• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 573 574 575 576 577 … 778 Next »
Guys...FL universe IS about capital ships.

Server Time (24h)

Players Online

Active Events - Scoreboard
Task Force Akhetaten - 8 / 10,000
Crayter Battlegroup - 11 / 10,000
Gaian Escort - 8 / 10,000
Atum's Battlegroup - 49 / 10,000
Wendigo Seekers - 8 / 10,000
Wendigo Interdictors - 15 / 10,000
Wild Hunters - 1 / 10,000
Wild Interceptors - 4 / 10,000

Latest activity

Pages (6): « Previous 1 2 3 4 5 6 Next »
Guys...FL universe IS about capital ships.
Offline Grumblesaur
01-28-2009, 07:21 PM,
#41
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

I base my idea of a standard attack fleet off the idea of NPC patrols.

Major attack fleet:
1 Battleship
2 Destroyers / Cruisers
4 Gunboats
4 Fighters
4 Bombers

If you want to attack an enemy system, you'd have a group like that.

Minor attack fleet:
3 Destroyers / Cruisers
6 Gunboats
3 Bombers
3 Fighters

This is what you would bring to a fight like the forgotten ones in Eta [no, I was never there, but this would be good. It's not too laggy, so long as there aren't too any missiles].

Patrol Groups:

2 Gunboats
2 Bombers
2 Fighters
1 Armored transport [optional]

1 Gunboat
2 Bombers
2 Fighters

1 Gunboat
4 Fighters

1 Gunboat
2 Bombers

1 Gunboat
2 Fighters

2 Fighters
2 Bombers

4 Fighters

4 Bombers

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
Reply  
Offline Kambei
01-28-2009, 07:24 PM,
#42
Member
Posts: 1,115
Threads: 21
Joined: Feb 2008

3x why:)why cant be battleship main force of sirius

1. They are sooooooooo expensive (Rheinland lost almost all of them in war with GMG a.k.a against guerila style fighting FIGHTERS and it taken 80 years till Rheinland rebuilded fleet +/- same as before. It almost caused state bankrot).

2. They are sooooooo slow (again last known big war from lore: Rheinland fleet was slaughtered in sigma 13 just because they lost suport of fighters.... caps was unable to stop their doom, they wasnt even able flee).

3. They are sooooooo easy target for fighters (did you played SP... 1st mission = cap fail, RM/GMG war = cap fail, nomie/RM shipyards in SP = cap fail).

Say something like "caps are backbone of FL army" is lie. OFICIAL LORE OF THE GAME say fighters are.

[Image: velryba5eo0.jpg]
  Reply  
Offline tfmachad
01-28-2009, 07:33 PM, (This post was last modified: 01-28-2009, 07:35 PM by gronath.)
#43
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

I'm impressed. Taking this thread to flood has actually improved its contents. Up we go again.

[Image: singnature02.jpg]
Meet the Kriegers - The story of a family and of two men that shared more than just a name
Fantasmas de la Nube Siniestra
I Mon'Star: The Strange Case of Elizabeth Wallace
  Reply  
Offline Cyro
01-28-2009, 08:17 PM,
#44
Member
Posts: 292
Threads: 11
Joined: May 2008

' Wrote:Eh, just doesn't make sense that Battleships are so weak against everything..

Well, if you would have the chance of setting all the turrets to fire automatically (let's say they're controlled by auto targeting system or the crew) then you would have really dangerous caps. But Freelancer just wasn't made for caps...

I wrote a really funny FL story, but it disappeared when the old forum went away. So, no lulz for you today.
  Reply  
Offline Xing
01-29-2009, 03:16 AM,
#45
Member
Posts: 5,274
Threads: 147
Joined: Oct 2007

some sci fi universe doesnt even have fighter crafts - or scarcely.

LoGH for instance, has about 98% battleships (mix of ship of the line, heavy cruiser, battleship, flagships and custom flagships of all kind). But, their ships were designed for that, massive, nearly primitive technology with nearly all guns packed in the front, minimal front surface, huge length, massive (alliance battleships are some 750m long, imperial battleships, 680m).
Fighter deployment are very rare, because its mostly suicidal - although, very effective, they are destroyed instantly if they get hit by anything, that is an enemy fighter beam or a battleship beam, even missile blast would demolish them fairly easily. but used strategically at melee range combat, they can destroyer battleships - alone, sometime.

It all depend on your universe... as of Freelancer, it seems more built around the concept of versatile small fighters than giant weapon platform.

Note that LoGH, is all about epic. It's the mythical battle of space, where armies of millions of battleships faces each others in battle formation, and where human casualities reaches the billions with ease in a single battle...

not exactly the proportion of FL, nor is FL about epic, really.

[Image: audrey03a.png]
  Reply  
Camtheman Of Freelancer4Ever
01-31-2009, 03:18 AM,
#46
Unregistered
 

Battleships are not weak against everything...

I absolutely pwned 3 gunboats with my RBS, and one bomber support. EPIC ownage. HAHAHAH! awesome.

Heavy gunboats too, Corsair.

Battleships are multi-purpose.

Spam Solaris + missles to own every single bomber.

2 infernos + razors or mortars or all regular faction cap turrets to own capitals.


Reply  
Offline Primus Avatar
02-02-2009, 10:03 AM,
#47
Member
Posts: 1,046
Threads: 52
Joined: May 2008

' Wrote:3x why:)why cant be battleship main force of sirius

1. They are sooooooooo expensive (Rheinland lost almost all of them in war with GMG a.k.a against guerila style fighting FIGHTERS and it taken 80 years till Rheinland rebuilded fleet +/- same as before. It almost caused state bankrot).

2. They are sooooooo slow (again last known big war from lore: Rheinland fleet was slaughtered in sigma 13 just because they lost suport of fighters.... caps was unable to stop their doom, they wasnt even able flee).

3. They are sooooooo easy target for fighters (did you played SP... 1st mission = cap fail, RM/GMG war = cap fail, nomie/RM shipyards in SP = cap fail).

Say something like "caps are backbone of FL army" is lie. OFICIAL LORE OF THE GAME say fighters are.


That brings us top another problem. They said capships are too big to go trough unstable JH.

I think the only reason why GMG achieved a DRAW in most of the battles in sigma 13 is because
the capships lost a lot of crew, guns and hull quality just streaming trough the NB <->sigma 13 Jump Hole.

And no, they couldn't use the gate if the GMG shut it down from the other side. + you only see cap wrecks
from the JH side, only station/fighter wrecks further out.

So no, I don't agree with your statement. Fighters are still weaker than capships, hence why
Rheinland still spams them.

We are not talking here about Ace pilots such as players (who can solo a NPC capship in a LF)
Were talking here about NPCs, and you could see that during the SP caps obliterated any pirate
patrol in like SECONDS while it took minutes for a regular police fighter patrol to deal with 'em.


wassup
  Reply  
Offline Friday
02-02-2009, 11:31 AM,
#48
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

To be sure, the SP game used a lot of creative license.

Having a single wing of fighters able to penetrate a battleships patrol wings and other defenses to launch a single wave of torpedoes that take out the BS in the first pass...

In an ideal world - FL could allow battleships to spawn NPC fighters to help defend itself. In practise, even the best spawn scripts couldnt overcome a misplaced CD that makes them turn on their allies.

Let us see what the next mod version brings - and go from there...

[Image: GMG_banner.png]

  Reply  
Offline AfriXan
03-04-2009, 11:48 AM,
#49
Member
Posts: 30
Threads: 6
Joined: Feb 2009

If we're being realistic, the main problem with those huge ships should be maintenance costs. They should constantly consume food, water, oxygen and fuel etc. Like any fortress or base, they would need a supply line of trading ships carrying these supplies just to stay functional once they are away from friendly ports.

Keep em as they are, they're pretty to look at.

[Image: bowexub.png][Image: hfbar.png]
[Image: harvesterub.png][Image: piratebayu.png]
Reply  
Offline Gundam
03-04-2009, 12:13 PM,
#50
Member
Posts: 27
Threads: 0
Joined: Jan 2009

Well raiding with bomber's and vhf's other sys...to me is less RP than with caps's......

Just starting with fact....Imaging loneley group of fighters/bombers traveling to the other part of galaxy.....Fighters and bombers arent made for that...That's what are cap ships for...it would be like sending troops by foot on other continent in modern-Warfare.....

Example Outcast-Corsair war......Both of them when raiding have to travel to oppostite side of galaxy....with fighters and bombers....yeah right....
Reply  
Pages (6): « Previous 1 2 3 4 5 6 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode