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Thread: MP ships need changing

YarKi
Fri Jan 07, 2005 10:27 am
#14






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.






While I agree in principe to most of the proposed chages, I disagree with thefollowing:


If I have a choice of three or four single seaters with at least tier 4 gear and droid certs or or a Nova in my group, single seaters win. At this point however there are still enough newbie pilots who could not make a signifficant contribution in their own ship but are very effective in an MP ship. In fact we had a Nova in our group for the corvette last nigt and it wourked out great and gave a chance to a couple of people who would otherwise be on the sidelines to be involved.


I think in the future SOE should chuck the idea of squeezing an extra few bucks out and allow people without JTL to go on board MP ships either as passangers or gunners. That would increase MP ships' usefullness 100 times.


Idisagree with the proposals of either automated turrets or any kind of assistance for gunners to offset ship movement.


1. Automated turrets would make all bombers obsolete since none could compete with the combination of mass/armament. Heap the rest of the proposed mods in and you might as well throw out B-Wings, Y-LPs, Kimos, TIE Bombers out as useless curiousities. MP ships should remain that - Multiplayer and not a replacement for single seat ships.


2. JTL is a skill based game and flying an MP ship and gunning in one are sepate and distinct skillsets from flying a single seat fighter. It provides a different experience in the game and that should be preserved. You should not expect to spin your nova about like an A-Wing and have something assist your gunners in staying on targets. Flying an MP ship means flying mostly straight and level and letting the gunners do their job.



I pretty much agree with the rest of the proposals above in principle. Any disagrrments in scale are too minor to air them here and turn this thread into an argument over minor stuff.



I would like to add that the Copilot should get some more abilities to make that position at least somewhat desirable. I never have a lack of people wanting to gun for me, but nobody wants the ops chair. At the least droid commands and pilot tricks should regen faster when done by a dedicated co-pilot. But that is not enough. Maybe with more shields to play with and the ability to shunt power around that the above proposals imply, co-pilot position will be more fun.

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