Posted by: DarthRevansRevenge
« on: February 08, 2017, 05:16:10 PM »yes, but they still can't travel separately, so no spamming ties(other than defenders) and sending them throughtout the galaxy
I don't think the game really makes that distinction between fighters with hyperdrives and fighters without, or at least not that I remember. Non-hyperspace capable ships will happily travel between planets as long as they're moving in the same fleet as something that does have a hyperdrive.yup. it is true.
One issue with fighter purchase is the variable capability of different faction's fighters. All tie models except the Defender lack a hyperdrive, so all they could be used for is system defense as carriers come with their own.I don't think the game really makes that distinction between fighters with hyperdrives and fighters without, or at least not that I remember. Non-hyperspace capable ships will happily travel between planets as long as they're moving in the same fleet as something that does have a hyperdrive.
but he can still tell us the current plansI think that's not my job. I am just a humble XML coder. Nothing mayor.
Nebula | Endurance | |
Fighter Spawn | 1xDefender | 2xE-Wing |
Fighter Reserve | 1xDefender | 4xE-wing |
Bomber Spawn | 1xK-Wing | 2xK-Wing |
Bomber Reserve | 1xK-Wing | 3xK-Wing |
and while this is true, we also see lone squadrons or fighters going to do recon or sneak attacks. the thing was i wanted to see a little more balance, especially with the aircraft being the bane of the SSD
apologies if i insulted anyone. i just auto-think corey, because he does all the updates and i don't know if any other team members have youtube, because all the stuff comes through corey. so apologies.
also, just who all IS working on ICW right now? just curious
am far from the only one working on it.
You know, it's interesting that I was just looking for somewhere to comment on the way this mod handles strike craft. As opposed to the OP, though, I LOVE the way this mod handles them. Now you have understood, I really like using carriers in these sorts of games and managing the strike craft. And while trying to figure out why the mod wasn't working (which has been resolved), I decided to hop on and try out the base game. I realized quickly the ships don't have them by default so I started building them and sending them out with the fleet. However, the fact is (at least for me) the strike craft is just too vulnerable, particularly when assaulting a space station. One warped in corvette firing all weapons just shreds my strike craft before I have a chance to react. It's not that they aren't cheap and easy to replace, it's just a hassle to have to go and buy more strike craft to send them back to reinforce the fleet when the other ships can more than handle the task without me having the replace them as often. The way this mod does that, it's okay because I'll have them to use next time. But were the mod to go strictly to using the strike craft separate from the ships, I don't think I'd purchase them because they are just squishy.
In other words, I love and appreciate the way you guys handle the strike craft and for one wouldn't want to see the number of craft that the ships put out altered. And besides Star Wars, very rarely do I see a lore that uses strike craft independent of larger ships to repair and maintain them. So it's not just that it's more convenient, but feels more realistic.