Carriers, Fighters, Missiles and Ranges?

Armada 2526 continues the great tradition of space opera games. You guide your race from its first interstellar journeys, until it becomes a mighty galactic empire. Along the way, you'll explore the galaxy, conduct research, diplomacy and trade, found new colonies, maneuver mighty star fleets, and fight epic battles.

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SirGarnet
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Carriers, Fighters, Missiles and Ranges?

Post by SirGarnet »

How do carriers and fighters work? They seem to launch as they please, circle around at time, rush forward to engage, break off, etc., but what is really going on and how are they used?

In theory fighters should outrange missiles which in turn outrange beam and other weapons - standard range is 6000, missiles can range farther, and presumably fighter range is effectively unlimited. Any problem with leaving the carriers where they are deployed, or does closing in encourage the fighters to launch? Should the player take over the small fighter groups to move them at any point? Or do they follow the same steps regardless?

Maybe I am having trouble since the only control seems to be moving the carriers - without any target selection. Answers or thoughts are appreciated.

Mike
solops
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RE: Carriers, Fighters, Missiles and Ranges?

Post by solops »

I'm waiting on some comments on this subject as well.
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Ntronium
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RE: Carriers, Fighters, Missiles and Ranges?

Post by Ntronium »

The main use for fighters at the moment is to give the enemy something to fire at other than your normal ships.

You can take control of them directly, by turning off the A.I. control, but they only have a limited time in the air, before they have to return to the carrier, so pushing your carriers forward can help them be more effective.

I think in the next patch I'll extend their flight time to make them more useful.
Fishman
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RE: Carriers, Fighters, Missiles and Ranges?

Post by Fishman »

Carriers launch fighters anytime they have any. Fighters then circle aimlessly in front of the carrier until they run out of fuel, see something to kill, or the player directs them to charge to their deaths. Fighters always have about half as much fuel as they need to actually reach the opposing force. Their primary function appears to be to attract deadly missile barrages and get themselves and anyone immediately near them, hopefully other fighters, killed, usually in place of anything you'd actually care about.
SirGarnet
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RE: Carriers, Fighters, Missiles and Ranges?

Post by SirGarnet »

The range tip is useful - I was sort of assuming a WW2-like model where the carriers hang out near the back and the fighters fly to make a strike and then back, basically bomber-role craft (or do they also engage fighters? or missiles?).  My one substantial battle with them had them fly around, apparently not doing much, before returning to base. 


Iceman
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RE: Carriers, Fighters, Missiles and Ranges?

Post by Iceman »

ORIGINAL: Ntronium

The main use for fighters at the moment is to give the enemy something to fire at other than your normal ships.

Which is a bit lame IMO.
How about making them be planetary bombers of sorts, bypassing planetary shields and thus bombing the Sun Beam generators, the planetary shield generators, and the ground units much more effectively?

That idea about planet-based Fighter Bases, or some AA missile bases, could be used as a counter - some more structures for the game.
Some balancing required of course.
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ASHBERY76
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RE: Carriers, Fighters, Missiles and Ranges?

Post by ASHBERY76 »

The main use for fighters at the moment is to give the enemy something to fire at other than your normal ships.

This is 4X game fighters dude,suicide darts.No 4X game has made carrier warfare realistic.
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Anguille
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RE: Carriers, Fighters, Missiles and Ranges?

Post by Anguille »

Conquest: frontiers wars?
Tophat1815
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RE: Carriers, Fighters, Missiles and Ranges?

Post by Tophat1815 »

ORIGINAL: Anguille

Conquest: frontiers wars?


Yea,I liked it as well.
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