Game Guides Archive

Thread: Space Expansion

Nutts
Sun Feb 08, 2004 6:44 am
#118

Ships i would like to see in the SE :


Neutral :


Z-95 Headhunter

R-41 Starchaser

Corellian Corvette

Nebulon B Frigatte

Dreadnaught

Corellian Gunship

Corellian Transports (diff.types)


Transport ( EP V)

Mon Calamari Cruiser & Adv.MCC


Imperial (faction ships) :


Tie Fighter

Tie Bomber

Tie Defender

Tie Advanced

Tie Phantom

Tie Interceptor

Assault Gunboat

Missileboat

E/S Shuttle

Lambda Class Shuttle

Interdictor

VSD I-II

ISD I-II

SSD (1 per server?)


Rebel (faction ships) :


Y-Wing

A-Wing

T-Wing

X-Wing

B-Wing

Snowspeeder


The rebels dont have any special capital ships, MCC & Adv.MCC is offcourse usually the rebels Flag ships since they are so powerfull.





-RIP-Midran Medrian-RIP-
Killed in Action at Mos Eisley Starport
By the hands of three Jedi Sentinel's and four Jedi Knight's

FeedoBospa
Sun Feb 08, 2004 9:39 am
#119

Well, all I want to see is some sort of comment from the Devs. Indication of what's to come, and when it's coming out, something like that'd be sweet!


Also, I'm not sure about a-wings... Technically they haven't even been devolped yet. They were just devolped in time for the attack on the Deathstar mk.2 ... but then again, technically there isn't more then 2 jedi in the galaxy at the moment..


-Feedo
Crazyguy111
Sun Feb 08, 2004 11:57 am
#120

GREAT ideas by Nutts andSmuggler_Caylin.

BTW: What's taking the devs so dang long?



Omiss Gilla - May the nerf be with you!
Imperio59
Sun Feb 08, 2004 12:27 pm
#121

My take on flying houses and vendors:


A crafting profession can create space houses (whatever u want to name them...) and they act like real houses. You find a spot, you use your deed and place the house there (you'd have to account for the Z-axis too, boy that's gonna be fun ) Your house is then at x, y, z coordinates and it is much like a "normal" house. You dock your ship there, you can then enter it, decorate it, place vendors in it, you might want some windows for it too Etc...


OR:


To put down a space house you need to find an asteroid. You then set your house on that asteroid, wich has coordinates, you can dock there, walk around in it, decorate it, put vendors, etc.


OR²:

You have a house in space, in either fashion as described above, but cannot place vendors in them (because high traffic malls for instance can't dock 50 folks at once...) So you have Vendor-droids, little probe-like space flying devices that orbit around your house! people can access them by directly clicking them (like a vendor terminal or NPC vendor)


As for ships:

We need "neutral" ships, wich are made by a specialised profession (a ship maker prof if you will), wich anyone can buy and use freely, you can mount weapons on that ship, different layers of armor and shields, hyperdrive, etc. All of these drain on your energy bar (kind of like a 4th HAM bar). Firing weapons, raising shields, etc, all this consumes power. You can buy better power genertaors for your ship, and battery packs wich are like emergency stimpacks to boost your energy level for say, 30 seconds during battle...


Your ship can be incapacitated and it can be DB'ed, much like a corpse. If it is incapped, it will take you 1-2 mins to "repair" it until it can fly again, but if it is DB'ed during incap, it will need repairs at a station. A tow ship will "tow" your ship back to the nearest space station where you have bound or not (and same system as for cloning applies, your ship ends up in worse condition if you hadn't bound at the station, and it winds up in "ok" shape if you had bound and paid a clonign fee.)


Faction ships:

Schematics for Faction ships should be obtainaible by ship crafters by buying them with FP. A ship crafter will buy for a one time Fee of say... 8K credits the schematic to produce a Tie-Fighter, or an X-Wing. Bigger ships will require more FPs.


Capital Ships:

Rebel and Imp capital ships will not be made. They will be directly bought with FPs (think of them as faction bases...) An ISD will be in the range of around 100K FP. I think ownership of a capital ship should be given to a Guild, and to it's guild leader, and change owner when the guild changes owner. The guilds shoudl have a common FP pool to buy equipement for the cap ship, such as detachements of Storm troopers, new weapons, armor, upgrades, etc, eventually full squadrons of AI ships to guard the cap ship. A cap ship is a slow moving thing. (It takes 30 minutes for an ISD to go around a planet in one of the original 3 SW movies if I remember correctly..) It CAN go to hperdrive, but only for long trips, and prior to jumping it will need to have called back all of it's outer defenses (Tie fighters, eventually squadrons that landed on planets, etc...) wich will make it vulnerable for a while to attacks... (say 5-10 minutes). After that, it will be vulnerable for another 10-20 mins when it arrives at destination from a hyperspace jump. Only PCs will be able to defend it during that time, until the AI guard can be redeployed...


Asteroid Mining:

Space is filled with riches just waiting to be mined! One system will share the same resources (kind of like one planet has the same res all over it) during one shift. You can scan asteroids and deploy mining appartuses on them (harvesters) to mine them. You could also manually mine them (sampling) if your ship had the required equipement (think survey tools).


Space fighting:

Shoudl we only get enemy ships in space? such as brigands, Factional PvE, etc? I think not. The original trilogy shows us a huge space monster (think of it as the equivalent of a space krayt)! Why not have creatures you can fight in space?! I don't think this should be a problem.


I think this sums up my thoughts on SE for now. remember though that SOE already has most of the basic stuff in writing for the SE! They're not going to start thinking about it a month before starting the SE! I'm sure they already have most of the new professions written out with skill names, skill modifiers, etc...


But things like Capital ships will not be at the original SE release, IMHO, they will be patched in later, like with mounts and vehicles...


All i know is that the SE will be exciting... Too bad we'll have to buy a new box for it tho




_________________________________________________________

Eclipse: Imperia, Jedi, Sony Sensitive Grinder!
TC: Imperia
Test Center: "We test, because we care..."

Maverick315
Sun Feb 08, 2004 1:35 pm
#122

Sorry guys, but I really want to hear some fellow smugglers post what you want to see, for us as well as otherwise (especially Smuggler_Caylin, electricnomad, and RogueSmuggler; you guys have great visions for smugglers and I respect all your oppinions, it would be great to hear them about the SE) so....


bump





Bria-Varien: TKA, Pistoleer, Smuggler, and wanderer.

It's nice to be wanted, even if it is 'Dead or Alive'

"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide
eman7h
Sun Feb 08, 2004 6:35 pm
#123






kamireborn wrote:

*MY WISH LIST FOR SPACE EXPANSION*


1: Construction

Get all the crafters in on starship construction, the basic hull could be constructed by Architects, Engines and Computers (nav and targeting) by Droid Engineers, Weapons by Weaponsmiths, Armor and Shields by Armorsmiths.




How about leaving the interior to Tailors? We could make furniture, color the interior, ect.





Morhea Jakri | Eclipse
Mayor Of Baulder Dash, Tatooine
Shipwright


kamireborn
Sun Feb 08, 2004 6:39 pm
#124

very good thoughts everyone. i especialy like the thought of gaining bonus's to your attributes even in twitch style play. does anyone know if it would be hard to code in say varriable accuracy to a weapon, make it more accurate as you increase in skill or allow it to auto track a bit?



--------------------------------------------------------------------
Kamike Revanche:
Proud to live in Bria

Random Star Wars Quote: "You play on that thing? You're braver then i thought." Princess Leia referring to the bria server
Krallic
Sun Feb 08, 2004 6:48 pm
#125

Ships should have limited space so that you can't have the best weapons, armor and a bunch of different gadgets installed at the same time. This could probably work a bit like the current HAM system.

I would also like to see all ships available on npc vendors. This will help to sort out the current economy (lot of money going into the loop, barely nothing out) while providing a price set in stone. Different professions should then be able to upgrade the ships in different manners, for instance refit some of the cargobay for systemsuse so that a stripped down small freighter with no offense or defense to speak of would be able to get what is normally reserved for larger ships: ie. cloaking device. Or maybe install a miningrig or something along thoose lines.
KardenTyrell
Sun Feb 08, 2004 6:57 pm
#126

have star destroyers scan for contraband too


You get in a tractorbeam and the stardestroyer brings you into the hangar...stormtrooper scanning screw boards your ship...finds nothing (smuggler perk ) and you're off again =]



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
Crazyguy111
Sun Feb 08, 2004 9:01 pm
#127

Ah yes. Power is a GREAT idea most likely already in the game design. Who knows aside from the big bad devs?



Omiss Gilla - May the nerf be with you!
superstarwars
Mon Feb 09, 2004 1:15 am
#128

I'd really like the ability to have a docing station on top of a house, even for a maintainance increase.



-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Anasian Ovonc - Radiant - Pistoleer
G Member of Project Ghost
Maverick315
Mon Feb 09, 2004 1:57 am
#129

Great ideas Caylin, thanks.


Devs, are you reading this?





Bria-Varien: TKA, Pistoleer, Smuggler, and wanderer.

It's nice to be wanted, even if it is 'Dead or Alive'

"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide
Nutts
Mon Feb 09, 2004 5:59 am
#130






Crazyguy111 wrote:
Great ideasImperio59! But I will mention again that ISDs are far to large! You tell me how for the price of a base and defenses, somebody could own a ship which could hold 30,000 crew. Crap, I forget the other thing I was going to say. Brb.








How bout making it so you cant own em but you can serve as the commanding officer of the ship?


Make big ships more strategy oriented , and fighters should be arcade style with less strategy . I mean as a commander of a ISD you would command the fighters and gunners aboard the ship,give orders tothe crew.


Would be cool if the bridge on the bigger ships was in full 3D and you could walk around giving orders to the gunners etc. Big ships like ISDs should have a hospital onboard so fellow faction members can get healed and such, the hangar also should be full 3D so you would have to manually find and get onboard your fighter, Covert enemies should have a possiblity to get on the enemies bigger ships for espionage and sabotage (maybe a smuggler skill).





-RIP-Midran Medrian-RIP-
Killed in Action at Mos Eisley Starport
By the hands of three Jedi Sentinel's and four Jedi Knight's

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