Jump To Lightspeed Archive

Thread: Guild Capital ships

Hunterstarr
Mon Apr 11, 2005 8:41 pm
#1

Okay first of all this is not all my idea,I have seen this request floating around somewhere.I just wanted to add a sprinkle of Jacckk to it.



First off this ship will be treated like a factional base,with guild type command.This ship will cost lots and lots of factional points that the guild can pay recruiters( have to pool together to get the full extravagant amount.)Okay you have a ship,now what?It could be like a chasis,and dear god I could only imagine what a chasis dealer would charge.Once the ship is in the air it is delared neutral and immobile untill the guild leader declares it fair game.On board the ship it will have key areas of interest;med lab,engineering,command deck,docking bay,and quarters.In each of these sections there will be a factional npc.He will be treated like a recruiter.Any guild member can offer faction points to any of these npc's,but only designated(guild leaders)players can purchase things with.


Med Lab-you can purchase doctor and medic npcs who will heal the crew.And also purchase better med equipment(and or craft and bring your own)

Engineering-you can purchase engineers who will fix your ship(kinda like a slow regeneration),purchase capital only ship parts(also this would be where you install turrets and other ship stuff)

Command Deck-here you can purchase factional npcs to defend against boarders and also who fire turrets.

Docking Bay-Here you can purchace factional pilots and ships to defend your guild ship.When attacked the factional pilots will fly out and defend the ship.Also here you can set basic comands,like squadron 1 protect the ship,squadron 2 guard all nearby guild members.Also you will be able to purchase size upgrades(example size 1- docking bay can hold 5 ships,size 2-two docking bays each hold 5 ships,size 3-1 docking bay holds 10 ships one holds 5,and so forth.Also you can designate the docking bays.Lets say you have 3 docking bays;one is for factional pilots,one is for guild members,and one is for higher command guild members.)Also when you dock your ships is parked in the docking bay and is treated like a house.Only who the player allows can enter and/or alter it.This would be a nifty place to be able to paint and add squadron insignia's on(that would be cool if every X-wing in existance wasn't the exact same look)

Quarters-you will be able to purchase living quarters.Of coarse higher ranking quarters will be more expensive.And each Guild ship will have a limit to how many can be added.




Okay now to the basics.Once declared,this slow moving or stationary ship can be sent anywhere,but certain sectors it will be constantly under attack.ie.. rebel guild ship near an Imperial Landing platform.This guild ship will be treated like a special force combatant,meaning all opposing factions can attack this ship.Also there will be an ability to board.Once its hp is 0(sorry no better analagy)it can be boarded.Enemy players will then be able to destroy the ship,requiring certain professions to do certain tasks to take control and destroy it,but they will have to fight all the guildies and faction pet npcs inside.(oh yeah you are definately TEF in here).(Now I know some will complain so maybe the ship is inactive for so many days after its destruction)


This will be a nifty way to add more to space combat and thus add heavier hitter ships to the battle field.Lets say good old tatooine is an Imperial Planet(yeah on my server it is)In the harder sections of space(not around the space station,that would not be fair to noobs) is a small task force to protect the planet.2 imperial star destroyers and a gunboat.Now the fun begins.let's take the guild I am in(Rom),and say we are insane faction farming freaks and bulk up enough for a full guild ship.Now we would stand a small chance against this force and would be smart to request aid from another Guild to have their ship meets us at the attack point.
Now the battle begins.Okay now the ROM ship has one Master Squad Leader who controls the actions on board.By telling the faction ships to attack what ships(using basic commands.Like concentrate all fire on the nearest star destroyer) ok now let's say 2 guildies dont want to fly,so they will man the turrets.All remaining guildies board their ships an attack.Lets split them into 2 squadrons (combined both ROM and the no named guild)Squadron Ace 5 players and 5 npcs,Squadron Beta 10 Players.Both Squadron Ace and Beta attack Star Destroyer A and once it is disabled,Squadron Ace moves to attack Star Destroyer B,while Squadron Beta boards Star Destroyer A.Beta consist of the necessary take over proffessions and fights its way through the ship and completes the necessary actions to destroy it.Now they have a timer to get off the ship or suffer heavy damage.Okay Beta is now in their ships and is ready for the next battle.They notice that Squadron Ace has disabled Star Destroyer B and has moved on to the gun boat.Squadron Beta then boards Star Destroyer B and so forth.Sound easy yes,no forgot to mention the countless tie(type)fighters protecting the ship.Once ROM and no named have one,both guilds recieve their xp,credits,loot,and also Guild prestige points.(Maybe used to purchace PVP sectors like regular pilot classes,ship titles-Destroyer, scourge of the stars,or whatever title fits;and also unlock(more faction pilot/pet choices)




Well this is just a raw idea,let me know what you think and how it is good or bad and what needs to be changed or remained the same.





~"For those of you who don't know Jack.Now you do an knowing is half the battle."
Jacckk Hunterstarrr{ROM}
TKM/Comando grenade thrower/Master Jacckk
XanKrieger
Tue Apr 12, 2005 10:40 am
#2

That sounds like a good idea, could be a guild corvette

Excpet who would fly it? and it would require alot of scripting to have defenders, trainers, and PERSONAL living quaters...but still good idea




"Vi Veri Veniversum Vivus Vici"
XanKrieger - Combat Medic
Trigen Krieger - Jedi
Beotrix Krieger - Heavy Infantry
Kaiser, Bloodreaver, Cedar = My Mentors and lost Friends
Ranger/ Swordsman = My Pre Cu Template
Member of the Anti-Wook Squad
()gnn[[[[[[[[ppnW--Xggggggggggggggggggggg
Hunterstarr
Tue Apr 12, 2005 1:14 pm
#3

Ha I love it.Like I said mine was just a basic raw idea,and those do great to have others comment.Yeah DE's need something to do.I kinda feel sorry for them.Yeah the docking bay would have been very sweet,but like you commented it would be very buggy and graphic problems.So I could live with your idea with the holo to add the guild art and the terminals to launch the ships.That is more realistic.I wasn't to sure if they should be completely destroyable,the ship that is.I mean you have 2 sides to that, people screaming all that wasted FP and resources;but then the other side stating that is more realistic to destroy it and want to hurt the other guild.Though it would inspire some heavy guild wars and massive revenge tactics.Ha it would be nice to have guild enemies that you could pvp no matter what on the ground as opposed to lets duel, or just look for the special forces.
Yeah having an architect and a shipright build the ship would be cool.Could buy the schematics from the recruiters and those 2 said proffessions could build sections, and maybe the shipwright build the chassis.This way it would be more customized.
Like the idea of buying either stronger NPCs or more Npcs to defend.Have it sort of like the creature handlers Creature level max.(Guild level depicting the amount of points.)Stronger npcs costing more of the max,or being able to customize, 1 strong and 5 weak to average.
Well dont have much time to comment on the rest,but thanks for the constructive help.
Tumbler2002
Tue Apr 12, 2005 1:27 pm
#4

Great idea, I love it, but first I just want capital ships in the game. Don't care if they cannot be owned and operated by players. There is a complete lack of content involving capital ships. I just want there to be fleets that battle for now.
Zyano
Tue Apr 12, 2005 1:32 pm
#5

Part 1 of maybe a few....

The Idea is quite remarkable and why it was not effected in the first place is beyond me. I thing guilds of certain sizes should get a guild starship, you could even have it as where Guild-Based cities with the guild leader as Mayor could build or place A guild only starport... The structure could be made to look like a landing field on top with a building to access the lower areas... Here you could see the guild ship in dock just as a filler observation room... have where pilots of that guild can land in thier home towns if they are size metropolis. Also have it to where people can pay a price set by the guild to travel from a spaceport to thier town... this would increase trade for people who do not like to travel the wilderness or dont want to hassle with buying ticket to another planet (or flying to a nearby city) and the shuttling over to that town.
Litushot
Tue Apr 12, 2005 3:40 pm
#6






Zyano wrote:

Part 1 of maybe a few....

The Idea is quite remarkable and why it was not effected in the first place is beyond me. I thing guilds of certain sizes should get a guild starship, you could even have it as where Guild-Based cities with the guild leader as Mayor could build or place A guild only starport... The structure could be made to look like a landing field on top with a building to access the lower areas... Here you could see the guild ship in dock just as a filler observation room... have where pilots of that guild can land in thier home towns if they are size metropolis. Also have it to where people can pay a price set by the guild to travel from a spaceport to thier town... this would increase trade for people who do not like to travel the wilderness or dont want to hassle with buying ticket to another planet (or flying to a nearby city) and the shuttling over to that town.







Hehe, that does sound fairly cool, and it would encourage guilds to join existing towns....and lemme expand upon that idea too, lol.


What if in order for the SW to even make the guild ship, they would first need a separate building, i.e. this landing pad. It would have underground levels to "input" the parts made, and mabye some cool effects like moving assembly lines seen through a window could be added. After the ship is built however, it could be limited to no more ships being built. While this would allow for greater profit from architects, it could present some problems, i.e. howmany of this type of building should be allowed in one city to prevent lag or cluttering. The other method would be to allow one ship built at one time, which could be better. This could allow for a guild to reap some benefits by charging an "admission" to use the assembly machines, recouping some money used to build the ship, and would reduce the amount of thme built. But I have no idea how to do this, because it would need an admin to give rights, but not give full rights to the person.....but the person wanting access to the structure would need to be able to pick up items and whatnot that thye had left.....and not everyone is faithful lol. Just some stuff to think about....




Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
Zyano
Tue Apr 12, 2005 4:03 pm
#7

2 of still a few thoughts...


Well for starters make the whole structure underground with as little upper visual indications of Guildship Port:


Have like an area maybe as large or half as large as the standard looking starport, in this area have what appears to be giant doors decorated with warning labels, access panels and doors (all which are for looks only) and the guide lights that slowly pulse soft and bright. Now in this area will be like a little tower like the ones at outpost, with a place for people to go up and look out across the doors... maybe even have the doors parted to show into the the building with driods doing work on its surface... this would also be the visual seen from the lower level of the tower... now this area functions as the guild luanch point for the ship ie a large number of guild memebers (10 in a group) can then luanch guild ship... this helps to bring the guild together and not give the guild leader a big controlled bot box in space...


However once it is luanched it can be recalled to port by one person and members of that guild or people you have been invite into a guild group (ie potential guildmemeber) can come and go from the guild ship via:


1. The luanch port of the town by talking accessing the shuttle command from the port terminal...

2. By docking with the guild vessel...


If they are going to make an interactive station then guild ships can also be docked with and board by guild members only. This allows for a couple of things...


1. If the guild ship goes into a PvP zone than having actual pilots with thier owns ships onboard can help against other players...

honestly I'd rather trust my lot with actual player defenders than bots that we ourselves fight against

2. Allow a point in which more harvested space material can be gathered and repairs for vessels harvesting materials... mynocks and those space slugs... so far only dangers not thrown at us.


I'll be back tomorrow need more galaxies time
Hunterstarr
Tue Apr 12, 2005 4:49 pm
#8

Ah that reminds me,isn't with the new expansion we are gonna be able to mine in space? That could bring up some nifty ideas for use with this ship.Hmm also if SOE starts to put some heavy hitters in space(more fleets) I think it would cool to have the guilds 1 main guild ship,and maybe a couple npc big ships(not you know star destroyers,but lets say Intredictor cruisers for imperials,and small corvettes for rebels)
Zyano
Tue Apr 12, 2005 4:56 pm
#9

3 of I think I am almost done...


The problem with some player cities is they are completely unplanned, no thought goes into the placement of buildings so placing this new starport for guild vessel may be a problem. Its size and thenumber of declared residences for that city may extend the zone for placement of buildings but its sizes might be a problem. This would call for a redesign of the city... becuase honestly I would want my city to be centralized with the housing and factories surrounding important structures like a spaceport, hospital, clone senter, guild hall, malls, cantinas... but thats another discussion...


The guild ship would be a good idea but for it to be useable as a transport from galaxy to galaxy it would need to be something like the blockade runner in deep space... just modified... imagine if you would...


A vessel about two or three blockade runners wide (blockade runner like one in episode IV over tatooine)

A docking bay in the front for player ships of the guild situated between two wings designated by the guild ie a cantina with viewbay like 10-4 in sttng.

A command deck on an upper level useable by: Pilot, Operations officer, Droid Coordinator, Damage Controller and Captain/Guild Commander

Gunner Decks for turrets above and below and turrets at the sides to give three COF at broadside

Engineering where people can fix parts assosiated with engines, shield, reactor with a few assosiated conduits

Weapons capacitors and missile system will be seperate from this area meaning a need for people to travel the sections of the ship to repair them so conduits for those systems would be placed from engineering to thier areas of situation

Armour can be repaired by the Droid Coordinator but there are limits to this position:


Droid deployed onto the surface of a ship can become taregeted for attack by the enemy

Can only Deploy a limited number of Droids based on the Coordinaters Flight Skill ie his AstroMech use ability

Droid quality will effect repairs ie stronger droid can take more damage, smart droids can work fast, effient droids can use less resources to restore armour.


Armour would need to have a stocked set of resources for that armour in its cargo bay for repair use, driods can replace parts that are destroyed but only if the resources are available since you cant make something from nothing.


And Ill be back again...
Litushot
Wed Apr 13, 2005 12:49 am
#10

Just wanna say first that ya got some GREAT ideas! But I do have some suggestions to kind of narrow down the amount of coding that would be required. How about instead of NPCs that would run around fixing things (I can just see the horror of them fixing the wrong things lol), how about a "research" room that would instead add upgrades to the ship, ones that can only be added once every week. There would be numerous upgrades at various levels....say five levels to each specification. These researches would use up faction points (say 5k for first lvl, then 10k,then 15k, so on and so forth...), and could be seen via a terminal that would display the current and possible techs in a tree format such as the Jedi treeKinda like this:


Ship Repairs--->Defensive Upgrades--->Systems Operations--->Engine Upgrades--->Marine Enhancements--->Docking Bay Upgrades


And a basic tree would look similar to this:


Basic Ship Repair (all PCs gain a bonus to repairs)--->Basic Auto Repair (ship slowly regens health, more bonus added to PCs)--->Improved Auto Repair (faster regen, no bonus to Pcs)--->Advanced Auto Repair (faster ship regen, large bonus to PC repairs)--->Sectionalized Auto Repair (improved speed to regen, all PC repairers)


Other specializations would include improved defenses (armor and weapons upgrades), improved systems operations (capacitor, droid commands), engine upgrades (small boosts to spd and roll, pitch, etc stats), and maybe even docking bay enlargment, allowing for maybe one more fighter to be docked than normal. All of these stats, however, would be directly related to the resources the 'vette was made from. So instead of just buying the entire ship from a recruiter (or else SWs would declare war on the devs lol), how about just the schematic for one ship. And each "upgrade" done is actually a hard percentage point from the stats. So a ship built from the best resources will be phenomenally better than one built from mediocre ones. This ship is supposed to be for the elite, not just those who wanna joyride in it lol. The parts for it would prolly include twenty individual Mark V cannons (they will be put into dual slots, allowing for some nice ion cannon/disruptor beam combos), a large amount of armor, and maybe even five droid brains and ten engines, and the speedand stats of both would be the average of all the parts put in. Oh, and ya gotta be able to add in paint and certain decals, like fire or maybe a large imperial insignia...


Getting on, I don't think you would need defensive NPCs until the devs added in baording actions, which will prolly be waaaay after they add in more dockable space stations like the one coming out with RotW. However, on that subject, they could instead be tied into the researches, each one allowing for either more NPCs (max of say thirty) or more powerful NPCs. This division will allow guilds to make a choice based on thier play-style: larger guilds might only need powerful ones, while a smaller guild who tries hard to maintain a full staff on the vette would like a larger defense in case of a boarding.


And ya couldn't stop there either...how about getting the DEs involved? Y'all know they need something else to do lol. How about a mouse droid put on a patrol pattern with certain repair kits in it for the repairers? Or maybe an automated defense chip made by the DEs to place in the ship to allow for NPC control? Heck, why not add in some specialized defensive droids and turrets, much like in the warren or DWB? You could even go so far as to allow NPC ships to fly via new communication chips set in the command center and in the ships.


Getting on to your docking bay ideas, I love em hehe. The insignias would be great for a variety, maybe even adding a special guild symbol that the PA forum has been raving about . Tho I think it would be prudent to instead have a small room with several holographpic monitors to put on the customizations, and then a small door by a terminal that would launch said ships. Any other way would possibly be too harsh on the graphics requirements and make the ship a little buggy.....especially if ya consider other ships flying into your bay.....


The med lab is a nice touch, and even a small cantina would be nice. Although since the ship itself should be destructible, it would not be really prident for the devs to allow any item placing in the ship. Instead, they could rework the current decorating system. This would instead have several floor layouts that could be provided by architects, and then the items woul dbe placed into certain item slots. While this may not work well with decorators, it would be easy to implement and would avoid any outcries from those who had lost a valuable item. Any crafter could place a crafting machine in certain rooms (food and chem in med lab, weapons 'n armor in armory....), and the cantina should come with several different designs....say ten or so for variety. Plus, the ships would already be decorated somewhat in accordance to said faction.


So to recap...


  1. Upgrades would be available to be used on a once-per-week basis, and would be determinant on the staring resources

  2. DEs could add in chips to allow for greater combat ability

  3. Architects would be used to provide floor plans for a 'vette

  4. Would require massive amounts of FP to obtain for just simple upgrades, encouraging overt actions in said ship

  5. Would also require large amounts of resources, preventing any average joe to obtain one.....like upqards of 20mil starting just from resources alone.

  6. AND GREAT IDEA!


So just something to expand upon what ya said, and hopefully some of these ideas could be implemented.....




Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
Litushot
Thu Apr 14, 2005 12:34 am
#11

Hehe......maybe the original post should be updated b/c of all these new ideas lol.


But getting back on the topic, the idea about the asteroids giving resources to repair the ship via a "resources dump" and also by droids gives a new way to view space. We will be getting mining in RotW, and with everyone clambering for more powerful ships that were iconic of the Empire and the struggles seen by those opposing it, why not extend the planetary control game to space? It wouldn't necessarily be a space station, but rather certain asteroid stations that are factionally aligned and can be captured. If one group is winning in overall count of asteroids, then it would receive a CoA-type faction point bonus to all overt space kills, and maybe a slight bonus to droid speed or something. Plus, the resource would beof higher quality, and would also allow for those controlling the asteroids to mine in peace. THey would however give out less resources.And these resources would not necessarily bebetter than the random ones,so it doesn't imbalance the game andmake everyone go to a faction. Now what does this have to do with a guild ship? Well, shutup and I'll tell ya, lol......


Ok, in order to keep the balance between ground and space, these "bases" would need powerful defenses. I'm talking one asteroid defended by two bases attached to either end of the rock, each with ten turrets to kill, a formidable shield system, high armor, and a few gunships that would hyper in to defend it once an attack has been initiated. Now while these bases would cover a large area, one could simply jsut fly through the defenses with a fast ship and IFF scrambler to mine outside of the range, so a four space stations could orbit such a rock. Each station would be toned down from the current rebel deep space one, however. These stations would have less armor and shield points than the bases, but would a have a few more turrets, and spawn formidable AI fighters of the tier 5 variety. And to top it all off, one corvette would spawn to do a patrol around the asteroid.


In comes the balance, lol. Guild ships would have a dmg modifier to static objects such as the bases and the station, as well as capital and heavy ships, which would include the corvette. Now this would help balance things out by also giving bombers and fighters much more of a defined role. Guild ships would be the brunt of the force, destroying the heavy artillery all while taking most of the blows (a good 20k and 50k in shield and armor would help here lol). Bombers would get a slight bonus to attacking statics and heavy ships also,giving any defenders a reason to keep a bomber model in their datapad to defend the base with while holding out for their own guild ship. Fighters would then counter bombers, and the multi ships should be balanced to be overall good in anything, allowing it to be a good defender against any attack.


So the asteroids being able to be "captured" could put more battles into space, and also give a more tactical edge to either faction....you could be losing the battle on the ground, but if ya win the battle in space, you might be able to decrease the amount of Lambdas dropping off stormies, or cut off the faction's advantages completely. Just an idea to give guild ships more of a purpose than just heavy ships lol.....



Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
Zyano
Thu Apr 14, 2005 11:14 pm
#12

4 of... I think I may stop counting...


Its a stellar idea but the balance on the planet would effect who controls the space regions. With that said the amount of imperials, rebels and pirates would be effected.


Lets use Tatooine for instances:


Lets say that Imperial forces occupy 125 to 36...

- This would increase the number of ties in that region of space

- Mining stations/guild ships of that faction get a bonus to mining

- Depending on the mining traffic Pirates may increase as well with high levels of activities in mining

- Also in areas such as New Player based Planets (Tat, Naboo, Cor) just have faster spawn rates for the controlling faction.


Just a minor tip bit to reflect on....
BoomBoxGeneration
Fri Apr 15, 2005 3:43 pm
#13

what about multi factional guilds?
Page 1 of 2
Previous Next