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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, 05:05 PM, (This post was last modified: 04-02-2016, 05:06 PM by Thunderer.)
#41
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(04-02-2016, 04:53 PM)Titan Wrote: remove their heavy guns to capital repairer slot

add repair guns carrier can mount to capital repair slot

light repair for snubs
heavy repair for capships

light one should have 2k range and 5k proj speed
beam like proj effect

heavy one should have 4k range 1k proj speed
beam like proj effect but more width

light repair should repair 3k hp of the snubs
15s reload

heavy repair should repair 500k hp of the capships
15s reload and hard to hit allied capships that TSing from 3 or 4k cos 1k proj speed

light carrier and medium should have only 1 capship repairer slot
heavy carrier should have 2 capship repairer slot
so you can mount 2 capship repairer or 1 capship and 1 snub repairer or 2 snub repairer to your heavy carrier
so carriers will support ships in battle and hostile fleet will try to destroy the carrier first

The idea is interesting, but although I can see how repair ship guns would work inRP, as welders, I can't see how something could be precisely welded if it is hard to even hit it. Nanobot beamers seem somewhat too sci-fi for my taste, but maybe other people have more imagination.

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Offline SnakeLancerHaven
04-02-2016, 05:39 PM,
#42
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Actually yeah while TSing it would be impossible to repair a Cap must stay still in order to get repaired, so if he gets like 500k and it needs 15 seconds to reload I'm pretty sure that'd be ballanced because in those 15 seconds another Cap can deal enough dmg because the Cap has to stay still meaning it would sacrifice getting hit all the time instead of TSing.

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Offline Sabru
04-02-2016, 11:11 PM,
#43
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rather than looking at carriers as just ships that would carry snubs (which is a great idea but unfeasible in this situation), i'm on the side of the previously expressed (many times) idea of making carriers be able to repair snubs (maybe freighters as well) with special repair turrets replacing their heavies.

with no heavies, people would be less likely to take them into direct cap combat but with the high amount of secondaries, carriers would retain their anti-snub capabilities.

TL;DR:
make special snub repairing turrets for carriers, replacing their heavies.
Carriers moved into snub-supporting/anti-snub dedicated role.

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Offline RmJ
04-02-2016, 11:51 PM,
#44
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Well if we still have the docking thing in discoland, they have "purpose"

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Offline sasapinjic
04-03-2016, 09:23 AM, (This post was last modified: 04-03-2016, 09:25 AM by sasapinjic.)
#45
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Why not simply give carries spawn command ?
That will spawn as much as same ID ships as you have docking modules ( example , Liberty Navy carrier will spawn Liberty navy ID ships ) .
Spawned ships will act same like gunboats act near BS in BS patrol , they will treat carrier that spawned them as leader , they will fly in formation with him , attack hostile ships or ANY ship that open fire on leader . Carrier also can have un-spawn command , that will return them back to Docking Module if they become obstacle for RP . To balance things , Carriers will lose Primaries or Heavies .
Generally , i am open to any idea that will change carriers from what they currently are ( BS with different name ) .

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Offline Epo
04-03-2016, 09:44 AM,
#46
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(04-02-2016, 11:11 PM)Sabru Wrote: rather than looking at carriers as just ships that would carry snubs (which is a great idea but unfeasible in this situation), i'm on the side of the previously expressed (many times) idea of making carriers be able to repair snubs (maybe freighters as well) with special repair turrets replacing their heavies.

with no heavies, people would be less likely to take them into direct cap combat but with the high amount of secondaries, carriers would retain their anti-snub capabilities.

TL;DR:
make special snub repairing turrets for carriers, replacing their heavies.
Carriers moved into snub-supporting/anti-snub dedicated role.

Actually I like the idea, but I'd like to keep one heavy slot for support. Maybe removing prims and replaing them with repair guns would be a better solution.
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Offline Dr Hooligan
04-03-2016, 09:50 AM,
#47
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There is this wonderful ship called a "repair ship". Try it sometime.. Have one or two in your fleet. They really come in handy.. As a hitman for hire. I often find that offering repair services pays well too.. Especially if the side paying you wins the battle.

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Offline Thunderer
04-03-2016, 09:58 AM, (This post was last modified: 04-03-2016, 09:58 AM by Thunderer.)
#48
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I think that it is MUCH simpler, both for the devs and for the players, to keep their class as "carrier" only by name for RP purposes, but give them stats of heavy battleships so they are fun to play with too.

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Offline Hannibal
04-03-2016, 11:01 AM,
#49
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a skilled light battleship can kill a heavy battleship so don't make them look weak because its not all about armor hitpoints and power core,etc...

while they don't perform well enough in close range...they shouldn't do,so...keep it as it is

as for repair turrets...that could be quite interesting ,if you do so give them the ability to hold more shield/hull batteries(we could use a ship that could supply a pob with them properly)effectively increasing their survivability while having no offensive capabilities in return


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Offline Dr Hooligan
04-03-2016, 10:12 PM,
#50
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*cough* Repair Ship *cough*

What's wrong with using the already created repair ship? Maybe give it decent guns for some defense.. For RP, this makes more sense. And is much more realistic. When I was in the Navy, we had supply ships and fuel ships.. Supply ships gave us not just food. But tools and parts..

And again, this makes for some great RP possibilities..

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