Jump To Lightspeed Archive
Thread: Make MP ships useful in combat
Page 1 of 3
NasherUK
Sun Mar 13, 2005 10:20 am
#1
I really want to be able to use MP ships in deep space etc without getting ripped appart in 3 seconds. The fighters are good and all, but after a while they get boring and you might aswell just play a single player game like freespace because in a fighter your alone 99% of the time. I want to be able to get a group and take the big ships out instead of it only being useful forextra storage space.
I say all the MP ships need 3 or even 4 shield slots to make them viable intier 5 combat so they can take hits (since you cant evade in them at all).
Also the turret aiming needs serious work, the turrets shouldnt move relative to the ship, they should stay aiming in the direction your pointing it (within its firing arc).
Message Edited by NasherUK on 03-13-2005 09:22 AM
TauTut
Sun Mar 13, 2005 10:49 am
#2
Well - looking at the Falcon in the movies, it could take quite a battering (including fire from ISD's etc) so why not ramp up the deflector shield slots for MP's.
MasterofKatana
Sun Mar 13, 2005 11:56 am
#3
At least 3 spaces for shields and 3 for armor. 6 for armor because of front and back.
Intann_Flakan
Sun Mar 13, 2005 11:58 am
#4
I completely agree with the turret aiming point, have you ever tried hitting something in one of those turrets? You just have to hold down the trigger and hope you get lucky.
homelessguy
Sun Mar 13, 2005 2:42 pm
#5
i think the the co-pilot. the guy that press the droid options should be scraped because its first of all a waste of time and its damn boring to just press buttons.
also we need more guns so we can dish more damage out and fill some of that empty mass
Treena_Daal
Sun Mar 13, 2005 6:34 pm
#6
I like being a co-pilot...
The turrets are a pain, though. I am lucky to hit anything more often than not. I would like to see MP ships be able to take more of a beating, though. It's kind of sad to see TIE fighters last longer in a fight than a Decemator.
The turrets are a pain, though. I am lucky to hit anything more often than not. I would like to see MP ships be able to take more of a beating, though. It's kind of sad to see TIE fighters last longer in a fight than a Decemator.
Zeon_Zaku
Sun Mar 13, 2005 6:46 pm
#7
I agree.
I'd also like to see a third weapon mount on the front of MP ships. This weapon would be one the pilot could fire, and it would fire straight ahead, no turret. Either that, or have the turrets locked into the forward position and let the pilot fire them when no one is in them.
I'd also like to see a third weapon mount on the front of MP ships. This weapon would be one the pilot could fire, and it would fire straight ahead, no turret. Either that, or have the turrets locked into the forward position and let the pilot fire them when no one is in them.
ValiantHalibut
Sun Mar 13, 2005 8:47 pm
#8
homelessguy wrote:i think the the co-pilot. the guy that press the droid options should be scraped because its first of all a waste of time and its damn boring to just press buttons.also we need more guns so we can dish more damage out and fill some of that empty mass
My co-pilot will not give up his seat for anything. He love it - so I suppose there are some people out there who are more then happy to be co-pilots.
I tend to go back and forth on this. From the one side they're the only heavy MP ships we have, so they're basically occupying the same conceptual space as capital ships, but they don't match capital ships practically. On the other hand, they're not capital ships and really shouldn't be seen as such so they shouldn't have too much more firepower or defenses. However we'd then need to introduce capital ships into the game so they could take their rightful place as the heavy, multi-passanger combat ships. Going with this, we'd need another reason for the current MP ships to remain in the game - off the top of my head the remaining mass should be considered a cargo hold and certain JTL specific resources should only be transportable as cargo.
Merendel
Sun Mar 13, 2005 11:11 pm
#9
the MP ships should be much more powerful than fighters. they are many times the size of a fighter craft and therefor have much more room for either larger or multipuls of the equipment. Asumeing they dont make MP only equipment that is theroreticly biger and more powerful (too big for a fighter to handle) what they should do is alow multipuls of most of the componants. primaraly the ones that should alow multipuls are armor shields weapons capacitors and reactors (to power the extra shields and weapons) engiens and boosters dont need multipuls sence these thigns arnt soposed to be as speedy as fighters. as for the ones that should have more on MP ships
Armor. 3 or 4 layers per side. fighters have notoriously weak armor as they are fairly compact so theres no room and extra mass would slow them down too much. those same restrictions dont apply for the MP ships so they would have more armor. they shouldnt be as fragial as a small fighter.
Shields. prety much the same as armor a larger ship has room for more shields than a fighter and it would take much more to punch through them. look at the falcon vs the ties in EP4 vs the Xwings vs Ties around the deathstar. the falcon took tons of hits from those 4 fighters and survived where a couple of direct hits on the Xwings took them down.
Reactors. well you need more power to run those biger shields and weapons so youll need a bigger reactor too. baring large reactors being avalible multipuls will do.
blasters. normaly if your going to go to the trouble of haveing a gun turet particularly on a large ship why would you only install 1 barral. the falcon had Quad lasers AKA 4 shots at once from each turet (although in the movies they were fireing 2 at a time but there it was sacrificeing punch per shot for refire rate) even if you only put 1 cannon on a turet on a big ship your gona put in a big gun if you can. probably should alow 2-4 guns per turet and maybe a single gun for the pilot as well.
capacitors. agian more room than a fighter and you need a biger capacitor to handel the load of the biger guns. agian 2-4 preferably 2 per turet.
overall MP ships are much bigger and slower than a fighter, they should have the firepower and durability to match that. a nimble fighter that can dodge the fire comeing from the larger ship could take the ship down but it would take alot of hits for the small fighter to take it down and 1 lucky hit from the masive firepower the MP ship has would be all it would take to severily dammage or distroy the fighter.
also on the turets. realy they are not that bad if you pratice with them. my brother and I have been useing the Ywing lately with him in the second seat. he has goten realy good at hiting targets that are withen his fireing arc under most situations. only wild manuvers throw him off and thats usaly cause his target spins out of his field of fire to ofast. primaraly I just pick targets and go as usal when flying solo and dodge fire as nessicary. most of the time he fires at whatever I'm after although he has an aiming advantage cause the turent reaims almost instantly where I have to turn that wallowing pig of a ship to aim. if the target is out turning me by a bit or its just takeing soem time to bring it into my field of fire he can usaly continue fireing at it while I try to bring my gun to bare. he also seems to like fireing at anything that happens to get into my rear arc as anythign back there is usaly focusing on following me giveing him a relitivly unmoving target as long as I'm not doing something wacky up in the drivers seat. the turets are usable you just have to learn how to work togeather and the pilot has to be in on this. probably the bigest thing that would help is to give the pilot in the MP ships a single gun. if he's following a target trying to shoot it he will be a fairly stable platform for the turet people to help out, at least in relation to that one target. flying around willy nilly with no goal its much harder on the people in the turets.
Armor. 3 or 4 layers per side. fighters have notoriously weak armor as they are fairly compact so theres no room and extra mass would slow them down too much. those same restrictions dont apply for the MP ships so they would have more armor. they shouldnt be as fragial as a small fighter.
Shields. prety much the same as armor a larger ship has room for more shields than a fighter and it would take much more to punch through them. look at the falcon vs the ties in EP4 vs the Xwings vs Ties around the deathstar. the falcon took tons of hits from those 4 fighters and survived where a couple of direct hits on the Xwings took them down.
Reactors. well you need more power to run those biger shields and weapons so youll need a bigger reactor too. baring large reactors being avalible multipuls will do.
blasters. normaly if your going to go to the trouble of haveing a gun turet particularly on a large ship why would you only install 1 barral. the falcon had Quad lasers AKA 4 shots at once from each turet (although in the movies they were fireing 2 at a time but there it was sacrificeing punch per shot for refire rate) even if you only put 1 cannon on a turet on a big ship your gona put in a big gun if you can. probably should alow 2-4 guns per turet and maybe a single gun for the pilot as well.
capacitors. agian more room than a fighter and you need a biger capacitor to handel the load of the biger guns. agian 2-4 preferably 2 per turet.
overall MP ships are much bigger and slower than a fighter, they should have the firepower and durability to match that. a nimble fighter that can dodge the fire comeing from the larger ship could take the ship down but it would take alot of hits for the small fighter to take it down and 1 lucky hit from the masive firepower the MP ship has would be all it would take to severily dammage or distroy the fighter.
also on the turets. realy they are not that bad if you pratice with them. my brother and I have been useing the Ywing lately with him in the second seat. he has goten realy good at hiting targets that are withen his fireing arc under most situations. only wild manuvers throw him off and thats usaly cause his target spins out of his field of fire to ofast. primaraly I just pick targets and go as usal when flying solo and dodge fire as nessicary. most of the time he fires at whatever I'm after although he has an aiming advantage cause the turent reaims almost instantly where I have to turn that wallowing pig of a ship to aim. if the target is out turning me by a bit or its just takeing soem time to bring it into my field of fire he can usaly continue fireing at it while I try to bring my gun to bare. he also seems to like fireing at anything that happens to get into my rear arc as anythign back there is usaly focusing on following me giveing him a relitivly unmoving target as long as I'm not doing something wacky up in the drivers seat. the turets are usable you just have to learn how to work togeather and the pilot has to be in on this. probably the bigest thing that would help is to give the pilot in the MP ships a single gun. if he's following a target trying to shoot it he will be a fairly stable platform for the turet people to help out, at least in relation to that one target. flying around willy nilly with no goal its much harder on the people in the turets.
NasherUK
Mon Mar 14, 2005 5:17 am
#10
When you look at the NPC "MP" ships, they can take 100x more of a beating than any fighter, they also hit a lot harder. Thats what annoys me, when a player flys one they are as weak as a tie. If you take your MP ship up against a NPC one, your shields are out in a few shots but his are still going strong :/
Also there needs to be more for the crew to do, such as reload missile tubes and run around the ship shifting power to boost needed systems to get further boosts. Maybe MP ships could be made like the corvette where the subsystems have to be hit directly and destroyed before you can destroy the whole ship (except you would need to shoot out the shields first on a MP ship), this would give repair crews more to do aswell.
Message Edited by NasherUK on 03-14-2005 04:21 AM
Diaso
Mon Mar 14, 2005 7:30 am
#11
I was in a turret yesturday against many many enemies and the decimator held together. Mabye you need to change your strategy? Also I think it should be increased but not so much that people will complain.
TeepoJedi
Mon Mar 14, 2005 11:08 am
#12
From day one when I got JtLS I wanted to get myself a yt-1300. After months of playing I finally reached my goal and earned my favorite ship.I do have a few buddies that want to help me try and crew it, but bottom line is I do most flying solo as others are grinding Jedi or doing other things besides wanting to fly around in empty space (since hardly anyone plays in space). I have a couple similar suggestions and questions about MP ships.
Question: When in space and destroying things does everyone on the ship gain starship XP when killing things? If not they should to make someone want to participate as a co-pilot, gunner, ect..
What items do I need to stock on my MP ship as far as extinguishers, repair kits, blankets, ect...?
When I played the old Starwars rpg by westend games they had a scale for ships damage so that larger ships shields were multiplied vs. smaller fighters. Obviously a starfighter vs. a starfighter is different then a starfighter vs. a decimator or starfighter vs. a capital ship.
A forward mounted gun or just the ability to lock 1 or both turrets forward is a must so I can enjoy flying my yt-1300 around without always having a crew.
The MP ships should be usable by the owner just obviously more effective with a crew. The pilot should be able to use astromech commands but maybe with a reduced penalty, so a droid command would take 20 seconds that normally only takes 10 with a co-pilot.
As far as the 5 million mass, part of that is being a larger ship and as someone mentioned a cargo hold. I'd like to see an option to add more rooms if it was possible. Basically you spend a house lot on "secret compartment" then put it into your ship and it opens up a room in the floorboards where you could hide or store items, ect..
I'm sure Bounty Hunters would love to have a holding cell room that could added for roleplaying.
All the normal things apply, more armour/shields/capacitor/reactor, viewscreens for players inside the ship to view outside or monitor ship components, ect.. more effective in pvp.
I love my new ship I just want more a reason to fly it around besides it being cool to me to own it.
Corran950
Mon Mar 14, 2005 12:29 pm
#13
I was gunning in a friends yt the other day. I see no problem with the turrets, mostly due to the fact my friend knows how to fly for his gunners. I was able to track and destroy most enemys that got into my field of fire, what helps is for the pilot not to whip his ship around like a fighter. If he wants to make the mp ship into a fighter when in the gun wells just hold the fire button down and let him hit the targets. I had to do it in his kayrat though, only time i did different was when there was something on our tail.
Page 1 of 3