Drone Carrier (Destroyer class ship)

Overview

Carriers would be destroyer-class vessels which, rather than having heavy suppression turret modules, would be equipped with 4 bays that can be assigned to anything from light interception, heavy bombing, team support, or dispatching repairs to distant allies.

Overall, carriers would exchange direct firepower for a battlefield-wide presence, and would be equipped with only minimal defensive weaponry to make room for crew, hangar, and on-board fabrication facilities. More so than Suppression class Destroyers, Carriers would be vulnerable to close range attack, but tough enough to allow allies to rescue them in time. Before destruction of the vessel, however, it will be possible to render hangars inoperable, or disable the special module from transmitting commands to dispatched fighters.

 

Active Modules

Active module slots would assign each hangar space with a different type of drone. The carrier operator can choose to launch all 4 wings at once, or keep some on reserve for self-defense, or to more quickly recover from losing a previous wing of fighters. There wouldn’t be any restrictions on duplicate modules, if a pilot wants to have 4 wings of interceptors, then they will be doing so at the cost of offering no chance of team repairs or the heavier damage that bomber wings would offer.

Interceptors - Interceptors would be light and fragile, making brief hit and run strikes on targets with a short-ranged lance beam. These would have the highest velocity and agility of all fighter types. Due to the low but accurate damage, these would be best utilized for finishing off heavily damaged targets, or attacking other drones.

Bombers - These would be better armored to deal with larger threats, but would be larger in size and thus easier to hit. Weaponry would be medium ranged and easy for fighters and smaller to evade. Their attacks would have splash damage, making it possible for them to cause damage through barriers and increase their effectiveness on tight fortified positions.

Defenders - Slow and short ranged, but fairly tough, so best suited for self-defense, or for protecting your slower allies, like frigates and destroyers. These could be easily dealt with from a distance, but create a zone of denial in large numbers or with a fortified team position.

Special Module

Your special module will bring you into the “Tactical Overlay” which will give you an overview of the battle that can be panned and zoomed in typical RTS fashion, and the user interface to select and command your drone squadrons to dock, move-to, defend, attack, or possibly perform special secondary functions unique to the fighter type. This module will be present on your ship as a destructible segment, and when destroyed, the control uplink will be severed, and drones will either self-destruct, or revert to the default behavior of attacking locked targets but otherwise hovering nearby.

More noskill drone popping, yeah sure.

whoops

 

I like both options, the one from Weylin29651 and the one from TheDarkRedFox. It would be nice if someone could clarify if this is posible with the current game engine.

9 hours ago, OmegaFighter said:

More noskill drone popping, yeah sure.

Skill can present itself in different ways, there can be skill factors in the use of fighters, mainly in terms of picking your fights. Attacking an alert player would just get your fighters shot down. Use them to push an advantage, or head off a flanker to delay them, or attack from unexpected angles.

4 hours ago, TheDarkRedFox said:

whoops

 

That’s a different way of approaching it, basically you ARE the swarm, not commanding groups of them.

1 hour ago, ntboble said:

I like both options, the one from Weylin29651 and the one from TheDarkRedFox. It would be nice if someone could clarify if this is posible with the current game engine.

I’m not sure how possible the tactical overlay is, but I’m sure the current method of drone control would work, but it’s too simplified for my taste.

[@Weylin29651](< base_url >/index.php?/profile/256912-weylin29651/) I was asking only because i fear there is a limit in the number of ships in battle like in OS. This great suggestion of yours maybe could surpase this limit. Take into account engies have only 2/3 drones. Destroyers have 2/3 drones. I don’t remember this been answered before.

Drones aren’t ships

1 hour ago, Weylin29651 said:

Skill can present itself in different ways, there can be skill factors in the use of fighters, mainly in terms of picking your fights. Attacking an alert player would just get your fighters shot down. Use them to push an advantage, or head off a flanker to delay them, or attack from unexpected angles.

Yeah but even if they do not pick their targets ‘wisely’ they would annoy the hell out of players.
But don’t forget that our destroyers are called ‘Suppressor class’, so that means there will be more “classes”? ![:p](<fileStore.core_Emoticons>/emoticons/004.png “:p”)

Yes, drones isn’t the same as ships for us. But i was asking if there is a limit for them from the game engine perspective.

I love drones so I love this idea, however it suits more an environment like Eve (what you describe is very similar to the carriers there) where no-one aims. In Star Conflict where aiming well is a huge part of playing effectively, a ship that doesn’t need to aim to use it’s primary weapons system would be far too strong. That is one of the problems I had with destroyers before they were nerfed properly: they don’t need to dodge incoming fire, and so aiming is a lot easier, making them basically high-accuracy mobile gun platforms. This is exacerbated on the vigilant which has a laser-type instant application weapon.

I do love the idea of drones healing allies though and I had thought in the past about giving the engineer a special type of missile slot drone that can heal an ally quite fast but with a long cooldown (so more a tactical low-frequency use)