Jump To Lightspeed Archive

Thread: PA-capital ships

Chrismac
Mon May 17, 2004 10:27 am
#14

A great post Zilod...just a quick point about the Corvettes...they aren't big enough to house fighters...transports..etc...I think a Nebulon B-Frigate would better serve your suggestion about a Guild Capital Ship if you wanted a place for guild members to land their fighters/transports/etc...if you wanted to forgoe the fighter bays..then the Corvette is a great way to go.
boogerfett
Mon May 17, 2004 2:18 pm
#15

great idea's


personaly i'd like to see player owned capitol ships but only for PA's

examples:


Imperial star destroyers

it can only be bought from the faction recruiter by a PA leader for close to a milion faction points

there should be several minimum requirements

eg

the PA needs to have a minimum of 30 members

but once that number drop below 30 the PA leader wil have 10 days(or less) to get the PA back up to 30 member or else the star destroyer wil be forced back into dry dock (eg it wil disapear and all the items that are on the star destroyer wil be deleted in the process)


the star destroyer wil have extremly limited movement capability's

such as it wil only be back to move very slow when orbiting a planet it can hyperspace to an other region of space

but it takes time to clear away from the planets gravitaional pull and position itself for the hyperspace jump all of this wil take at least 10 minutes


the star destroyer should have an extensive defesive aray wich can be both player controlled aswel as npc controlled how ever the npc's will be much more un acurate than when a player is manning them


a star destroyer can be taken out just like a player base however not with slicing terminals

it wil be a lot more complicated


first of all the star destroyer has a small cloning center for the crew


so if their ships are taken out and they die they wil be cloned on the star destroyer so they can help defend the vessel inside from the boarding rebels


however the star destroyer cant be destroyed it can get heavely damadged and several ships fuctions wil fail such as hyper drive, propulsion, shields, defenses, (and hopefully the artifisial gravity)


when a star destroyer or mon calamari cruiser wich should fuction the sameway has it propulsion disabled it can have 2 options remain where it is and get repaired by the maintenance droids (wich wil take a lot longer but its free) wich wil take several days to fully restore all ships fuctions . Or they can call in support and get towed by maintenance craft to the closest repair station but that wil cost a a whole or of credits and or faction points





benifits of owning a capital ship:


it can provide a house for the guild members (they can live in the crew quearters)

it can provide repairs for the ships that are docked in the hanger (other players apart from the PA members can dock at the ship aswel but only if given clearance by someone on the ship)

it wil come with a full compliment of fighters (for rebels it wil be x-wings b-wings a-wings. for imperials it wil be tie fighters and tie intercepters

neutral wil have to be decided later i dunno)

note that if the fighters get destroyed they wil be replaced for free just like the repair cycles on a base but it wil take longer than on a player base


the PA leader can assign several squadrons of fighters to crew memebrs and they wil be that players wingmates and they can give commands to the npc's ect.



this is something wich i copyed from a thread i made earlyer this should tell you how i feel about it and what my idea's are
Ackrit
Mon May 17, 2004 4:26 pm
#16

Im not totally sure but i dont think that the rebels even have mon cal crusiers yet. They get them a while after Ackbar escpes from Tarkin. He then goes to Mon Calamari and asks for his fellow Mon Cal's to convert there transport ships into ships of war. Im not saying that i dont want one. One of the main reasons i joined this game is because i wanted to follow in the footsteps of soon to be Admiral Ackbar and be able to command my own fleet.



Ackrit Mligbrack The Feesh To Rule Them All
CaptianSheild
Mon May 17, 2004 4:50 pm
#17

The idea of having Capital Ships as Guild Halls/PA's and Bases is crazy!! (as in good)


I think this is one of the things the Devs need to start working on as soon as they are done with the Expansion pack... so this can be publish --- 15? Maybe sooner... that would be nice... or I guess they could do it as another expansion pack later, but i'd rather it be a publish





--------------------------------------------------------------------
"Hey ... where'd everbody go?"
Idesyne
Mon May 17, 2004 8:22 pm
#18

I roleplay in a stormtrooper guild on Valcyn. We have about 25 members now, but I'm yet to see all of them on a ship, taking off to neutralize a threat somewhere. I can see a score of stormtroopers walking around in a corvette or something of similar size, and while our captain (Most likely Col. Alrek ) flies the ship, we can be sharpening our tools and talking off our nerves, until we hear - "Closing in on Rori - Prepare for immediate action".


Suddenly, we're bursting out of the ship and climbing onto our speederbikes, and within a minute we've set up a campsite, and have a small force of troopers to back us up.


The attack fails.


The 9 survivors are being chased by angry Rebels, and are suddenly rescued by the pilot of the ship, strong to fight another day






Can you imagine how great that would be? I'm sure we could all think of little scenarios like this




------------------------------------------------------------
Sir'an Isel - Master Medic, Carbineer
Private 1st class, 203rd Tatooine
------------------------------------------------------------
My first flame war was on the Roleplaying forum!
boogerfett
Tue May 18, 2004 1:27 am
#19

maybe give large capitol ships that have hangers also come with transport shuttle in wixh they can transport npc storm troopers and players

that would be soo cool

imagine your taking cover behinc a few rock and signaling for imediate evac and a transport shuttle lands afew meters away from you and the pilot signaling to get your arse on board


that would be soo sweet
b5fan
Tue May 18, 2004 6:26 am
#20


I love this idea too except I see a PA capital ship as more of a base of operations to get increasingly difficult missions for the PA to accomplish. For example if your PA has a rebel capital ship than perhaps it will get a mission to destroy a ISD. The actual mission will be accomplished by launching fighters from the PA capital ship and than after all the defences of the ISD are down, perhaps a boarding mission (maybe have boarding parties in shuttles or just have the PA capital ship dock). You could use a mission system like this to determine upgrades of your capital ship as well (ie you can't get a corrielian cruiser for your PA unless you have blown up 3 SDs).
Juuzo
Tue May 18, 2004 6:47 am
#21

How about Skyhooks? Like the ones in Coronet, could act as a PA and a space station, or at least a cool PA
Zilod
Tue May 18, 2004 3:38 pm
#22


yup probably the neb frigate is more appropriate but is too big for my taste to be used by many guilds

maybe the marauder corvette (if i remeber right) can b the solution as it is quite similar to the standard one (as stats) but have an hangar, but dunno if is around in this time line

also in tie fighter in some missions ties where deployed by standard corvette so dunno if was an error or a customization to add an hangar is possible.


to use larger ship will also be nice, but i think that are needed many restrictions like the guild must have x amount of players and should have proven asactive in GCW, this way only 5-6 guild x server should be able to obtain a larger capital ship and can incentivate the GCW


in my opinion these larger ships should bebig-powerfull asa neb frigate, who is a nice capital ship even if not too powerfull to remove challenge from the game.



the idea to restrict to only squad leaders the ability to form and partecipate in 'fleet' group seem very nice to me maybe it should be even used something like that in normal ground play, this could give more organizations and make soldier feel as a part of various platoons that fight togather against enemies.


again sorry for bad english
Jibbrish
Tue May 18, 2004 4:07 pm
#23

It's a neat idea but where does the ship go when the guy who owns it isn't on? I like all the interaction and i know my guild would love it but how do i find the ship when i sign on? Is it stuck in one place (not by the sounds of the posts)?

Cool idea though, i really am warming up to it!



~ERAMBACCA~~~~~~~~~~~~~~~~~~~~~~~ELOISE~
CARBINEER, MEDIC, RESOURCES~~~~~~~MASTER SMUGGLER, GENERAL BADAZZ
CAPTAIN, REBELLION ARMY~~~~~~~~~~~~~COLONEL, REBELLION ARMY
~~~~BANTHA FE, TATOOINE, TEMPEST~~~~

"You cut off every political option for people and they are going to turn to terrorism." -Noam Chomsky


Zilod
Tue May 18, 2004 4:44 pm
#24

yes that's a problem probably the starship should be 'stored' in thePA terminal and the PA leader should create a list of guild members who can use it.


this way every people allowed can borrow the ship from the terminal and put it in his datapad to use it normally


the ship data will then return in the terminal when the guy put it back, the ship is destroyed or the guy make a full log out


this procedure maybe can be used even for other 'rare' equipment owned by the guild and some military vehicles.



maybe to make it a bit more eye candi there could be a little hangar with a shuttle that will carry thecaptain andhis group aboard the ship instead of move the ship to the datapad and deploy it to a starport.



the problem will be if the guy who is piloting the capital ship have a crash or worse a full log out...


whit this method with a 'simple log out' the ship will remain in the space whitout the possibility to move in the second case dunno what can happen




Zilod
Sun Jun 05, 2005 2:54 pm
#25


This post is really old, probably before JTL, till i think some ideas are still good....





i know that player capital ships will not be in the exapnsion at the beginning (and probably even for a while) but here as i like to see it imprelemnted


capital ship

for model my suggestion is the standard corvette, the mod versions or a ship of similar size power

bigger ships may be too powerfull or inappropriate (like a ISD driven by a guild of 8 people)

the corvette is a good small capital ship is very versatile, can be hevy modified, can carry fighters and bombers, can be available to every faction and is not supposed to be 24/7 on duty like a cal cruiser or an ISD


there should be just one corvette/guild, or eventually 1 corvette for every 50/70 members

the captain of the corvette should be assigned by the guild leader and only the captain can 'deploy' the corvette and pilot it


the corvette should be a multi person vehicle, aboard it there should be the principal rooms: the bridge, a tactical room, the docking bay, engine room, some recreation rooms various laser turrets (as in the YT-1300) and so on, should also be possible for people inside it to deploy their ship in the docking bay and 'fly' out (or in)

(this way there is not the problem of fighters whitout hyperdrive)


groups:

when the corvette is deployed the captain and all people grouped with him are teleported on the bridge or in the tactical room.


it will also be nice to have the possibility to 'group' with other corvettes, these groups will be of an upper level than the standard ones and just the captains (or comm officer) can see it and communicate in it...

so the normal groups members will see and group chat only whit members of their group while the captains will be both in the normal group and in thefleet group made of captains of various capital ships


missions:

missions can be aquired by the captain (or the leader of the fleet) in the tactical room, this way will be possible to get very difficult missions not only for the normal group (20 people) but for the entire fleet.

these missions should involve very difficult targets like capital ships or stations fully armed and with escorts of fighters, mines, escort ships and so on.


It should also be nice to have different options to conduct a single mission, these options can be played as sub missions and should give some advantages by resolving them here an example:


i get a mission to investigate on pirate activity in sector xyz and destroy a base that is supposed to be in that area.

when i arrive in the area i have 2 options to procced straight with the mission moving all my forces to search and destroy it or to make a reconaissance missions.

i chose the second option, givin scout missions to somepilots in the group.

during the scout mission they find the exact location of the pirates who have built a medium size base in an asteroid field, they spotted also a rebel transport heading to the station.


now i have other options/missions like to proceed straight to destroy the base or to try to capture the transport, i chose the second one and i get the information that a rebel convoy will meet with the pirates in some hours, so new choices: destroy the base or amush the convoy, now i can chose the second and then proceed to destroy the base.


i had the possibility to strike the base from the first time but chosing that the rebel convoy maybe had arrived in the middle of battle making the task more difficult.


sorry for bad english

Sylia
Sun Jun 05, 2005 3:40 pm
#26

Personally I don't like the idea of guild requirments.


I was part of the beta for SWG, and I've been playing ever since.


But not continuosly.


Sometimes I get bored and leave for a few weeks, even a few months.


I've been in 3 guilds over the years, and each time I take a leave when I come back I have been booted.


So I've quit even bothering with guilds any more. If they can't tolerate non power-gamers, then I've no interest.



Page 2 of 3