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Capturing ships??
JamesDax
Are there ships that can't be captured? I tried to capture a Vaygr carrier and well...my marine ship docked. The blue little line went to full and the marine ship undocked, but the carrier wasn't captured. Did I do something wrong??
Those who live the longest will know the most.
 
Glacialis
Your carrier unitcap was full.
 
JamesDax
OHHHhhh... so if I already have a carrier I can't capture one? Hmmm.. well, that sucks. Why does the game even allow me to try to capture the thing then?
Those who live the longest will know the most.
 
Phoenix
Well, you can still dissable those ships I think...
 
dzadzey
if your unit cap is full all the marine frigates do is temporarily disable the target. once disabled, destroy it...quickly.
A society of sheep must, in time, beget a government of wolves. - Bertrand De Juvenal
 
yasotay
Someone of technical competence jump in here, but I think the short answer is that if you don't like the cap you can always change it yourself. Of course if you are interested im MP gaming everyone has to be on the same sheet of music...
 
Glacialis
Press "i" while in game to get the list of unitcaps. If it says 1/2, you have room for another carrier. But if it's an enemy carrier, you won't be able to build off of it. Sorry, no enemy ship production. It's an engine limitation.
 
TelQuessir
That limitation can be worked around with but requires copious amounts of rewriting the whole HW2 ship configuration system. Not worth the effort.

Also, the unitcaps are there to ensure a combined arms force structure (if you want to debate why 21 FFBs in a squadron makes for unimaginative gameplay, PM me), and also, it is unreasonable to field a fleet of fully alien ships "captured" from the enemy like you can in HW1.

That is very hard to justify as first of all you don't have the right logistics and crew to restore and keep those vessels in fighting trim outside of turning whatever weapons the ships have on their former masters. Integrating them into your force structure or even have them coordinate with one of your ships is a different story - right now your Marines are able to interface "foreign" ships with your tac. network (thus they can constructively contribute to your combatant efforts) so be thankful already.
Edited by TelQuessir on 27-09-2005 01:03
 
JamesDax
Ok, ok... so in a nutshell. I can use my marines to board and disable a enemy cap ship. Alright thats fine. I can live with that. Can we then, perhaps in the future, use the marines to atleast destroy the ship. Maybe start some type of self destuct sequence or plant explosives around critical system? Just a thought.
Those who live the longest will know the most.
 
TelQuessir
That demolitions thing is a valid suggestion. There are many ways to accomplish that, from having the ship armed with some serious short range assault firepower to deploying a large explosive charge on a target on player's key command.

I believe I have experimented with the infiltrator frigate deploying bombs instead of drop pods, but that was inconclusive.
Edited by TelQuessir on 27-09-2005 01:52
 
JamesDax
I like the idea of deploying large explosive charges. Since the enemy ship is disabled for a time anyway, as the marine frigate leaves the ship it could drop the charges doing serious damage if not outright destroying it. Something worth looking into. Otherwise, what good is the marine frigate in PDS??
Those who live the longest will know the most.
 
TelQuessir
Special operations - that sums it up Smile

That's the exact role statement of the boarding assault frigate today. Only invest in that capability when you have planned for what they are going to do in the scenario.

In a taskgroup management scenario (like when you play Sobani in skirmish) when the allied HGN AI is relying on your contributions to attain victory against a superior force, the role of said planning comes into play.
 
Aser
With special operations in mind, shouldn't the assault frigate be equipped with a more modest primary weapons array in favor of more (advanced, numerous or both) electronic warfare systems?
 
TelQuessir
Gimme a proposal for that in the community loadouts thread - I want more details.
 
schumador
I remember the first time I ran into the unit cap issue as well... I had captured a ToF in the SP Campaign and had just gone through hell to capture an Al-Khalid... but only disabled it Sad

Oh well, now I go after the Al-Khalid *first*! It really is a beautiful ship...

As for Marine/Infiltrator frigates planting demolitions charges, that makes way too much sense. A Special Operations group tasked to disrupt the enemy's supply lines - they would steal what they could and destroy the rest (denying the enemy its own resources).

Maybe after the enemy ship has been disabled, the Marine/Infiltrator Frigate can dock with it a second time (and wait, again, for the "capture" bar to move all the way across) in order to plant demolitions charges and destroy it. This doubles the time requirement (exposing the FF to enemy fire), but it is a different task (the first being to subdue/suppress the enemy crew).
 
JamesDax
schumador - That works for me. I just want the Marine Frigate to actually do something. For all the trouble you go through to get the darn thing close enough to a enemy capitol ship just to have it disabled for a few clicks?? That makes no since to me. They're marines. They should be killing something. Otherwise just call it an engineer frigate and send in the engineers to disable the ship. Frown
Edited by JamesDax on 27-09-2005 16:47
Those who live the longest will know the most.
 
TelQuessir
"Killing" is a moot point in our desired level of warfighting discussions. Infact I don't even need to use the word nowadays!

Pfft
 
JamesDax

Quote

TelQuessir wrote:
"Killing" is a moot point in our desired level of warfighting discussions. Infact I don't even need to use the word nowadays!

Pfft


I'm not sure I understand what you mean. Please elaborate.
Those who live the longest will know the most.
 
TelQuessir
If we want to talk about "killing the enemy" - a first person shooter forum is the better place to talk about that.

Here, the processes of successfully engaging enemy forces are discussed, mostly on the tactical level and less on the strategic spectrum for the time being. Never and not "killing the enemy". Thusly, someone being a Marine doesn't mean he lives to "kill things". There are better words to use for the intent of physically disabling or destroying enemy vessels after boarding action.
Edited by TelQuessir on 28-09-2005 05:01
 
JamesDax
I see. Hmmm... I know I'm new here and all, but I'm beginning to see what Snuff was talking about.

Alright then. I'll not use the word "kill" or discuss "killing things" anymore. Frown
Those who live the longest will know the most.
 
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