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Thread: SOE got our hopes up about capital ships...
Well, just keep in mind that the capital ship precursors, the current POB ships, still don't have all the kinks worked out of them yet, and probably won't until Publish 24 has sometime to shakeout. So lets get the little MP ships somewhere close to competitive before we ask them to launch the oversized Coffin Cruisers.
I still do not understand why many of the pilots who look down their noses at the Nova Courier, Decimator and YT-1300 are the same pilots who have raging hard ons over Capital ships. Do you think the problems so rampant with the current components are magically going to go away after your hitbox size is increased twentyfold?
Well, what I liked even better then actually getting capital ships to fly was the fact that you can actually get on board of a Star Destroyer !
While I do want a Lambda class Shuttle to fly, what I want even more is go with a TIE Fighter up to a Star Destroyer and walk around on it. That should not be that hard to do and should not bring that much more lag.
Though, true points with the components. What is all the mass on a POB ship good for if you cant get components for it? There would be no problem in high Armour and Shield mass for a POB ship.
thegame350 wrote:
I would LOVE captiol ships in game there is just 1 drawback... lag. Capitol ships would add a WHOLE new arena to the RP aspect of SWG. Making them available only to Master Pilots will not only boost up the piloting profession but ensure that they are still rare.
Lag may be an issue though. If you have 12 Capitol ships in say Dathomir space inroughly the same area that could be a problem.
Cap ship = Guild hall in space. Make them available to guilds ofa certain size, and crewable by members of that guild only.
Promotes team play, limits number of capital ships, and adds a new dimension to guild play.
thegame350 wrote:
I would LOVE captiol ships in game there is just 1 drawback... lag. Capitol ships would add a WHOLE new arena to the RP aspect of SWG. Making them available only to Master Pilots will not only boost up the piloting profession but ensure that they are still rare.
Lag may be an issue though. If you have 12 Capitol ships in say Dathomir space inroughly the same area that could be a problem.
Cap ship = Guild hall in space. Make them available to guilds ofa certain size, and crewable by members of that guild only.
Promotes team play, limits number of capital ships, and adds a new dimension to guild play.
Tavie_Bautat wrote:
Cap ship = Guild hall in space. Make them available to guilds ofa certain size, and crewable by members of that guild only.
Attacca wrote:
Tavie_Bautat wrote:
Cap ship = Guild hall in space. Make them available to guilds ofa certain size, and crewable by members of that guild only.
So unless you're in a major guild full of lots of people who like to go into space, no capitol ship for you? Bad idea. I'm not leaving my guild, where I'm the only regular pilot, and I doubt I'm alone. They shouldn't be limited in that manner.
I'm not saying the idea is perfect, but it's a possibility.
Cap ships should take multiple players to run effectively. getting a pickup group of players who may or may not want to perform certain tasks would be a pain in the rear....and I'm not just talking about gunners. Cap ships should NOT be something that one d00d can grab, fly and pwn with. If ever there were an example of where group play could work, it's Cap ships. No single player should be able to carry a Nebulon B in his/her datapad.
As far as the limitations of your guild, Cap ships have the potential of catering to all groups....RPers, PVPers, and even the general Star Wars nut....Hate to say it, but cap ships just might be the star warsiest thing to be proposed in this game in a long time...and that might appeal to more than you think.
Of course if I had my way, cap ships wouldn't be JTL limited, but open to all players to experience. Perhaps just JTL enabled pilots could man ship stations, but everyone would be able to step on a ISD deck for a PVP raid, RP event, or sightseeing tour.
Just an idea...but yes, I'd limit it to guild ownership if players are going to own them....it keeps things at least somewhat balanced between individuals.
Shender wrote:
JanuHull wrote:
Well, just keep in mind that the capital ship precursors, the current POB ships, still don't have all the kinks worked out of them yet, and probably won't until Publish 24 has sometime to shakeout. So lets get the little MP ships somewhere close to competitive before we ask them to launch the oversized Coffin Cruisers.
I still do not understand why many of the pilots who look down their noses at the Nova Courier, Decimator and YT-1300 are the same pilots who have raging hard ons over Capital ships. Do you think the problems so rampant with the current components are magically going to go away after your hitbox size is increased twentyfold?
POB components are getting superboosted in Pub24. Hopefully, there will be a "capital" ship class of components with even more mass but even more shields/damage.
I would hesitate to call a 250-300% increase in defensive ability a "superboost". All that gives me in PvP is another 3-5 seconds of survival. Realistic defenses from the Pilot forums were discussing a fivefold increase in defenses at aminimum to give POBs a working shot at function.
Tavie_Bautat wrote:
Attacca wrote:
Tavie_Bautat wrote:
Cap ship = Guild hall in space. Make them available to guilds of a certain size, and crewable by members of that guild only.
So unless you're in a major guild full of lots of people who like to go into space, no capitol ship for you? Bad idea. I'm not leaving my guild, where I'm the only regular pilot, and I doubt I'm alone. They shouldn't be limited in that manner.
I'm not saying the idea is perfect, but it's a possibility.Cap ships should take multiple players to run effectively. getting a pickup group of players who may or may not want to perform certain tasks would be a pain in the rear....and I'm not just talking about gunners. Cap ships should NOT be something that one d00d can grab, fly and pwn with. If ever there were an example of where group play could work, it's Cap ships. No single player should be able to carry a Nebulon B in his/her datapad.
As far as the limitations of your guild, Cap ships have the potential of catering to all groups....RPers, PVPers, and even the general Star Wars nut....Hate to say it, but cap ships just might be the star warsiest thing to be proposed in this game in a long time...and that might appeal to more than you think.
Of course if I had my way, cap ships wouldn't be JTL limited, but open to all players to experience. Perhaps just JTL enabled pilots could man ship stations, but everyone would be able to step on a ISD deck for a PVP raid, RP event, or sightseeing tour.
Just an idea...but yes, I'd limit it to guild ownership if players are going to own them....it keeps things at least somewhat balanced between individuals.
I dont like it but I do think guild should have them. Mainly lagg and other issues.