Hiigaran Carrier
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A super-capital class spaceship from the fictional Homeworld 2 universe. The Carrier is saved by the Pride of Hiigara early in the single-player game. Capable of building resource collectors, mobile refineries, scouts and probes as soon as it is built, the carrier can hold up to twenty fighter or corvette squadrons in its massive docking bay (that's 100 individual fighters or 60 corvettes) This ship is the fastest in the Hiigaran fleet in terms of strike-craft servicing and construction, and due to its relatively high maneuverability (for a capital ship, at any rate), this should be exploited by any player as much as possible.
Unlike the Vaygr Carrier, which can only build a single ship facility (Fighter, Corvette, [i]or[link] Frigate Facility), the Hiigaran carrier is capable of building three of the four ship facilities (Fighter Facility, Corvette Facility and Frigate Facility as well as the two Module slots that both Carriers recieve. Again, most experienced Hiigaran players use this to their advantage in any battle against Vaygr players. Sadly, however, the original Homeworld multi-layered construction paths have been abolished, and a player can still only build a single ship at a time. Statistically, this ship ranks up as the best - it is capable of processing two streams of corvettes or fighters at any one time.
As far as weaponry is concerned, it's a bad plan to just let it drift along all on its lonesome - it comes equipped with only four point-defence weapons that would struggle to dent a scout. Unless it's furiously building its own backup, a carrier should always be accompanied by a force of at least Interceptor-class fighters. Should you forget this fact, the Carrier is allowed 5 repair-slots, as well as self-repair. However, self-repair is no insurance, and you should only leave it to repair itself if resources are tight and you need as many collectors as you can get.
Prequesites to build-capability are a Research Module and a Capital Ship Facility, both highly recommended to be built upon your Pride of Hiigara.
Plusses:
- 2 Armour upgrades - 2 Engine upgrades - 1 Manufacturing upgrade (33% faster) - 3 Production slots - 20 Berth docking bay - 5 Repair points - 2 Module slots - 1 Sensors slot - Automatically have one in every netgame - All-purpose construction-ship-cum-mini-mothership
Minuses:
- Expensive, but you get what you pay for, when you think about it. - Point defences don't seem to have any use other than the pretty muzzle-flashes - Easily destroyed. Real easily, if you aren't careful. - Can't build Capital Ships
Buildable Ships:
Fighter Facility Scout (e.m.p. upgrade and sensors ping upgrades available) Interceptor (2 maneuverability upgrades available) (Research module required) Bomber (improved bombs and 2 maneuverability upgrades available)
(Research module required)Corvette Facility Gunship (2 armour and 2 maneuverability upgrades available) Pulsar Gunship (2 armour and 2 maneuverability upgrades available) (Advanced research module and minelayer research required) Minelayer
(Research module required)Frigate Facility Torpedo Frigate (2 armour, 2 maneuverability and improved torpedos upgrades available) (Advanced research module required) Flak Frigate (2 armour and 2 maneuverability upgrades available) (Advanced research module required)Ion Frigate (2 armour and 2 maneuverability upgrades available) (Advanced research module and defence field research required) Defence Field Frigate (Advanced research module required)Marine Frigate (2 armour and 2 maneuverability upgrades available)
(Research module required)Platform Control Module Gun Platform (2 armour upgrades available) (Research module and ion platform research required) Ion Platform (2 armour upgrades available)
(Research module required)Hyperspace Module Shipyard (2 armour, 2 maneuverability and 1 improved manufacturing upgrade available)
Best Strategy:
There are two strategies that can be employed with the Hiigaran Carrier; First, when time is of the essence and resources are thin, to construct a Hyperspace Module and (importantly) use conventional drives to travel to the nearest resource pocket, complete with resource collectors and at least five squadrons of interceptors. Once there, should the Carrier succumb to any attack, it will have the ability to jump away from the main attacking force, thereby preserving it from destruction and a distinct loss.
For when time and resources are available in abundance, it is advisable to build three Carriers to make a small squadron. The centre Carrier should be equipped with a Hyperspace Module (allowing the two either side to jump as well), and a Gravity Well generator, to prevent enemy capital ships from, quite literally, getting the jump on them. Either the left or the right (but not both) should hold a Fire Control Tower and a Cloak Generator (both will cover the other two ships with ease), and the other should host a Platform control module and another hyperspace module, just in case. With three Carriers, it is also possible to construct each sensor upgrade.
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