FORUMS


Carrier Class Ideas 1.6



Posted: //
May 18, 2016, 8:05 p.m.


Updated //
June 29, 2016, 9:36 a.m.

Many in the community have voiced the wish for a Carrier Class of ships, and during a community stream DN_Thor mentioned that players should put out some concepts for these ships. So here I am with nothing to do but thinking of ways to implement a Carrier Class of ships in Dreadnought.

For all calculations and numbers see this Google Document.

Change-logs have been moved to a Google Doc in order to reduce the increasing length of this post.


Carrier Class model sizes similar to that of the Medium Destroyer Athos.

Light Carrier Class ship

  • Armor: 25 000
  • Speed: 500
  • Shield Reduction: 70%
  • Armor Regeneration: 714 per second

Primary Weapon - Bombers

  • Range: 5 000m
  • Speed: 600 m/s
  • Armor: 3 000
  • Total Squads: 2
  • Squad Size: 3
  • Active DPS: 6 300
  • Effective DPS: 1 532
  • Plasma Weaponry, Bombs (akin to Dive-bombing)
  • Attack Runs before Reload: 3

Medium Carrier Class ship

  • Armor: 30 000
  • Speed: 430
  • Shield Reduction: 70%
  • Armor Regeneration: 857 per second

Primary Weapon - Fighters

  • Range: 5 000m
  • Speed: 715 m/s
  • Armor: 2 000
  • Total Squads: 3
  • Squad Size: 3
  • Active DPS: 3 330
  • Effective DPS: 1 427
  • Ballistic Weaponry + Torpedoes
  • Attack Runs before Reload: 6

Heavy Carrier Class ship

  • Armor: 35 000
  • Speed: 360
  • Shield Reduction: 70%
  • Armor Regeneration: 998 per second

Primary Weapon - Interceptors

  • Range: 5 000m
  • Speed: 715 m/s
  • Armor: 1 500
  • Total Squads: 3
  • Squad Size: 4
  • Active DPS: 2 040
  • Effective DPS: 1 412
  • Beam Weaponry
  • Runs before Reload: 18

Secondary Weapons & Modules

  • Machine Gun Turrets
  • Light Rocket Turrets
  • Light Mortar Turrets (see google doc)

Primary (I) Modules

Boarding Party (see google doc), Tempest Missiles, Missile Repeater

Secondary (II) Modules

Disruptor Autobeams, Stasis Autobeams, Light Missiles, Wasp Missiles, Drain Mine, Nuclear Mine

Perimeter (III) Modules

Anti-Missile Lasers, Anti-Nuke Lasers, Medium Autoguns, Weapon Booster Pulse, Armor Booster Pulse, Light Repair Autobeams (Squadrons only)

Internal (IV) Modules

Armor Amplifier, Autorepair System, Thrust Amplifier, Jump Drive, Overclock Module


Squad Mechanics

  • Squad size varies between each weight class
  • Squads must reload/rearm once they run out of ammunition.
  • Squads can be directed to attack specific enemies
  • Squads can be directed to defend/escort specific allies
  • Squads go idle if their target goes out of range, is destroyed, or is cloaked.
  • Idle squads will automatically converge on targets you attack with Secondary Weapons
  • Squads who lose members, or are destroyed, must be repaired or replenished, 10 seconds per damaged squad member.
  • Squads attempting to land while Carries is maneuvering aggressively or moving might cause them to crash into the Carrier killing them and dealing some damage to you.

Primary Weapon Mechanics

  • LMB towards Enemy launches/orders selected squadron to attack targeted enemy
  • LMB towards Ally launches/orders selected squadron to escort targeted ally
  • RMB recalls selected squadron
  • RELOAD orders all active squadron to return to Carrier for repair/reload
  • RELOAD BAR displays a separate icon for each Squadron, the icons can be selected with mouse wheel

Light Carrier based around dealing a mediocre amount of burst damage, and harassing. Medium Carrier based around being a well-rounded balance between the Light and Heavy Carrier. Heavy Carrier based around dealing a constant damage to targets.


Change-logs have been moved to a Google Doc in order to reduce the increasing length of this post.


For all calculations and numbers see this Google Document.


My spaceship brings all the boys to the yard

Carrier-Class Ideas 1.6 | Module Ideas 1.1
T-Shirt Designs | Ship specific Voice-Packs


Posted: //
May 18, 2016, 8:18 p.m.



So - are you expected to play in what way?

Use both fighters and secondaries? Then you are a DD/Dread with additional auto-turrets.

Use only fighters and hide? Well... then... you just spend whole game hidden, as the game plays itself.

How do you fight against a carrier? With it's ability to break the line of sight and continue attacking after getting your sight for just a second?

How do you balance fighters so that they are meaningful weapon, yet don't allow for simple "fire & forget" tactic?

Missiles are missiles. Fighters cannot be LOS-avoided, shot down with anti-lasers/blasts AND they would deal DoT for a time. How do you make them in any way a meaningful weapon without making it he|| to play against carriers?

Where is the skill ceiling? Press the button - everything else does itself? Hide, hug a healer and done?

How would 5xCarrier work? Show up, focus fire, hide, done?


Posted: //
May 18, 2016, 8:42 p.m.



ShRv_Galileus#4630 posted (#post-35203)

Use both fighters and secondaries? Then you are a DD/Dread with additional auto-turrets.

Use only fighters and hide? Well... then... you just spend whole game hidden, as the game plays itself.

How do you fight against a carrier? With it's ability to break the line of sight and continue attacking after getting your sight for just a second?

How do you balance fighters so that they are meaningful weapon, yet don't allow for simple "fire & forget" tactic?

Have Interceptors, Fighters, and Bombers go idle when no target is selected/target is destoyed. Once they run out of ammunition Fighters and Bomber would have to return to Carrier. Interceptors are easily destroyed. While infinite amount of Interceptors, Fighters, and Bombers is probably the route to go, the time it takes to send out a new squad (after a squad was destroyed) could be levied against the player to discourage not micro-managing your squads.

ShRv_Galileus#4630 posted (#post-35203)

Missiles are missiles. Fighters cannot be LOS-avoided, shot down with anti-lasers/blasts AND they would deal DoT for a time. How do you make them in any way a meaningful weapon without making it he|| to play against carriers?

Great reason to pick up Autogun Turrets on Destroyers and Dreadnoughts, Testla Pods on Tactical Cruisers. Proximity mines also carry a lot of weight against the fighters sent at you.

ShRv_Galileus#4630 posted (#post-35203)

Where is the skill ceiling? Press the button - everything else does itself? Hide, hug a healer and done?

How would 5xCarrier work? Show up, focus fire, hide, done?

I'm open to suggestions towards raising the skill ceiling.

As far as 5x carrier problem, allow cloaking to cause enemy fighters to go idle until you reappear. If the enemy then grabs corvettes or cloak pulses you can manage exactly who is targeted and then you smoke them out.

Since carriers are made to deal what is effectively a constant DoT then any team with a healer could probably keep up (much like they do now).


My spaceship brings all the boys to the yard

Carrier-Class Ideas 1.6 | Module Ideas 1.1
T-Shirt Designs | Ship specific Voice-Packs


Posted: //
May 19, 2016, 10:58 a.m.



I like this idea, would add an interesting dynamic to the game, but I can think of a few ways to modify/handicap it.

  1. Have a class for CAP/CSP. Only purpose is interception of corvette or other fighter bombers.
    -ability to assign CAP/CSP to other non corvette ships on team

  2. Make carriers BIG, easier target with low turn, ascent, descent rates but forward thrust slightly faster than a medium dread with the armor of a medium or heavy tac cruiser
    -think high momentum to overcome but can out leg a dreadnought in a straight tail chase though the dreadnought can fire rounds up the carriers tail pipe and carrier can't shoot behind it

  3. Give the fighters/bombers/interceptors a limited grid they operate in and force carrier pilot to place squadron AO's on map. I.e. Carrier deploys fighters to C8 grid, small craft confined to that grid plus half of adjoining grids but break pursuit once outside of that range unless carrier pilot changes grid location on map.
    -this requires active management of forces by carrier pilot and gives all other enemy pilots a window where the carrier pilot who micromanages his small craft is just a big sitting duck.

  4. Armament- give a very weak primary armament with like 4km range and a 270 degree frontal firing arc and secondary flak cannon with 360 arc.

  5. Modules would be the small craft, cool down starts when small craft RTB or are destroyed, include disruption pulse or blast pulse as last ditch defense.

Just some ideas off the top of my head, what do you guys think?


Posted: //
May 19, 2016, 11:54 p.m.



I like the ideas lets keep them coming. To prevent Carriers from hiding in the back they could be made into a slow moving fleet support ship not like Tac cruisers but more like a buffer ship enhanced armor enhanced weapons etc for all ships within a certain radius. Could spec out a carrier to say help with defense or offensive capabilities of a fleet while the carrier itself can protect the fleet using squadrons of bombers interceptors fighters etc depending on the chosen loadout.


Posted: //
May 20, 2016, 2:40 a.m.



as much as i like the idea of carriers i think it will just be to hard to balance it out as a role. im mostly drawing from my time playing world of warships when saying this. its a intresting idea but so far the ether come out as boring or OP


fear the shadow on the wall


Posted: //
May 20, 2016, 4:31 p.m.



darkeyed01#0796 posted (#post-35441)

as much as i like the idea of carriers i think it will just be to hard to balance it out as a role. im mostly drawing from my time playing world of warships when saying this. its a intresting idea but so far the ether come out as boring or OP

imo World of Warship was screwed by from the start due to it's medium. Dreadnought is a lot more up-in-their-face kind of action, which means a mini-map-interface would be counter intuitive compared to having squads controlled as a Primary Weapon.

If you balance the squads much like a primary weapon i believe the Devs would have a much easier time keeping carriers in check.


My spaceship brings all the boys to the yard

Carrier-Class Ideas 1.6 | Module Ideas 1.1
T-Shirt Designs | Ship specific Voice-Packs


Posted: //
May 20, 2016, 10:34 p.m.



I think instead of a new type of ship that it being a loadout that any class of ship could take as a secondary weapon would be a excellent way to run carriers. Or (long run idea) all ships are naturally carriers adding another level of game play.


Posted: //
May 21, 2016, 12:43 a.m.



Zerek#7494 posted (#post-35526)

darkeyed01#0796 posted (#post-35441)

as much as i like the idea of carriers i think it will just be to hard to balance it out as a role. im mostly drawing from my time playing world of warships when saying this. its a intresting idea but so far the ether come out as boring or OP

imo World of Warship was screwed by from the start due to it's medium. Dreadnought is a lot more up-in-their-face kind of action, which means a mini-map-interface would be counter intuitive compared to having squads controlled as a Primary Weapon.

If you balance the squads much like a primary weapon i believe the Devs would have a much easier time keeping carriers in check.

my worry is trying to prevent what happens in world of warships were the carriers run off and hide and keep spaming torps into everything. thats what i was worried
about. cuss its easy to see across a map so i am just worried about them sitting well outside everyones fire range while spamming infinte attack craft.


fear the shadow on the wall


Posted: //
May 21, 2016, 3:57 p.m.



Feraltech#4836 posted (#post-35567)

I think instead of a new type of ship that it being a loadout that any class of ship could take as a secondary weapon would be a excellent way to run carriers. Or (long run idea) all ships are naturally carriers adding another level of game play.

Now that's something I've not thought of...

Problem is that having the carrier concept as a secondary weapon would have to be limited to the Medium Destroyer, Heavy Destroyer, and the Dreadnoughts simply due to realistic model sizes and intuitive gameplay (why would a Ramming Light Destroyer ever pick up the carrier secondary).

So far i believe all ships within the same class have the same access to the same modules and secondary weapons, which would probably mean that only Dreadnought would have access to this secondary carrier system. The dreadnought's abundance of nukes could be an issue, accidentally nuking your fighter squadrons would be a complete bummer.


My spaceship brings all the boys to the yard

Carrier-Class Ideas 1.6 | Module Ideas 1.1
T-Shirt Designs | Ship specific Voice-Packs

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