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Thread: This is my Nova Courier, owned almost everywhere, not surprised as some boss wants us all to EQ2
With a multiplayer ship capable of carrying 5 million mass and flying like a brick, i would at least expect them to be able to withstand a bit more punch than a bomber would, since it's basically an attack ship for large scale assaults (as the corvette and the deep space targets).
While 2 turrets are perfectly fine for anti-fighter-defense, a ship of that size should be able to have like two shield slots (see gunboats, they have a primary and secondary shield too), and perhaps even multiple armor slots.
The multiplayer ship configuration as it is now, actually creates a bomber-like craft (protection wise), with only marginally improved firepower, but the requirement of having at least(!) 4 people to operate it.
So i would make the suggestion to have multiplayer ships get the role of massive-damage dealing tank ships (not suggesting to always use them as 'shielding') so using team tactics actually work.
Let me put in a scenario here (rebel in this case):
Lets say we have a group of Xwing fighters, that take care of light to medium enemy snub fighters, a group of AWing for the faster fighters and for enemy distraction, and a group of damage dealing bombers (including or solely consisting of novas).
Now, i would have the Awing group jump in front of the rest of the groups right into the middle of the enemy snub fighters to draw their fire onto them, so the Xwing group can come in from behind and take care of those.
Now since the path is basically cleared (or at least massively distracted), the bomber group would come into play and take care of the capital ship (assuming we dont really care about the gun ships for now). The state the novas are in currently, they wouldn't be able to take more damage than every average y-wing or b-wing. And this somehow doesn't sound right to me.
You CAN use tactics, but there's no real sense behind using multi person craft in those tactics, because using a y/b-wing with all players manning the nova you wouldn't only be punching out more damage, but also have more protection (since it would basically be 4x the shields that would be in the nova, and 4x the weapons that would be in the nova). The result of this would be that our poor nova is all but useless in large scale tactical assaults, which i find kinda sad.
Its not easy to get to master, it really isn't, but the ability to fly a multiperson craft as a reward isn't how it should be in my opinion.
So, the suggestion would be:
Let the POBs have:
- Multiple Shield slots (2-4) (either have their values adding up or shield different parts of the ship, since it's a large one after all)
- More Armor slots (maybe have Top Armor, Bottom Armor, Left/Right, Front/Back Armor)
- 2 Guns in front (operatable by the pilot)
- maybe 4 to 6 rocket launchers (this isn't REALLY needed imho tho)
We could even go far enough here to differentiate the three versions:
- Decimator: Focused on Damage dealing (as is the whole imperial pilot profession), ie. double guns in the turrets etc., 2 shields max.
- YT: Balanced out between Damage and Defense (normal armament, 3 shields)
- Nova: Focused on defense, such as 4 shields, more armor, lesser damage output than the YT (normal armament as it is now maybe)
That way it would make more sense to use a POB in favor of a bomber. In my opinion...
Mastodon wrote:
Flight computer.
Same difference. I've called in a lot of favors and use an Level 5 Astromech with programs from all three professions. I have Engine Overload, Reactor Overload, Weapon Tuning (rarely used, but there are cases where this helps), and Extreme Shield adjusting. It almost becomes a situation like buffing where you need a few minutes to set them all up before you hit the mission zone, but the edge is definitely worth it.
I have my X-Wing set up with 2 advanced blasters and a heavy blaster, a Type III Proton torpedo launcher and a 92.3 speed engine.
With all the programs activated, I have 2750 front, 975 rearshields (1850/1850 unmodified), a top speed of 1040 (~600 sweet spot)with the Strike Foils open (1150with them closed)and can fire all my weapons with no power issues.You have to work all the tools to make it at the high end.
Also. Multiplayer ships should have crews that extend beyond Pilots and Gunners. A friend of mine is working his out with his guild to create a fully trained crew that includes him piloting, two gunners, three engineers and a doctor (for putting out fires on players). There's more to the mix than meets the eye.
Message Edited by Rorenikibi on 11-16-2004 09:42 AM
Rorenikibi wrote:
Mastodon wrote:Flight computer.Same difference. I've called in a lot of favors and use an Level 5 Astromech with programs from all three professions. I have Engine Overload, Reactor Overload, Weapon Tuning (rarely used, but there are cases where this helps), and Extreme Shield adjusting. It almost becomes a situation like buffing where you need a few minutes to set them all up before you hit the mission zone, but the edge is definitely worth it.
I have my X-Wing set up with 2 advanced blasters and a heavy blaster, a Type III Proton torpedo launcher and a 92.3 speed engine.
With all the programs activated, I have 2750 front, 975 rear shields (1850/1850 unmodified), a top speed of 1040 (~600 sweet spot) with the Strike Foils open (1150 with them closed) and can fire all my weapons with no power issues. You have to work all the tools to make it at the high end.
Also. Multiplayer ships should have crews that extend beyond Pilots and Gunners. A friend of mine is working his out with his guild to create a fully trained crew that includes him piloting, two gunners, three engineers and a doctor (for putting out fires on players). There's more to the mix than meets the eye.
Message Edited by Rorenikibi on 11-16-2004 09:42 AM
That's exactly my point. Your friend trains a crew of 7-8 people for 1 ship, while all those people could fly singleperson bombers, becoming 8 times more effective than a multiperson battleship, that's what i mean.
if you wanna fly in a mp ship, you'll need more than 1 pilot/2 gunners
add at least one more guy, but basically, I'm not confortable when I fly with less than:
1 pilot: myself
2 gunners
1 copilot/technician for droid and repairs
the REAL crew, to be effective would be (not going against corvettes with less than that)
1 pilot
1 ace copilot
2 gunners
2 technicians
(1 doctor with fire blankets)
passengers so they can hang out in it
flying a mp ship with only 3members crew is suicide, plain and simple, 4 is a straight minimum
Eeloominath wrote:
Rorenikibi wrote:
Mastodon wrote:
Flight computer.
Same difference. I've called in a lot of favors and use an Level 5 Astromech with programs from all three professions. I have Engine Overload, Reactor Overload, Weapon Tuning (rarely used, but there are cases where this helps), and Extreme Shield adjusting. It almost becomes a situation like buffing where you need a few minutes to set them all up before you hit the mission zone, but the edge is definitely worth it.
I have my X-Wing set up with 2 advanced blasters and a heavy blaster, a Type III Proton torpedo launcher and a 92.3 speed engine.
With all the programs activated, I have 2750 front, 975 rear shields (1850/1850 unmodified), a top speed of 1040 (~600 sweet spot) with the Strike Foils open (1150 with them closed) and can fire all my weapons with no power issues. You have to work all the tools to make it at the high end.
Also. Multiplayer ships should have crews that extend beyond Pilots and Gunners. A friend of mine is working his out with his guild to create a fully trained crew that includes him piloting, two gunners, three engineers and a doctor (for putting out fires on players). There's more to the mix than meets the eye.
Message Edited by Rorenikibi on 11-16-2004 09:42 AM
That's exactly my point. Your friend trains a crew of 7-8 people for 1 ship, while all those people could fly singleperson bombers, becoming 8 times more effective than a multiperson battleship, that's what i mean.
For starters, not all people aboard a multiplayer need to be Master Pilots, so the assumption that putting them in single seaters making them better is a false economy. The other falsehood stems from the maneuvering of a multiplayer. It NEEDS to be stable in order to properly fight. Its not meant to be a dogfighter, its meant to be a gunboat. The turret crews have to be on their toes and accurate to make the thing work. Too much maneuvering and your gun crews can get yanked off a target. It takes a LOT of time and coordination to make a multiplayer ship run properly, its not going to be a ship that competes effectively until its crewhas some time to train.
You have to fly differently than a fighter. You're a B-17, not an F-16, don't fight like one.