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suggesting a new type of fighter. |
Deleted
Joined: Posts: 0
| Posted: 2003-07-24 05:00  
i suggest that 1 fighter bay holds 1 fighter. give that fighter more hull and allow you to mod it. maybe 2 light weapons+1 beam would be nice. armour and weapons could be allows to be modded
1. the fighter can only be attacked by beams and missiles and flux wave(i don't think any other weapons will hit it).
2. once the fighter runs out of fuel/ammo/hull it should be come untargetable and return to the parent ship where it cannot be launched until repaired by reloads or by orbiting planet.
3. 3 modes of controling the fighters.1. offensive-fighters will go all out ignoring enemy fighters and going straight for the target firing beams as well as weapons. 2.normal- will engage enemy fighters as well as target and beam down missiles. 3. defenive- will hover around the parent ship and attack within a 400 gu distance and PD. modes could be changed by selecting the fighter and pressing a button(like those eject or repair now buttons).
hopefully this will make fighters more useful instead of 1 pulse wave kills.
and have better AI where the fighters don't keep flying together but buzz around the enemy while shooting
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Deleted
Joined: Posts: 0
| Posted: 2003-07-24 05:01  
damn posted in wrong forum. please shift it to the suggestions
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-24 05:12  
Good --- but read the dev log. Here's what's planned for fighters- (at least what I know. It is probably changed from this.)
There'll be 3 types- Assault, Interceptor, and Bomber. UGTO will have the best Assault Fighter, K'luth the best Interceptor, and ICC the best Bomber.
Assault Fighters will be for combating enemy vessels.
Interceptors are mainly for combating enemy fighters.
Bombers are for attacking planets, although they are usable against slow moving space targets.
All fighters will be equipped with a primary weapon suitable to their role, and a secondary beam weapon for dogfighting (excepting perhaps the interceptor.)
Fighters will have a new interface, that will allow them to be used as escorts, or redirect what targets they hit, etc.
Fighters will have a 'fuel' level that will run out. When it hits 50% the fighters will automatically attempt to return to the carrier vessel.
Fighters will be capable of withstanding damage- the heavier the beam weapon, the more the damge done to the fighter. CONVERSELY, beams will now also have a miss chance, in which the heavier the beam weapon, the more chance of missing the fighter.
That is how I understand it.
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2003-07-25 03:24  
oh but u can't choose what u want your fighters to be firing...
and it won't seem like you own your own unique fighters to fight for you cos' the fighters are standard.
[ This Message was edited by: Fatfool on 2003-07-25 03:29 ]
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2003-07-25 04:06  
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On 2003-07-25 03:24, Fatfool wrote:
oh but u can't choose what u want your fighters to be firing...
and it won't seem like you own your own unique fighters to fight for you cos' the fighters are standard.
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Yup u got 3 Standard fighters you can use.
Of course, these fighters are diffrent for each faction so technicly there are 9 fighters
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-25 05:14  
Hehe yep. Every faction has a different take on every fighter...
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Crash003 Fleet Admiral
Joined: July 12, 2002 Posts: 72 From: Chichester, UK
| Posted: 2003-07-25 05:37  
how about modable fighters that can be configured the way the player using them wants them to be...
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2003-07-26 07:29  
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On 2003-07-25 05:37, CrAsH003 wrote:
how about modable fighters that can be configured the way the player using them wants them to be...
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that was what i meant
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2003-07-26 12:40  
Well I want mod-able fighters too, giving fighters sabots or AR missiles would be fun (btw fighters get their own weapons in the next patch)
_________________ If the buildings on your planets disappear, guess who was there....
Never forget what you fight for
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2003-07-27 05:42  
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On 2003-07-26 12:40, DOM700 [-IMO-] wrote:
Well I want mod-able fighters too, giving fighters sabots or AR missiles would be fun (btw fighters get their own weapons in the next patch)
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me too
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Teager Cadet
Joined: May 29, 2001 Posts: 317 From: St Augustin, Germany
| Posted: 2003-07-27 11:06  
Read the developement log and what it says about fighters.
Sure, it is not the same what you are suggesting, but you can achieve alot with 3 different types of fighters, when you have more than 1 Fighterbay.
greetinx
Teager
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2003-07-27 11:07  
just think of the joy having Gauss gun fighters and enemies who have no idea what is hitting them
_________________ If the buildings on your planets disappear, guess who was there....
Never forget what you fight for
I have earned my betatester badge for being part of the open beta
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2003-07-27 15:36  
I just hope fighters don't rush straight towards the enemy's beam range anymore just to die but possibly be given an option at which range to attack at.
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A Troll =SSC= Cadet
Joined: August 15, 2002 Posts: 302 From: New Orleans,Louisiana
| Posted: 2003-07-27 21:10  
each faction should have a 4th unique fighter lets say kluth has a stealth fighter ICC fighter with shield UGTO Powered Armored
_________________ Hell hath no fury like a shattered star.
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Lith Ragond Cadet Galactic Navy
Joined: November 25, 2001 Posts: 1854
| Posted: 2003-07-27 21:28  
um... you CAN tell your fighters what to shoot at... same way as you target and launch them now *duh*
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