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Thread: Some minor improvements to make JTL majorly better.

WylotheUber
Fri Jan 21, 2005 3:13 pm
#14

All are good ideas. Devs, look at this!
Smart_Darwin
Sat Jan 22, 2005 1:21 am
#15

Right on about the turrent stabilization... sort of. I tried manning someone's turret once and it was very difficult to get a hit. I felt pretty useless back there and not to mention pretty embarrassed. That pilot was counting on me and all I could do was shoo away the few baddies dumb enough to come up right behind us (Kicker say's sorry).


That being said, I suspect that this stabilization adds a little extra. Bottom line is that it probably is hard to man a turret on a plane, especially on a manuverable one. Turrets are most effective on slow turning craft, which is probably why you didn't see too many WW2 fighters with rear gunners. So, while it is difficult, it should probably stay that way (to be honest I won't complain if it changes). Chalk it up to realism.



Success is not sufficient; others must fail.
DarthScin
Sat Jan 22, 2005 6:45 am
#16

The YT-1300 is a freighter of a sort, so really its ability to blow stuff up is accurate in SWG.

However, the Decimator and the Krayt (and the Nova Courier? I don't know much about Rebel ships) should be heavy weapons platforms. Their purpose in combat should not be to dogfight - it should be to float lazily in space and provide huge amounts of withering fire at long range, particularly at relatively stationary targets (Corvettes, Star Destroyers, space stations, etc.).

For this reason, I'm changing my position on this issue. YT-1300s should remain unchanged, but the other master-level multiplayer ships should get a significant increase in firepower and range (NOT accuracy).



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sexwax
Sat Jan 22, 2005 7:02 am
#17

/bump



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Narreem0884
Sat Jan 22, 2005 1:11 pm
#18

How about making shipwright parts actually useful? The entire profession has become RE and chassis construction oriented because nearly every item, no matter how well crafted, is dead weight in comparison with space loot. Also, separate the different factions droid commands. No faction pilotshould be able to useanother factionsprograms in their droid.



"Reality doesn't care if you believe it." - Boba Fett - Tales of the Bounty Hunters
Narreem the Wookiee
Rebel Colonel, Vortex Ace Pilot, Master Pikeman
PikechickLei
Sun Jan 23, 2005 1:34 am
#19






DarthScin wrote:

For this reason, I'm changing my position on this issue. YT-1300s should remain unchanged, but the other master-level multiplayer ships should get a significant increase in firepower and range (NOT accuracy).




Don't forget defensive power. Until there's some 300k mass shields out there (with stats appropriate to their mass), a slow moving, non-turning Decimator will get decimated by quicker, single seat fighters. Just going out to 'float lazily in space' will get you killed in short order, because ships aren't able to withstand that kind of punishment. JTL was clearly made with high speed dogfights in mind rather than more realistic, slow, ponderous fights at extreme astronomical ranges, and why not? That's how they were in the movies and they looked cool.


The suggestions I've made are all there for playability rather than realism. I feel that a pilot should be able to have equal amounts of fun and success no matter if he chooses to be rebel, imperial or freelance, and no matter if he decides to fly in a Krayt or get some friends together and form a persistent Nova crew. Because of that, if the Decimator and Nova Courier are able to better fill the role of a multipassenger combat ship than the YT-1300 is, the freelance pilots lose out on something. We all have the Yachts already, the other multipassenger ships are there for combat and they should all be able to hold their own in a fight. It's been mentioned in this thread already that a fully crewed YT-1300 is less effective than if all four people just went out in their own fighters, and until there's some multipassenger ship-specific equipment available, components with masses bigger than most other chassis, that are there to let the big ships bridge that gap between fighter and capital ship, the multipassenger ships will never be used for any serious gameplay.





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