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Shi Lang
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Posted - 2007.09.18 21:07:00 -
[1]
Because of the absurdly slowdown of the forum I had apparently accidentally double posted a thread, however for reasons that make no logical sense while one was apparently deleted the other was locked, preventing any further expansion of the topic at hand, as such I have issued a formal complaint on the matter.
Anyways! Back to my original Thread.
Firstly how do fighters work?
Secondly how do jump drives work?
Thirdly how many fighters can the average carrier/mothership hold?
More questions to come.
To extrapolate, apparently fighters can "follow" people who warp away, and one can apparently assign fighters for other people to control, details like this I would like to learn about.
Also, how do jump drives work? I am not asking whether MS's are invincible or not I am merely asking what the ingameplay mechanics involving Motherships work, examples how does the Cynasual field system work and what are the limitations to it?
I think th "how many" question can be expanded to what is the usual outfitting of a mothership and what fighters are generally used and why and how many in general?
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Shiner BockBeer
Go Go Gadget ForumPostingAlt
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Posted - 2007.09.18 21:26:00 -
[2]
1) lock target, engage. 2) right-click, jumpto. 3) right-click, show info.
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The Socialworker
Minmatar The Socialworkers
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Posted - 2007.09.18 22:50:00 -
[3]
Asking a civil question usually gets you further than issueing a formal(?) complaint when you don't have a clue what is going on. Doing at least a bit of your own homework to start off with, and then ingame help channel, eve search, eve.grismar.net, and then ships and modules forum is one way to go.
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The Socialworker
Minmatar The Socialworkers
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Posted - 2007.09.18 22:58:00 -
[4]
Ahhh. Joke thread right?
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Yakoff
Star Scream Inc. Ultima Rati0
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Posted - 2007.09.18 23:11:00 -
[5]
1 - Firstly how do fighters work? Mother ship/carrier launches them. Pilot of said ship has a couple of options to control them.
A) lock a target and tell fighters to attack target (just like the drones). B) if pilot is in a gang - pilot can delegate control of said fighters to other gang member. Gang member can use fighters as they would use drones. Keep in mind, if gang member can only control 3 drones - only 3 fighters can be delegated.
If gang member or pilot has gotten a successful fighter attack on target and target warps off, fighters will follow target until said target has either jumped out of system/docked/found a way to hide (cloak). Fighters do not actually warp with target - they sort of dissapear and reappear when target comes out of warp. You can not (I believe) ecm, warp disrupt, or web a fighter.
2 - Secondly how do jump drives work?
Capitals have a built in jump drive system. They are to big to use stargates, so they must use a jump drive and a cyno to jump to. Pilot must be in gang with another member. Other member will drop a cyno in another system - and if capital pilot has the fuel (one of the 4 isotopes) and proper training - will choose the option to jump to the cyno pilot.
Most pilots will train jump drive calibration to level 4 - with this, the pilot can jump up to 14 light years away. Motherships can jump further as their cargo hold is bigger than a carrier - hence can carry more fuel.
Since a carrier can be warp scrambled, it can not jump out of system if someone has it warp scrambled or stuck in a bubble.
Since motherships are not supseptable to electronic warfare (i.e. warp disruptors), they do not have to worry about this in .1-.4 systems. They do have to worry about 0.0 space as interdictors can then come into play.
3 - Thirdly how many fighters can the average carrier/mothership hold?
Carriers have a drone capacity of 100,000 m3. Your fighter size will be at 5000 - so can hold 20 total fighters in its drone bay. However - the pilot can actually put other type of drones in the drone bay - like sentry drones, heavy drones, etc. So it just depends.
They motherships (Nyx for example) has a drone bay of 250,000 m3 - so can fit up to 50 fighters.
Now, just because they can fit these - does not mean they can launc them. You need to take skills into consideration.
a) nyx/thanatos requires drones at lvl 5 - which gives you 5 off the bat. Gallente Carrier skill then breaks off depending on the ship type. Nyx - gives you control of an additional 3 per carrier level. thanatos only 1 per level.
So say you have carrier at level 5. # you can control : Thanatos - 5 (off the bat) + 5 additional = 10. Nyx - 5 (off the bat) + 15 additional = 20.
Then there is advanced drone interfacing skill - which allows you to put a drone control unit on per each level trained. Say you ahve this at level 5 - you put 5 drone control units on your high slots - will give you 5 more fighters to control.
Sorry, was bored at work.
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Shi Lang
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Posted - 2007.09.19 00:04:00 -
[6]
thx man.
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Torian Lorik
Jonosha Corp.
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Posted - 2007.09.19 17:39:00 -
[7]
Edited by: Torian Lorik on 19/09/2007 17:40:34 A quick search of the Ships and Modules Guides and Resources thread reveals this document, a pdf file created especially for questions of this type.
Carrier Guide
Edit: figured out how to actually link correctly.
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Yakoff
Star Scream Inc. Ultima Rati0
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Posted - 2007.09.19 18:47:00 -
[8]
That pdf is a little outdated, but it covers the just of it. There have been some minor revamps.
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