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Thread: I'm going to weld both turrets on my vt49 so they fire forward.

truewildman
Fri Nov 26, 2004 2:56 pm
#27






MikeMonger1 wrote:





monochromered wrote:





DarthDominus wrote:

I don't see any reason not to let them fire forward by default for the pilot. Having been in a few, I can see the outcome if anyone (even the best pilots) ever tried to solo in combat with them.


Fire! Fire!

Turn...

Turn...

Turn...

"OMG cant get this guy off me!"

Alarms blare

"Arrrrggh!!"

Huge ship explodes in a spectacular fireball that your foe will get much joy in seeing.


These ships are pretty much death-traps if you try to fly alone. No matter how good your engine is, if the enemy gets behind you in a starfighter ...you're toast.






Yes this will most likely be the case. Then what is the harm in allowing them to fire forward if there is no other people on board. Group play will still be encouraged and they will be more powerful with a full crew. This issue bothers me so much so that I am ready to leave the game over it.






Again, what would be the point? You wouldn't be able to fight anything other than the slowest tier 1 ships.


And if they did do that, what next? Would you be back on the forums complaining about how slow the mps's are? About their inability to turn? I can see the argument now...."I can lock the guns forward, but I can't HIT anything, so what's the point? They should give the mps ships better handling."


I mean, I can't even lock my damned missiles onto anything in my decimator, much less dogfight.


I think the whole point of an mps is, that they're SUPPOSED to be completely useless in a fight with only one person. There's too much firepower available. I've got two experimental blasters mounted in mine...that's up to 8k or more damage a shot. Way too much for one person to have.








Exactly!!! I, for one, do not want forward-firingguns on my YT. It will only give a false sense of ability.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
truewildman
Fri Nov 26, 2004 2:58 pm
#28






monochromered wrote:





MikeMonger1 wrote:





monochromered wrote:





DarthDominus wrote:

I don't see any reason not to let them fire forward by default for the pilot. Having been in a few, I can see the outcome if anyone (even the best pilots) ever tried to solo in combat with them.


Fire! Fire!

Turn...

Turn...

Turn...

"OMG cant get this guy off me!"

Alarms blare

"Arrrrggh!!"

Huge ship explodes in a spectacular fireball that your foe will get much joy in seeing.


These ships are pretty much death-traps if you try to fly alone. No matter how good your engine is, if the enemy gets behind you in a starfighter ...you're toast.






Yes this will most likely be the case. Then what is the harm in allowing them to fire forward if there is no other people on board. Group play will still be encouraged and they will be more powerful with a full crew. This issue bothers me so much so that I am ready to leave the game over it.






Again, what would be the point? You wouldn't be able to fight anything other than the slowest tier 1 ships.


And if they did do that, what next? Would you be back on the forums complaining about how slow the mps's are? About their inability to turn? I can see the argument now...."I can lock the guns forward, but I can't HIT anything, so what's the point? They should give the mps ships better handling."


I mean, I can't even lock my damned missiles onto anything in my decimator, much less dogfight.


I think the whole point of an mps is, that they're SUPPOSED to be completely useless in a fight with only one person. There's too much firepower available. I've got two experimental blasters mounted in mine...that's up to 8k or more damage a shot. Way too much for one person to have.









The point is to have some level of flexiblity so I can take out my ship to hunt low level ships on occassion. I accept the fact, that the ship is slow and un-manverable. I dont think MPS should be fully effective unless they are fully manned. I would not want them to be fully soloable, andI agree it would take away from group play or whatever. Therefore, I dont want to use a MPS to be uber. I just like them for their aesthetic quality, and in there current form I dont fully enjoy them.


There are certain ways to come to a compromise on this, so everyone can be happy.








Let me get this straight: You want the ability to hunt Tier 1 ships, that provide neither xp nor loot, by all rights and reason, when you can take a fighter and hunt Tier 5's for good xp and good loot.


Can you help me understand that reasoning? I'm a roleplayer, and I still can't understand that logic. I havea fighter in the hangar.






Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
truewildman
Fri Nov 26, 2004 3:37 pm
#29






monochromered wrote:


Since they are not, they should have some minimal use when you are alone.






They do have minimal use when alone. 2 pilot controlled missile-launchers, and 1 pilot-controlled coutermeasure.


If you want to go up and blast fighters in your MP ship, you'll actually have better luck loading up mk2 or mk3 protons and going for it. You'll have more kills than with a gun, most assuredly.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
MikeMonger1
Fri Nov 26, 2004 4:00 pm
#30






monochromered wrote:





truewildman wrote:





monochromered wrote:





MikeMonger1 wrote:





monochromered wrote:





DarthDominus wrote:

I don't see any reason not to let them fire forward by default for the pilot. Having been in a few, I can see the outcome if anyone (even the best pilots) ever tried to solo in combat with them.


Fire! Fire!

Turn...

Turn...

Turn...

"OMG cant get this guy off me!"

Alarms blare

"Arrrrggh!!"

Huge ship explodes in a spectacular fireball that your foe will get much joy in seeing.


These ships are pretty much death-traps if you try to fly alone. No matter how good your engine is, if the enemy gets behind you in a starfighter ...you're toast.






Yes this will most likely be the case. Then what is the harm in allowing them to fire forward if there is no other people on board. Group play will still be encouraged and they will be more powerful with a full crew. This issue bothers me so much so that I am ready to leave the game over it.






Again, what would be the point? You wouldn't be able to fight anything other than the slowest tier 1 ships.


And if they did do that, what next? Would you be back on the forums complaining about how slow the mps's are? About their inability to turn? I can see the argument now...."I can lock the guns forward, but I can't HIT anything, so what's the point? They should give the mps ships better handling."


I mean, I can't even lock my damned missiles onto anything in my decimator, much less dogfight.


I think the whole point of an mps is, that they're SUPPOSED to be completely useless in a fight with only one person. There's too much firepower available. I've got two experimental blasters mounted in mine...that's up to 8k or more damage a shot. Way too much for one person to have.









The point is to have some level of flexiblity so I can take out my ship to hunt low level ships on occassion. I accept the fact, that the ship is slow and un-manverable. I dont think MPS should be fully effective unless they are fully manned. I would not want them to be fully soloable, andI agree it would take away from group play or whatever. Therefore, I dont want to use a MPS to be uber. I just like them for their aesthetic quality, and in there current form I dont fully enjoy them.


There are certain ways to come to a compromise on this, so everyone can be happy.








Let me get this straight: You want the ability to hunt Tier 1 ships, that provide neither xp nor loot, by all rights and reason, when you can take a fighter and hunt Tier 5's for good xp and good loot.


Can you help me understand that reasoning? I'm a roleplayer, and I still can't understand that logic. I havea fighter in the hangar.








Yes, I just want some flexiblity in hunting up to tier 3. I dont expect to take on anything higher or certainly not pvp. If I wanted to do that I would get a crew.MPSs should not be that powerful if you are alone.So then what is the harm in allow at least one forward firing turret?


Also, It would not give me a false sense ofsecurity since Iam definately aware of the drawbacks.And if MPSs are truelyonly made to be multi-player then I think they should be only be able to be called unless you are grouped. Since they are not, they should have some minimal use when you are alone.







You can do that right now if you want to. It's easy. Get some powerful, fast recharging shields, fly up to a low level spawn, and hop in the turret. Because they're so weak, they'll never get through your shields. And because your gun is so big, you'll be able to blow the heck out of everything.


No need to lock the guns forward for that. AND, you'll hit stuff more often.


That's the "minimal use" you get when you're alone.


Of course, I'd find this truely boring and pointless, but if you have a yen just to easily blow the crap out of something from time to time, you've got the option.

Glzmo
Fri Nov 26, 2004 4:12 pm
#31


I would be happy if the ship wouldn't stop as soon as I left the pilot chair. The Autopilot should work out of the turret as well and not disengage when you leave the pilot/turret station and the hyperspace jump should also be initiated from the turret, if the gunner chooses to do so. Also, follow shouldn't break when leaving the pilot's station. That way you could follow a friend around or travel somewhere via autopilot (what's the point of an autopilot anyway, when you have to stay in the pilot's seat for it to work?!) while you talk with your passengers, check your cargo. drink and gamble.

Message Edited by Glzmo on 11-26-2004 05:18 PM



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truewildman
Fri Nov 26, 2004 7:07 pm
#32






Glzmo wrote:


I would be happy if the ship wouldn't stop as soon as I left the pilot chair. The Autopilot should work out of the turret as well and not disengage when you leave the pilot/turret station and the hyperspace jump should also be initiated from the turret, if the gunner chooses to do so. Also, follow shouldn't break when leaving the pilot's station. That way you could follow a friend around or travel somewhere via autopilot (what's the point of an autopilot anyway, when you have to stay in the pilot's seat for it to work?!) while you talk with your passengers, check your cargo. drink and gamble.

Message Edited by Glzmo on 11-26-2004 05:18 PM





Hear here.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
JoKen_Jash
Fri Nov 26, 2004 8:36 pm
#33

Ok, first of all, right now, MPS ships die like fighters in PvP--about three shots. Right now, there is no point in having them for combat at all, because a crew is nowhere near as organized as one individual's mind, nor will it ever be. So I don't understand your big argument on why MPS ships shouldn't have foreward mounted/locked weapons. And second, some people, like me, prefer larger ships over fighters. So I want to at least be able to defend my ship in some way. There arethree options for this: Either one, make the turrets locked foreward. Two, add a droid program where the computer auto-fires the turrets (obviously with far less accuracy than with players in them). But here's my favorite--make a droid-intellegent auto-pilot: This program would be operable from a turret, which would automatically maneuver to line you up with your target so you could blast the hell outta them in the turret. It could also be told to go to waypoints. This would solve the soloable problem by making it really unweildly to use, plus it'd also encourage grouping because with you in the top turret, someone in the bottom, and the droid flying the ship, it'd be twice as effective. And with a full crew, it'd be even more powerful.


But aside from that, we should have MPS-only Level 11 equipment to make the ships handle a bit more like capital ships, with better armor and shields and weapons.



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
dewagroz
Fri Nov 26, 2004 11:20 pm
#34

I say let them be able to control the turrets completely from the pilot's chair (or rather allow the co-pilot station such control if you want balance), but they would be horribly innacurate. The Millenium Falcon has such fire controls for it's quad laser turrets, but it's horribly innacurate when fired from the bridge, and it'll be advantageous to have people in the turrets.





Beta Tester for SWG since 10-24-04
Dreamland
Fri Nov 26, 2004 11:48 pm
#35


Why do you think the developers should waste time programming something to make a mp shipa half assed singleplayer ship, that cant beat anything over tier 3.Just so you can satisfy the desire to fly it alone when there is an entire line of singleplayer fighters that you can use to do the same thing.


What a complete and utter waste of development time that would be, time that could be put toward adding something useful to the game or fixing existing bugs.

Message Edited by Dreamland on 11-26-2004 10:49 PM

Cuality
Fri Nov 26, 2004 11:52 pm
#36

the only thing is that in making the turrets fireable by the pilot may mess up how they work with someone actually in them.


I do think that the autopilot should still fly when you leave the pilot's seat though. Allow you to autopilot to a friendly factional station at full power and allow you to sit in a turret and pick off pursuit.




(_-·._.)¯._Jarik Suul·._.·´¯(._-·._)
)¯`·.__.·-·._.* Dark Commando Troll*._-·._·._.·´¯(
~Trolleone Mafia~
monochromered
Fri Nov 26, 2004 11:53 pm
#37






Dreamland wrote:


Why do you think the developers should waste time programming something to make a mp shipa half assed singleplayer ship, that cant beat anything over tier 3.Just so you can satisfy the desire to fly it alone when there is an entire line of singleplayer fighters that you can use to do the same thing.


What a complete and utter waste of development time that would be, time that could be put toward adding something useful to the game or fixing existing bugs.

Message Edited by Dreamland on 11-26-2004 10:49 PM





Do you think it would be really that hard to code? I know basic c++ and I think i could probably do it.
dewagroz
Fri Nov 26, 2004 11:56 pm
#38



monochromered wrote:


Dreamland wrote:
Why do you think the developers should waste time programming something to make a mp ship a half assed singleplayer ship, that cant beat anything over tier 3. Just so you can satisfy the desire to fly it alone when there is an entire line of singleplayer fighters that you can use to do the same thing.
What a complete and utter waste of development time that would be, time that could be put toward adding something useful to the game or fixing existing bugs.

Message Edited by Dreamland on 11-26-2004 10:49 PM



Do you think it would be really that hard to code? I know basic c++ and I think i could probably do it.




It's all a matter of an if statement for the override really.

If(gunner!=1)
control code

simple enough.

However, I have a feeling that it won't be that simple for the devs.





Beta Tester for SWG since 10-24-04
truewildman
Sat Nov 27, 2004 12:29 am
#39






dewagroz wrote:





monochromered wrote:





Dreamland wrote:


Why do you think the developers should waste time programming something to make a mp ship a half assed singleplayer ship, that cant beat anything over tier 3. Just so you can satisfy the desire to fly it alone when there is an entire line of singleplayer fighters that you can use to do the same thing.


What a complete and utter waste of development time that would be, time that could be put toward adding something useful to the game or fixing existing bugs.

Message Edited by Dreamland on 11-26-2004 10:49 PM





Do you think it would be really that hard to code? I know basic c++ and I think i could probably do it.






It's all a matter of an if statement for the override really.

If(gunner!=1)
control code

simple enough.

However, I have a feeling that it won't be that simple for the devs.





Do you guys really believe that it's simply a matter of writing the code? That's the easy part. The harder part is making all the related changes, finding them, coding it to correlate, the changing the correlated parts of the changed parts. It's a much larger task than you think.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
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