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Thread: MP ships need changing

NasherUK
Tue Jan 04, 2005 9:05 am
#1


MP ships are far to weak to be taking on tier 5 ships or going to deep space, their shields and hull can only stand as much beating as a fighter, but they are 10x the size. So how about they make MP ships work like the corvette?


Where the only way for them tobe destroyedis if certain components on themare destroyed first by shooting the components directly (NPCs are capable of doing this because I've seen them kill a corvette in deep space), this would also make in-ship repair crews much more important for keeping the ship alive and up the survivability of MP ships by a LOT (aswell as up the business on repair kits), the pilot would need to make sure the damage components arnt in the line of fire to, which makes it more interesting for him/her aswell.


Of course they would need to fix the bug where missiles can fly through the rest of the ship and hit the compoent first (which is frequently used to kill the corvette with ease)

Message Edited by NasherUK on 01-04-2005 08:06 AM

ArdenStarmariner
Tue Jan 04, 2005 9:15 am
#2

Agreed. In fact, Kessel raid organizers usually ask ppl to not bring MP ships on raids as they dilute the groups firepower.

In order to make MP ships viable, I think the following should be done:

1. Disconnect the ship turning from affecting the turrets aiming while the turrets are under the control of gunners. I mean, geezh, we have stablized turrets on helicopters today that doesn't suffer this kinda of behavior. This right here is a show stopper.

2. MP ships should have two, possibly three shield component slots. When flying, these shields would show up as additional blue rings on the HUD. The outter shield has to be knocked down before the inner shields take hits.

3. Two, possibly three weapon capacitor slots. One for each turret and possibly a third that the co-pilot uses to shunt power into the shields.

4. Two reactor slots. Got the mass to spare. No reason not to have a backup powerplant.

5. Two droid interface slots. Since this bugger can't be repaired from a panel inside the ship, the ships should have a backup in case the primary is taken out by damage.

6. The YT-1300 should have a 3rd missle slot to bring it up to par with the other MP ships.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
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Fidgiter
Tue Jan 04, 2005 9:19 am
#3

The #1 issue related to JLS on the Pilot Forums centers around MPS defects and enhancements.



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NasherUK
Tue Jan 04, 2005 9:24 am
#4


Thats another thing, on the YT-1300 there is a only 1 weapon repair panel, so you can only repair 1 of the turrets.


I dont think the YT-1300 should get the 3rd missile slot since its not supposed to be a millitary ship like the nova and decimator, but it should get something to make it stand out as a cargo ship, like maybe more storage space.

Message Edited by NasherUK on 01-04-2005 08:28 AM

KyrYxus
Tue Jan 04, 2005 12:43 pm
#5

Don't know what kind of YT you are flying but I have 2 panels.



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MrLogical
Wed Jan 05, 2005 2:03 am
#6






KyrYxus wrote:

Don't know what kind of YT you are flying but I have 2 panels.






Same here, and ive been on loads of vette missions in my YT. Ive had it for going on 4 weeks now, and not been destroyed yet.


Your MP ship is as good as the crew you get. Also if you want a better MP ship swap pilot droid commands perhaps?


Thats what i did, got the shield ones from Rebel pilots. Just get another Freelance in the Ops seat and your good to go.


But i dont see the need for better shields, just collect lvl 10 shields, i know someone who did that and got a 3k shield.



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Pharrel
Wed Jan 05, 2005 6:40 am
#7



ArdenStarmariner wrote:
Agreed. In fact, Kessel raid organizers usually ask ppl to not bring MP ships on raids as they dilute the groups firepower.

In order to make MP ships viable, I think the following should be done:

1. Disconnect the ship turning from affecting the turrets aiming while the turrets are under the control of gunners. I mean, geezh, we have stablized turrets on helicopters today that doesn't suffer this kinda of behavior. This right here is a show stopper.

2. MP ships should have two, possibly three shield component slots. When flying, these shields would show up as additional blue rings on the HUD. The outter shield has to be knocked down before the inner shields take hits.

3. Two, possibly three weapon capacitor slots. One for each turret and possibly a third that the co-pilot uses to shunt power into the shields.

4. Two reactor slots. Got the mass to spare. No reason not to have a backup powerplant.

5. Two droid interface slots. Since this bugger can't be repaired from a panel inside the ship, the ships should have a backup in case the primary is taken out by damage.

6. The YT-1300 should have a 3rd missle slot to bring it up to par with the other MP ships.




w00t!! This is the best laid out plan I have read to revamp the Multi-player Ships in SWG/JTL. I agree and give this post five stars!

Pharrel/CORBANTIS



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Fidgiter
Wed Jan 05, 2005 6:50 am
#8






Pharrel wrote:




ArdenStarmariner wrote:
Agreed. In fact, Kessel raid organizers usually ask ppl to not bring MP ships on raids as they dilute the groups firepower.

In order to make MP ships viable, I think the following should be done:

1. Disconnect the ship turning from affecting the turrets aiming while the turrets are under the control of gunners. I mean, geezh, we have stablized turrets on helicopters today that doesn't suffer this kinda of behavior. This right here is a show stopper.

2. MP ships should have two, possibly three shield component slots. When flying, these shields would show up as additional blue rings on the HUD. The outter shield has to be knocked down before the inner shields take hits.

3. Two, possibly three weapon capacitor slots. One for each turret and possibly a third that the co-pilot uses to shunt power into the shields.

4. Two reactor slots. Got the mass to spare. No reason not to have a backup powerplant.

5. Two droid interface slots. Since this bugger can't be repaired from a panel inside the ship, the ships should have a backup in case the primary is taken out by damage.

6. The YT-1300 should have a 3rd missle slot to bring it up to par with the other MP ships.



w00t!! This is the best laid out plan I have read to revamp the Multi-player Ships in SWG/JTL. I agree and give this post five stars!




I agree in principle to this however, in practice there may be issues about having the additional components. If they can't do it in this way having Mark VI gear for these components would accomplish the same goal and would be easier to impliment.




Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
Dune Retreat Mall, Tatooine
Pseudopd
Wed Jan 05, 2005 12:18 pm
#9






ArdenStarmariner wrote:
Agreed. In fact, Kessel raid organizers usually ask ppl to not bring MP ships on raids as they dilute the groups firepower.

In order to make MP ships viable, I think the following should be done:

1. Disconnect the ship turning from affecting the turrets aiming while the turrets are under the control of gunners. I mean, geezh, we have stablized turrets on helicopters today that doesn't suffer this kinda of behavior. This right here is a show stopper.

2. MP ships should have two, possibly three shield component slots. When flying, these shields would show up as additional blue rings on the HUD. The outter shield has to be knocked down before the inner shields take hits.

3. Two, possibly three weapon capacitor slots. One for each turret and possibly a third that the co-pilot uses to shunt power into the shields.

4. Two reactor slots. Got the mass to spare. No reason not to have a backup powerplant.

5. Two droid interface slots. Since this bugger can't be repaired from a panel inside the ship, the ships should have a backup in case the primary is taken out by damage.

6. The YT-1300 should have a 3rd missle slot to bring it up to par with the other MP ships.




I so 100% totally agree. MP ships should be a fear component of any flight group. right now, they're the easiest targets. You'd never take then to kessel or especially Deep Space. I understand and agree about pilots cannot fire guns, but, give us this!


Baz Pseudopod



Bugboy321
Wed Jan 05, 2005 12:27 pm
#10

Can't take on tier 5 ships? I fly my YT-1300 with 2 toons on 2 PC's, one as pilot and one as gunner and while tier 5's are tough, well, tier 5's are tough! You just have to find some good guns and gunners. Being gunner takes a lot of practice, you have to be conservative with your shots and be able to track a moving target while moving. Being a pilot of a MP takes practice too, since if the pilot is not flying the ship in a manner that lines up shots for the gunners, then the gunners can't do a whole lot to defend the ship, can they? But yes, there should be some extra component slots instead of it being an oversized fighter configuration.



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Pseudopd
Wed Jan 05, 2005 12:32 pm
#11

AS of right now, multi-player ships is akin to flying an eight-man coffin. Eight pilots can do more damage and defence than on mp ship, there is NO incentive to fly one other than very low level missions, and status.


I love the ideas of two shields and mutiple components. THAT would balance out the ship without braking anything else.


And as an extra bonus: an idea for the underused co-pilot.


"Chewy! Rotate the defectors!..."


The co-pilot doesn't really do much, and is near impossible to have him issue droid command on time in the heat of battle. Other than that, they do NOTHING but grow board.


How about these ideas:


1) a secondary shield with 6 segments that can be rotated by the co-pilot. if a segment falls, he can rotate a full segment to the portion of the ship thats being atatcked. this shield can a second blue circle above the main shield. He might also have the ability to drain the outter shield to shore up the inner front or back.


2) tritary capacitor: A third capacitor that a co-polot can shunt to the teo guns as he seems fit. The co-pilot could have three guages on his screen for the caps, and he can drian his third cap to recharge the other two as needed, or, use a cap to shield shunt, etc.


3) a better damage status display: it'll show what parts are being attacked, wheres a plasma leak, the health of the crew, etc.


Lets see other ideas...


Baz Pseudopod

Mirthain
Thu Jan 06, 2005 11:59 am
#12

Also, Each Turret should be made of up 2 guns. If you only put one gun in, use the current graphic for the 2 seater ship, if you have both guns, use the current MP gun graphics.
Also, I would like to see the ability to hire AI gunners from a ship terminal. This allows me to "hire" AI gunners for my MP and 2 person ships. Since I don't have room for my Soro, I would like to be able to cruise around in my YT, but unless I have some friends, I can't do that. And it's all about the YT!

I also agree with everything else in this thread. Very good ideas.
Talen
shfire
Thu Jan 06, 2005 12:46 pm
#13






ArdenStarmariner wrote:
Agreed. In fact, Kessel raid organizers usually ask ppl to not bring MP ships on raids as they dilute the groups firepower.

In order to make MP ships viable, I think the following should be done:

1. Disconnect the ship turning from affecting the turrets aiming while the turrets are under the control of gunners. I mean, geezh, we have stablized turrets on helicopters today that doesn't suffer this kinda of behavior. This right here is a show stopper.

2. MP ships should have two, possibly three shield component slots. When flying, these shields would show up as additional blue rings on the HUD. The outter shield has to be knocked down before the inner shields take hits.

3. Two, possibly three weapon capacitor slots. One for each turret and possibly a third that the co-pilot uses to shunt power into the shields.

4. Two reactor slots. Got the mass to spare. No reason not to have a backup powerplant.

5. Two droid interface slots. Since this bugger can't be repaired from a panel inside the ship, the ships should have a backup in case the primary is taken out by damage.

6. The YT-1300 should have a 3rd missle slot to bring it up to par with the other MP ships.





I totally 100% agree with this.



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