Game Guides Archive
Thread: Game Guide: Multi-player Ship Operation
Dont know why this posted before I was done
Message Edited by Rancor418 on 12-08-2004 04:18 PM
Message Edited by Rancor418 on 12-08-2004 04:20 PM
I might suggest some mention of the Plasma Leak/Alarm bug in which entire rooms of your multiplayer ship (including the cockpit) set you on fire even after they've been repaired!
THRILL to the triple-incap death from your own ship!
WONDER at the luxury of receiving decay after all, even though you avoided it by dying in Deep Space!
HIKE back to the starport after cloning in a random player city on Tatooine after dying in Endor space!
I'd recommend a bloody great warning sign "CAUTION: YOU AND YOUR ENTIRE PARTY ARE VERY LIKELY TO BE TRIPLE-INCAPPED BY FIRE AND DIE WITH DECAY IF YOU BOARD THESE SHIPS" at the start of this game guide.
Thread detailing what I am talking about:
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=32700
Thread detailing the bug, with possible workarounds that do not always work:
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=16253
Please fix the multiplayer ship bugs. I do not want to be inviting people on board a deathtrap that will triple-incap and decay them every time they board my ship. I also don't want to need buffs just to fly in space. Thank you.
O.
Tellahane wrote:
OMG i love you tiggs!
congrats on your guide
PsionicHawk wrote:
The guide is decent.
I wonder however if the 5-8 people that run the ship wouldn't be better off running in their own ship. Is it really worthsacrificing that many people/ships to run a Mulitplayer ship? It could be fun sure, but is it practical (I've had no expirience with multiplayer ships).
Conditionally, yes.
If they all would otherwise by in the newbie or tier 1 ship, then drop them in the MP ship.
If they're at Tier 3 or higher, no way they should be in the MP ship, they should be on escort duty.
Another reason to get into the MP ship for combat operations? It's a fun aspect of the game.
Tiggs wrote:
Heya Folks!
Today's guideMulti-player Ship Operation was submitted by community member Tellahane!
If you have a guide you want to submitto be featured on our website or would like to add information to an existing guide, please send a txt version of your guide imbedded into the body of an email (no attachments please) to: SWGGuides
Can you please remove or fix the innacuraccies in the Guide - it's misleading:
For example:
Weapon Specs (for all 3 ships):
2 Rotary Gunner Turrets. 1 for each gunner
3 Missile Ordnance. All controlled by pilot.
Ship total mass is near 5,000,000 so load it up!
The YT1300 only has 2 Missile Ordnance slots - it's either a bug or the Devs hate Privateer's.
Garry2rs wrote:
PsionicHawk wrote:The guide is decent.I wonder however if the 5-8 people that run the ship wouldn't be better off running in their own ship. Is it really worth sacrificing that many people/ships to run a Mulitplayer ship? It could be fun sure, but is it practical (I've had no expirience with multiplayer ships).Conditionally, yes.
If they all would otherwise by in the newbie or tier 1 ship, then drop them in the MP ship.
If they're at Tier 3 or higher, no way they should be in the MP ship, they should be on escort duty.
Another reason to get into the MP ship for combat operations? It's a fun aspect of the game.
Also, if they like being triple-incapped and enjoy being on fire. It's also a handy way to clone in a random player city on Tatooine if you happen to feel like going there from, say, Endor.
O.