The problem with strikecraft.....

In terms of DPS per supply point, bomber strikecraft actually compare favorably to heavy cruisers.  Firepower isn't the problem.  It's fragility and command and control.  Bombers are massacred by interceptors.  Using your own interceptors for protection is problematic, though.  Interceptors by default go after other bombers, leaving your bombers unprotected.  Also problematic is that interceptors can be neutralized by flak very easily, leaving your bombers unescorted for enemy interceptors.

To this end, I think it would be neat if there was a better way to control the behavior of your strikecraft without a ridiculous amount of micro management.  I think it would be neat if I could issue standing orders to my interceptors that controlled their behavior.  I would like to be able to control which targets they attack first by default, and I'd like to be able to control how aggressive their tactics are (for the most part, I'd want them to avoid flak at all costs, but there would be times I'd like to be able to change that).  What I don't want is for my interceptors to blindly follow an enemy bomber squad, fighter squad, or LRM right through the heart of his densest concentration of flaks, at least not by default.

7,802 views 11 replies
Reply #1 Top
You want Homeworld. As a former fanatic of Homeworld, I can understand your sentiments. However, fighters and bombers are replaced for free in Sins which kinda makes up for the lack of tactical control.
Reply #2 Top
And, you would think that there would be more than one squadron on a carrier...
Maybe they could have their dps slightly reduced.
Reply #3 Top
Edit (as there is no "edit" button. Weird, I know) to the second line: "to balance out the multiple squadrons."
Reply #4 Top
Edit (as there is no "edit" button. Weird, I know) to the second line: "to balance out the multiple squadrons."
End of quote


I've seen an edit button, but it does vanish after a certain amount of time after you post a reply. So if you need to make a change it has to be relatively quick.
Reply #5 Top
As a Strike Craft Specialist, One has to remember that strike craft are by nature, heavy micro-management ships. Since i play as primarily a TEC person, I have 4 lvl 4 or more Sovas in a Carrier Battle group, loaded with bombers. For those that don't know or use Strike craft very often, thats 16 or more squadrons of bombers. For Fighter protection, I create 6-10 Escort Carriers and equip them with Fighters. For personal Anti-Bomber/Anti-Fighter Defenses, I use Flak Frigates backed up by a Kol's special ability if I need to use a Kol to help Defend the carriers.

Now what I have to admit though, is that I would like the Developers to up the number of Strike Craft per Carrier Cruiser. I think they should at least have 2-3 Squadrons. I mean, Some Capital ships get to upgrade to 1-2 Squadrons. Shouldn't the Specialized Cruiser, have more or an equal amount to the Capitals? Otherwise, unless your a strike craft specialist like myself, why would you use them?

I also think that the Carrier Cruiser should get the Special Ability of [Space Mines]

[Space Mines]
Dmg - Equal to the amount done by Robotic destructor drones or up to 800 before dmg reduction. Unless they are Civilian transport ships (orbital refinery or trade ships). Civilian ships recieve 150% dmg before Dmg reduction.
Range - 1000 to 2000
Time Cooldown - 120 Seconds
Time in Game - 90 Seconds

Deploys a small minefield near the carrier capable of disrupting shipping and floats as a set target in the gravity well. Cannot be targeted for destruction, but will explode if any enemy ships enter the blast radius.


These Space mines would add another strategic level to the game in making carriers useful to have in defense fleets. If you play as Vasari, you can see all enemy jumps multiple lines away from your planet. If you play as TEC, you can see 2 jumps away from your planet. This gives you advance warning and allows you to mine the exit point of the incoming invasion force. Granted, these won't do much damage, but if you place enough mines in a dense enough minefield, you might be able to do serious damage to the enemy fleet without sustaining serious losses to your self. They can also be used to disrupt enemy shipping and possible close lines of trade.


Just my 2 cents.

Edit: changed range to Min-Max type range as 2000 may be Overpowered.
Reply #6 Top
You want Homeworld.
End of quote


I own a copy of every Homeworld game ever made. Great games, especially Homeworld 2. However, we're comparing apples and oranges. Even excluding the finer command and control of strikecraft you get with HW, they are still inherently more effective in HW. Primarily because the flak frigate in HW isn't nearly as lethal to fighters as the one in Sins is.
Reply #7 Top
And, you would think that there would be more than one squadron on a carrier...
End of quote


I actually whipped a quick mod where the light carriers had two squads and it was way OP. I think the solution would be to make the carriers themselves a bit cheaper but otherwise leave their stats alone.
Reply #8 Top
IMHO - the problem with strikecraft is not the problem with strikecraft - but a problem with flak. A few flak frigates easily counter a lot of carriers.

Solution: Make flak a bit less effective against strikecraft, but more effective against long-range.
Reply #9 Top
A carrier fleet properly run needs 3 elements:

Flak Frigates are STRONGLY countered by the tier 1 assault frigates, so any serious carrier based armada needs to have a good number of these.
Reply #10 Top
You want Homeworld. As a former fanatic of Homeworld, I can understand your sentiments. However, fighters and bombers are replaced for free in Sins which kinda makes up for the lack of tactical control.
End of quote


They aren't replaced for free. They cost antimatter and time.
Reply #11 Top
Flak Frigates are STRONGLY countered by the tier 1 assault frigates, so any serious carrier based armada needs to have a good number of these.
End of quote


The problem with this strategy is that Cobalts, Disciples, and Skirmishers die in prodigious numbers to LRM type ships and heavy cruisers. As things stand now, a fleet of LRM + flak will destroy a fleet of carriers + light frigates.

If you're going to use this strat, wait until you can field heavy cruisers in place of light frigates; they are much more resistant to LRM spam and impervious interceptor strikes and can tear through light frigates and flak frigates alike like tissue paper.

But herein lies the issue. Heavy cruisers are about as effective as carriers fielding bombers. Given the amount of micro involved in managing a carrier fleet, it seems to me to be wiser to just field the horde of heavy cruisers and use flak + interceptors from you capital ships to cover them against bombers.

Also, the HC + flak fleet has a significant advantage against a HC / light frigate + carrier fleet in terms of sheer hit points, armor, and shielding. Carriers fielding bombers are easily taken down if something can range on them. Heavy cruisers aren't easily taken down under any circumstances, unless of course your opponent has never played the game before.