What is the point of carriers in X4?

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Général Grievous
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Post by Général Grievous » Mon, 13. Aug 18, 13:55

Spero wrote:However carriers are implemented, I sincerely hope that there's systems in place to reduce micromanagement for replacing fighters.

I love carrier gameplay. I don't love having to stress over the wellbeing of my fighters though, because replacing them is a time-sink that no other type of ship really has to deal with. Mods got around this with templates, but even they are a pain to use.

What I'd like to see is the following;

1) A way to repair fighters that are docked on a carrier. Maybe it's a big button with a credit value listed under it that says "repair all fighters" or maybe it's passive, free repair provided by an engineer but done over a long period of time. Maybe it's somewhere inbetween, but I really just don't want to fiddle around undocking with a shipyard. It's a carrier. It should be able to make repairs.

2) A way to replace lost fighters quickly. Maybe you stock carriers with resources and it can just rebuild lost fighters, maybe you insure your fighters and it just gets replaced at a nearby shipyard when you lose it, or maybe you can just designate your own ship templates before you buy them at a shipyard. Just anything to ease the pain.

3) Unless the AI is just flat out perfect, a way to reduce collision damage. Could be an upgrade for the fighter (collision dampener or whatever), could work on friendlies only, whatever would make it feel balanced.

Yeah, I really love carriers.
Totaly agree with that. :wink:
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Post by jukematt » Sun, 19. Aug 18, 02:26

All that extra stuff like refueling, repairing, rearming, etc. is nice but there is one big reason why I like carriers. The other stuff is just a bonus. That reason is controlling where your ships are. Without a carrier, all of your ships that you're not using have to be scattered around the universe docked at space stations. Or you go through the personal starbase path and dock them there. A carrier allows you to store a bunch of fighters anywhere you want. You could even have this big flotilla of carriers, destroyers, etc. and that is like your home base.
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Lord Dakier
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Post by Lord Dakier » Sun, 19. Aug 18, 18:42

Remove the destruction of various ship components when taking damage and instead have it become disabled while also making each component increase the time and cost of repairs. When a fully outfitted ship takes a beating it suffers then a higher cost and repair time simulating the fixing of these.

The components being destroyed completely was such a bad feature for the sake of the minimal immersion you got. Disabled systems is and always will be a much more gameplay friendly feature. I still think ships should have basic requirements for repairs such as metals, compounds, alloys which would improve immersion rather than some magical non-resource consuming feature that costs nothing but time.

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Post by Sparky Sparkycorp » Sun, 19. Aug 18, 21:14

Lord Dakier wrote:Remove the destruction of various ship components when taking damage and instead have it become disabled while also making each component increase the time and cost of repairs. When a fully outfitted ship takes a beating it suffers then a higher cost and repair time simulating the fixing of these.

The components being destroyed completely was such a bad feature for the sake of the minimal immersion you got. Disabled systems is and always will be a much more gameplay friendly feature.
Surface elements in X Rebirth are not destroyed, and the more that are disabled, the longer it does take the Engineer to repair (or the more it costs if using a shipyard).

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Lord Dakier
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Post by Lord Dakier » Sun, 19. Aug 18, 21:44

Sparky Sparkycorp wrote:
Lord Dakier wrote:Remove the destruction of various ship components when taking damage and instead have it become disabled while also making each component increase the time and cost of repairs. When a fully outfitted ship takes a beating it suffers then a higher cost and repair time simulating the fixing of these.

The components being destroyed completely was such a bad feature for the sake of the minimal immersion you got. Disabled systems is and always will be a much more gameplay friendly feature.
Surface elements in X Rebirth are not destroyed, and the more that are disabled, the longer it does take the Engineer to repair (or the more it costs if using a shipyard).
Didn't know... I'm going on X3 knowledge here. Briefly played XR and would politely say it wasn't my cup of tea.

Just make carriers relevant is all I'll say. Carriers previously just felt like they was there for RP cause I think a lot of people would take either an M3, M6, M7 or M2 as they could generally kill a lot more stuff without the headache. More anti-capital bombers/missile ships would make carriers more relevant though. I felt in the past there was no answer for why have one carrier fully kitted when I can have two maybe three destroyers fully kitted. Diverse enemies will create diverse player fleets.

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Post by ZaphodBeeblebrox » Mon, 20. Aug 18, 09:43

Carriers should be able to maintain and rearm the fighters it has on board.

However what we really need is station based logistics to supply the carriers and destroyers in our various fleets.

We need some kind of supply depot / warehouse from which supply tenders will deliver all of the wares and arms that the fleet ships require to continue to operate at maximum efficiency.

In "real life" carriers don't leave the theatre of war to resupply they do that at sea. Supply ships bring in what they need from land based storage facilities.
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Morkonan
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Post by Morkonan » Tue, 21. Aug 18, 01:36

ZaphodBeeblebrox wrote:...We need some kind of supply depot / warehouse from which supply tenders will deliver all of the wares and arms that the fleet ships require to continue to operate at maximum efficiency.
...
Setting up logistics systems was one of the main attractions in X3TC. (At least for me.) But, it was basically limited to e-cells, maybe missiles, and that was about it. (Ammo-based weapons were a no-go in X3TC for OS ships.)

I don't know if that was a need in XR or not, but for a true X4 game, it has to at least be a possible inclusion.

On the need for "carriers:" A carrier projects force. If you need to project force somewhere, you need a carrier. No amount of "we can manage to get a bunch of fighters somewhere if we use fifty-eleven support craft for refueling and hauling needed supplies" equates to "we sent a carrier group there."

It's like picking up a military airfield and plopping it down wherever you want, whenever you want. In X3, working with them was a bit difficult and one couldn't actually exploit them fully very easily. IOW, you couldn't really "control" the sector they were in AND the adjoining sectors, to represent the units ability to move and project force.

I'd like a true "carrier" to be the locus of "game commands" that wouldn't be possible, otherwise, in order to represent the carrier's significant abilities.

ie:

1) Patrol these sectors with these classes of craft.

Click on your brand new, fully loaded, carrier and give its Captain the order that they are to maintain a patrol of fighters/scouts/etc through a range of sectors/regions within range of the selected classes of craft. The carrier loiters at its designated location and keeps a patrol "in the air" rotating/refueling ships as necessary.

2) Launch Strike Group: Either a player configured group or an auto-configured one based upon the carrier's compliment. It will launch everything needed for that strike group and attack all enemy targets in that area or selected ones and then recover/rearm the group.

3) Standard CAP - The carrier, when ordered, will maintain a combat-air-patrol consisting of 3-5 fighter craft and 1-2 scout craft.

etc..

IOW - We shouldn't be thinking in practical, real-life, tactical, terms in order to determine the true value of a carrier. We need to focus on the strategic uses of the object in the game and the power of "ease of use" that it can afford the player.

So, you want to manually gather fifty-eleven different fighters, mix in scouts and missile boats, manually, get them all to one location from which you can then give them a massed order to do something, fully construct that order to mimic a really basic military command function and then plan on refueling them and splitting them all up so they can fit in the limited quantity hangers you have available, spread out over the five different sectors you've got bases in..

Or, do you just really want a carrier to make all of that much easier to deal with "in a game?"

Don't get me wrong - I love logisticalfying stuffs. But, if we have to give an in-game asset a "killer app" that gives the player a real game-related reason to desperately want it, then this is the kind of thing it needs to be able to do.

If a carrier is for sale for a bajillion Quatloos, the player should be considering "How does this make my life better in-game?" The answer should, or could, be that "If I buy this carrier, it will help me automate some mundane military functions so that I'm clicking on four commands to get them done instead of spending half-an-hour nesting fifty-eleven different obscure AI functions in a set of commands the manual doesn't explain very well..." :)

Anyone ever use the "Wingman" function in X3TC? No, you didn't... Why? Because your Wingmen spent more time trying to paint themselves onto your hull or the nearest Gate than they did trying to be your Wingmen.

But, if the function had really worked well?

You would have used it all day, every day, and twice on Sundays.

THAT is the power that function was intended to serve and that is why, I assume, the devs thought it would be a valuable addition to the game. The simplicity of one-click-Wingmen was awesome, but it just didn't work well. If it had actually cost the player in-game an appreciable amount of something to acquire it, more people would have been upset that it didn't work.

It's that sort of convenience factor and value for the player that a carrier can serve in order to make its significance truly meaningful. Otherwise, just build bases everywhere and you don't need a carrier in the game... And, where would be the fun in that? :)

recnelis
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Re: What is the point of carriers in X4?

Post by recnelis » Wed, 28. Nov 18, 19:44

Can anyone on the Dev team answer this? This was honestly the first thing I thought of when I heard there were no jump drives.

Can carriers repair fighters?

Can carriers rebuild lost fighters?

Can carriers travel faster than fighters long range?

If none of the above, what is the purpose of a carrier?

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mr.WHO
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Re: What is the point of carriers in X4?

Post by mr.WHO » Wed, 28. Nov 18, 20:09

I guess there is more chance that you will find it out yourself in about 47 hours.

Zarjazz
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Re: What is the point of carriers in X4?

Post by Zarjazz » Wed, 28. Nov 18, 20:21

The largest carriers having repair or manufacturing bays seem like a good idea to me. Let's not forget that this is an X series game. Any good idea that seems to be missing on day 1 gets added later on or ends up as a mod.

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Re: What is the point of carriers in X4?

Post by Alci » Wed, 28. Nov 18, 20:54

recnelis wrote:
Wed, 28. Nov 18, 19:44
If none of the above, what is the purpose of a carrier?
to make it 55 ships per carrier easier on your CPU :)

Also I would expect resupply and fix them, you have technicians aboard after all, they won't fit S ships.. but the logistic thing where all NPC ships should also restock... noone knows.
Last edited by Alci on Wed, 28. Nov 18, 21:12, edited 1 time in total.

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mr.WHO
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Re: What is the point of carriers in X4?

Post by mr.WHO » Wed, 28. Nov 18, 21:01

I recall buying 200 fighters in XR and trying to send them to combat area a system away.
I end up having an arrival time delay between first and last almost 10 minutes.

SImply having carrier ferry and launch them at destination is an improvement, but I hope of auto-repair and rearm of docked fighters.

recnelis
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Re: What is the point of carriers in X4?

Post by recnelis » Wed, 5. Dec 18, 04:59

Has anyone figured out a GOOD reason to use a carrier other than its cool? With the loss of Fuel or ammunition there seems to be little need for them.

Negatives:
Carriers travel drives are slower
Carriers thrusters are slower
Carriers take forever and a decade to retrieve all fighters/drones

So the positives are:
Mobile repair facility (i think, haven't tested because i cant find anyone to damage my craft)
Mobile ammunition store (Actually i dont think this works since you cant transfer missiles without a Warf)
Compact Travel
Mass Deployment (all fighters will be present at the battle)

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Re: What is the point of carriers in X4?

Post by MutantDwarf » Wed, 5. Dec 18, 05:05

I'm pretty sure you can only send a single ship at a time on a Venture in the asynchronous multiplayer mode (that is currently disabled, but likely will be enabled within the next few months). It'll probably be sent with all of the ships docked to it, though. Thus, sending a carrier filled with fighters would net you a higher amount of combat forces in the other player's universe than sending just a single non-carrier ship.

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Re: What is the point of carriers in X4?

Post by burger1 » Wed, 5. Dec 18, 05:48

Carriers have a ton of hit points and they can carry a lot of missiles. Other than that they have more docking bays for m and s ships. They can also hold a reasonable amount of defense drones. The teladi one also has about 17k cargo space for containers so you can still do missions with it.

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Re: What is the point of carriers in X4?

Post by Gideon_Prime » Wed, 5. Dec 18, 05:52

In theory, Carriers would make great resupply points in X4 for missiles, serve as a mobile repair platform, and play a role as a fleet transporter. Unfortunately, none those features are working correctly at the moment. Combined with wing/fleet/escort mechanics being largely broken, they are mostly pointless outside of having something large for enemies to shoot at. However, in that role, they are quite good at directing fire away from your fleet.

recnelis
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Re: What is the point of carriers in X4?

Post by recnelis » Wed, 5. Dec 18, 06:00

I am unaware of the multiplayer mode.. sounds interesting.. thought i would prefer to carriers have a better purpose.

Repair facilities
Ship building faclilites
Rearming facltilties

I would also prefer if all vessels took fuel (energy cells) to use their travel drives..

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Re: What is the point of carriers in X4?

Post by Cabrelbeuk » Wed, 5. Dec 18, 06:46

I think carrier make sense (currently, have seen some nice mod idea here) only on large scale fight where you need all your fighter to come out at once and not 2 minutes from each other coz auto pilot getting a bit stupid or just not coordinate. Plus the heavy weapons.

Like attacking a shipyard or a station from another faction.
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Re: What is the point of carriers in X4?

Post by Baldamundo » Thu, 6. Dec 18, 18:32

recnelis wrote:
Wed, 5. Dec 18, 04:59
Negatives:
Carriers travel drives are slower
This isn't universally true. Haven't looked at all the stats for every races ships yet, but certainly the Paranid have some capital ships with extremely fast travel drives.

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Re: What is the point of carriers in X4?

Post by Baconnaise » Thu, 6. Dec 18, 19:16

Paranids have the fastest ships/engines. Teladi has the best shields. Argon is whatever.

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