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Difference between revisions of "Carrier"

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m (Grammar and spelling fixes, changed the wording in a few sentences, nothing major)
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Carriers can be a fleet Point Defense and Fighter intercept ship.
 
Carriers can be a fleet Point Defense and Fighter intercept ship.
  
Or they can have a single design mindset such as just for carrying Fighters, Interceptors or Troop Drop Ships.
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Or they can have a single design mindset such as just for carrying fighters, interceptors or drop ships.
  
 
===Carrier Fleet Operations===
 
===Carrier Fleet Operations===
Carriers require a fleet for support because they are just that, a Carrier. They are meant to support and add range to a fleet operations while also gaining protection from the fleet from enemy ships that close range or launch missiles.
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Carriers require a fleet for support because they are just that, a carrier. They are meant to support and add range to a fleet operations while also gaining protection from the fleet from enemy ships that close range or launch missiles.
  
You can have a fleet entirely based at the core at Carriers, or you can have a fleet entirely based on another ship but with carriers as a minor supporting role.
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You can base a fleet entirely based on carriers, or use them in a less offensive support role.
 
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However you do it carriers are very important for a well rounded fleet and its operations.
However you do it Carriers are very important for a well rounded Fleet and its operations.
 
  
 
===Carrier Squadrons===
 
===Carrier Squadrons===
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All of them changed their opinion as new wars were started and ended with new tactics.
 
All of them changed their opinion as new wars were started and ended with new tactics.
  
This game follows the same rules, every enemy has different weakness's that can be exploited and each design for each war could be tweaked to find and exploit those weaknesses to the best of the crafts ability.
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This game follows the same rules, every enemy has different weaknesses that can be exploited and each design for each war could be tweaked to find and exploit those weaknesses to the best of the crafts ability.
  
 
==How to make Carriers work==
 
==How to make Carriers work==
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Once you have your carrier designed and built you can assign fighters to it.  You can do this two ways,  either go into the ship screen and assign the fighters to the carrier one at a time from the first tab, top right. Remember to push the land button if you want them to land in the hangar immediately after you assign them, that of course only works if they are in the same spot at the carrier.
 
Once you have your carrier designed and built you can assign fighters to it.  You can do this two ways,  either go into the ship screen and assign the fighters to the carrier one at a time from the first tab, top right. Remember to push the land button if you want them to land in the hangar immediately after you assign them, that of course only works if they are in the same spot at the carrier.
  
Or you can do it the slightly less micromanagy way.  Go into the fighters screen (F7) and hit the new button at the bottum to create a new fighter squadron.  They will be given a random name that you can change at the top if you wish.  Then go to the reorganise squadrons tab, and take ships from 'no squadron assignment' and move them into your squadron, hopefully remembering the capacity of the carrier you plan on assigning them to.  After that you select the carrier you wish to assign them to, and if they are in the same location as it, hit 'recover' which will tell all the fighters in the squadron to land on the mothership.  Then go back into the details tab to make sure their location is the same as their assigned ship. If so, your golden. If not something went wrong, either the squadron isn't in the same place as the mothership, or the mothership didn't have enough capacity.  Also it would probably be a good idea if you have more than 1 fighter class to keep the diffrent classes in diffrent squadrons.  Fighter speeds can vary alot, making it inefficient to stick a slow fighter in with fast ones.  Don't worry about having too many squadrons, a carrier can carry an unlimited number of squadrons, it's just the total number of ships matters for capacity.
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Or you can do it the slightly less micromanagey way.  Go into the fighters screen (F7) and hit the new button at the bottom to create a new fighter squadron.  They will be given a random name that you can change at the top if you wish.  Then go to the reorganise squadrons tab, and take ships from 'no squadron assignment' and move them into your squadron, hopefully remembering the capacity of the carrier you plan on assigning them to.  After that you select the carrier you wish to assign them to, and if they are in the same location, hit 'recover' which will tell all the fighters in the squadron to land on the mothership.  Then go back into the details tab to make sure their location is the same as their assigned ship. If so, you're golden. If not, something went wrong, either the squadron isn't in the same place as the mothership, or the mothership doesn't have enough capacity.  Also, it's probably a good idea to keep different fighter classes in different squadrons.  Fighter speed can vary a lot, making it inefficient to stick a slow fighter in with fast ones.  Don't worry about having too many squadrons, a carrier can carry an unlimited number of squadrons, it's just the total number of ships that matter for capacity.
  
The assigning from the ships screen is quicker to do. But the making a squadron thing has the advantage of automatically splitting the fighters off into a squadron task group when launched, which saves alot of time in the long run.  
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The assigning from the ships screen is quicker to do. However, making a squadron has the advantage of automatically splitting the fighters off into a squadron task group when launched, which saves a lot of time in the long run.  
  
 
P.S. The downside of the squadron method is that it only works on fighters.  If you want to add a larger ship to a hangar like a gunboat or a small destroyer, your only option is to do it from the ships screen.
 
P.S. The downside of the squadron method is that it only works on fighters.  If you want to add a larger ship to a hangar like a gunboat or a small destroyer, your only option is to do it from the ships screen.
Done in 2 ways
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Credit to Greiger from Bay12
 
Credit to Greiger from Bay12

Revision as of 00:23, 27 June 2010

Carrier Design

Carriers can have any number of roles in a single ship.

Carriers can be a fleet Point Defense and Fighter intercept ship.

Or they can have a single design mindset such as just for carrying fighters, interceptors or drop ships.

Carrier Fleet Operations

Carriers require a fleet for support because they are just that, a carrier. They are meant to support and add range to a fleet operations while also gaining protection from the fleet from enemy ships that close range or launch missiles.

You can base a fleet entirely based on carriers, or use them in a less offensive support role. However you do it carriers are very important for a well rounded fleet and its operations.

Carrier Squadrons

What is the best mix of fighters based design do i need?

This is the question that every tactician since the dawn of flight has asked himself.

All of them changed their opinion as new wars were started and ended with new tactics.

This game follows the same rules, every enemy has different weaknesses that can be exploited and each design for each war could be tweaked to find and exploit those weaknesses to the best of the crafts ability.

How to make Carriers work

Loading/Unloading Fighters onto Carrier

For carriers you build the mothership with stacked hangars or boat bays. You can set their hangar loadout in the class design screen, but I haven't noticed that do anything yet, I may be doing it wrong. I mostly just use it to plan out how big to make the squadrons assigned to the carrier.

Once you have your carrier designed and built you can assign fighters to it. You can do this two ways, either go into the ship screen and assign the fighters to the carrier one at a time from the first tab, top right. Remember to push the land button if you want them to land in the hangar immediately after you assign them, that of course only works if they are in the same spot at the carrier.

Or you can do it the slightly less micromanagey way. Go into the fighters screen (F7) and hit the new button at the bottom to create a new fighter squadron. They will be given a random name that you can change at the top if you wish. Then go to the reorganise squadrons tab, and take ships from 'no squadron assignment' and move them into your squadron, hopefully remembering the capacity of the carrier you plan on assigning them to. After that you select the carrier you wish to assign them to, and if they are in the same location, hit 'recover' which will tell all the fighters in the squadron to land on the mothership. Then go back into the details tab to make sure their location is the same as their assigned ship. If so, you're golden. If not, something went wrong, either the squadron isn't in the same place as the mothership, or the mothership doesn't have enough capacity. Also, it's probably a good idea to keep different fighter classes in different squadrons. Fighter speed can vary a lot, making it inefficient to stick a slow fighter in with fast ones. Don't worry about having too many squadrons, a carrier can carry an unlimited number of squadrons, it's just the total number of ships that matter for capacity.

The assigning from the ships screen is quicker to do. However, making a squadron has the advantage of automatically splitting the fighters off into a squadron task group when launched, which saves a lot of time in the long run.

P.S. The downside of the squadron method is that it only works on fighters. If you want to add a larger ship to a hangar like a gunboat or a small destroyer, your only option is to do it from the ships screen.


Credit to Greiger from Bay12

Problems with using Carriers as of V5.01

Alot of micromanagement just to get them loaded up, and then unloaded in combat. If you have lots of small squadrons good luck.