-2016, 12:20 PM by Epo.)
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(04-02-2016, 12:13 PM)Snak3 Wrote:
(04-02-2016, 11:56 AM)Swallow Wrote: I can propose a hypothetical scenario in which carriers act as a portable jump gate, providing the snubs with the access to the field, when they use specialized military gates.

This can be imagined as a jump drive concept turned inside-out. The ship itself provides a mobile exit point with the stationary gate on the other side. It could use fuel, have or have no restrictions on jumping, being in vulnerable phases, and so on and so forth, the field for balancing in my opinion is wide.

That's what I and Thundered already talked about.

it was planned to make it possible to teleport from station to Carrier with Docking Module.

Or maybe jumping to carrier equiped with a special jump drive? As normal battleships can use docking modules as well and making simple JD mountable only on special carrier-only slot would be easier I think.

EDIT: Also +1 from me for something like this.
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