![]() Ground vehicles are simple enough (and amphibious, the one case where Hostile Waters was actually a lot fiddlier) to handle, although you'll still need to pay attention to the rangefinding readout once it's tank time if you want those shots to count. Most of your work will be co-ordinating and planning and tweaking orders, and when you do take the wheel, you'll be greeted with a sim befitting the original. This is not the action-first interpretation of Carrier Command's other descendant Hostile Waters, though. Playing it with any degree of competence, however, is another matter entirely." "Playing Carrier Command 2 is fairly easy. No, any time your drone vehicles are off the ship, you can connect to them remotely, either to passively supervise and spot from a circling recon ship, or to actively take over control, and crash into as many missiles as you damn well please. Because, you see, you're not just pushing icons around the map or watching helplessly from the bridge as another helicopter jinks directly into an oncoming missile. It is, like last week's HighFleet, big on diagetic interfaces, although as with that game, sensible concessions are made when it comes to the action sections. ![]() Practically speaking, what you will be doing is flicking switches, peering through binoculars, and switching off the monitors you're not using because you're energy conscious and then forgetting which one does what when you need them again, because you're also an idiot. You, of course, control one carrier, with the freedom to attack wherever and however you like. Two automated carriers set out to sink one another by directing land and air vehicles, and in between them are dozens of islands, each defended by AI vehicles and turrets hostile to both carriers, and each home to a base that, if captured, can manufacture replacement vehicles, weapons, and supplies. However, if you use this link, you can get it for $1 off.The idea is compelling enough that it's frustrating it's been so rarely revisited since the 1988 original. This article is an excerpt from my Game Guide, over a hundred pages of hints, tips, tricks and tactics that will help you get to grips with the finer points of the game, all for a paltry $2.99. A carrier costs about the same time to repair as a High-end battleship (Fury/Dread/Zeal/Vigilante), so it is actually a good idea to sacrifice a carrier to save a bunch of Battleships.Remember that a near-dead ship does as much damage as a fresh one, so the faster you kill it the better. When faced with multiple targets, select a priority target (long-press on mobile, right-click on PC) so all carrier squadrons will engage that target and kill it as fast as possible.When pursued by multiple enemies, angle your carrier off to one side so it engages opponents one at a time.Keep your carrier moving! A stopped carrier is a dead carrier.Slower-moving enemies such as Battleships can be fooled relatively easily – use a decoy to turn enemy Battleships so that they are heading straight at the carrier, This will allow the carriers squadrons to approach the battleship through its forward blind spot without being hit by the Battleship’s weapons. Decoys can also be used to draw enemy ships away so that the carrier is not overwhelmed by multiple enemies at once. ![]() Fortunately the enemy AI is easy to fool – computer-controlled opponents always home in on the closest ship, and so a decoy ship can be used to draw fast-moving opponents away from the carrier. The carrier is the longest-ranged ship in the game, but that enormous reach comes at a price – Carriers are relatively fragile and can be taken out easily by a determined opponent. This means that while the overall earning rate did not change, it became far less time-consuming and hence easier. With a carrier, however, the nature of these events changed instead of hitting a fleet every minute or so for 1000 loot apiece all the live-long day, it was now possible to hit a few 50, 55 or even 60 VSec fleets for 100,000 loot, with 1-2 hours of repairs before the next round of attacks. While these were usually insta-rep (instant-repair), this approach was brutally time-consuming and usually required 20-plus hours of farming over three or four days to get the top prize. Before I built my carrier, events were completed by auto-farming level-27 planetary fleets, with some manual sector-level farming of bigger fleets with Revelation Cruisers and Battleships. Nowhere is this more readily apparent than in events and Riots. In fact it may be said that the biggest divide among players is between those who have carriers and those who do not – the Haves and Have-nots, if you like. Once you have unlocked and built a carrier, the way you play the game changes dramatically. Of all the ship types in the game, the carrier is perhaps the biggest game-changer.
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