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Another Carrack does seem pretty good, if you use them. But wouldn't a laser cannon Carrack make the Lancer useless?
My best joke fleets are 20 Carracks and 20 Lancers, god is it a slaughter for my foes.
Now to my main goal of this post. I want to discuss ships, their variants (there are a few things like Carrack having two varaints; one which is presented in the mod with the ion cannons and the other version has laser cannons in place of Ion cannons but is not presented in the mod at the present) and suggesting them for the mod if they haven't been suggested or explained already.
Dreadnought is another example. It seems the original configuration had 20 quad laser cannon and 10 laser cannons. This probably would be the Katana Type considering that the Imperial Refit configuration has no ion cannons and added space for one TIE squadron along with both laser type being changed to quad turbolaser and turbolaser cannon/batteries. Which mean Katana Type/Original Type loadout would consist only of 20 quad laser cannon, 10 laser cannon, 10 turbolaser cannon/batteries, and Ion Cannons along with no squadron. That would make for a better balancing factor than limiting them during the specific event. Overall it is weaker than the Imperial refit except for the Ion Cannon batteries.
If a ship has two loadouts, we typically stick to one for a few reasons. Primarily, there's usually already other ships in the role that second configuration fills, which would make either the variant or the other ship in that role somewhat redundant. This is particularly problematic when build bars are as full as they are. In these situations, it's almost always better to go with the other ship than the variant. For one thing, it lets us represent more ship classes in the mod without making them irrelevant. For another, it makes the game more readable; you can till immediately the difference between a Lancer and a Carrack, but you have to hover over or wait until they fire to tell the difference between a Carrack using ion cannons and one using anti-fighter lasers. With that variant of the Carrack in particular, that's a role that's already difficult enough to distribute; there's a ton of anti-fighter options we can go with for any given Imperial faction before having to resort to the Carrack.The Katana mission isn't being used as a balancing mechanism, it's being used as a way to have to do something unique in order to get something unique. We don't wanna decrease that reward's value.
Is this also why Venator doesn't have her laser cannon batteries?
The source for the Carrack's antistarfighter variant is Starships of the Galaxy Saga Edition though. If I had to choose one of the 2 Carrack variants, I would pick the one that fit the best with the fluff describing them being used as fast-attack escorts for bigger ships.
No, this was because we intend to use the point-defense ability for the Venator's point-defense cannons instead of making them actual hardpoints.If by that you mean the anti-fighter version, that decision isn't just made just taking into account the Carrack itself; again, anti-fighter options for the Empire are a dime a dozen, but the Carrack in the ion-boat mode is pretty much unique, and doesn't edge out the Lancer or other similar ships.
I'm just gonna put in my two cents and say that it took me long enough to figure out what ship was good for what, I don't really want a bunch of ships that look the same but have different weapons, that would just confuse me and it would edge out other ships that can take the role. I like seeing a diverse fleet, but diverse fleets would be pointless if 3 ships fill all of the needed roles.
We will likely bring the Katana's loadout in line with the OR's version, however we again don't think there's a point in making that separately buildable, for the same reason as the laser-using version of the Carrack.
Good against fighters but the NR already has the best Corvette in the game so that is an unnecessary ability.