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Thread: Please /SIGN: PA GUILD CAPITOL SHIPS!
RagNoRock5x
Tue Feb 08, 2005 1:17 pm
#28
SwordNMace wrote:
Certain people involved with this game are asked to agree to a Non-Disclosure Agreement. It looks to me as though someone ignored it.
Who?
The JTL Beta NDA has been lifted. This thread is all pure sudjestions from players, back in beta I had a very similar one to this with almost identical sudjestions.....
......unless you know something..........
.................
JUMP HIM!!!
Headbone
Fri Feb 11, 2005 10:18 pm
#29
One problem, the rest is awsome though, only one person would have it in their datapad.... what if that person is not on. Maybe its like all guild property so that everyone has access but only masters fly it. That way, if its not in space and you're on, you can fly it, and if its already in space and you try to launch it, your sent to its bridge already being flown.
Heres my John Hanncock
Commander Headbone "Mobius" Amargein
XO 77th "Pheonix" Wing
Alliance Ace Pilot
GrndAdmiralThrawn
Fri Feb 11, 2005 10:31 pm
#30
Headbone wrote:
One problem, the rest is awsome though, only one person would have it in their datapad.... what if that person is not on. Maybe its like all guild property so that everyone has access but only masters fly it. That way, if its not in space and you're on, you can fly it, and if its already in space and you try to launch it, your sent to its bridge already being flown.
Heres my John Hanncock
Commander Headbone "Mobius" Amargein
XO 77th "Pheonix" Wing
Alliance Ace Pilot
Awesome, I will add that to the main Post. Thank you.
Keep Them Comin' People 
And Remember:
Thank You
Imperialking
Tue Feb 15, 2005 11:05 pm
#32
It would not take any more, or very little, more art work and design to be done.
Most the ships are already coded in to JTL; corvettes, nebulon frigats andgun boats.
The interiors have already been done from the ground corvette.
Also I would definatly not hold my breath if you are thinking about PA Star Destroyers and Mon-Cal ships as those will never be implemented and that has been directly stated by the DEVs. They would cause way to much lagg in space.
II would like to add a few new comments. First off about the word about star destoryers being to big and mon calmari cruises. Yes I agree they are to big. However I do not belive GrndAdmiralThrawn ever said that we should. Its just that we all think ofISDs when we talk about capital ships. Because that is what we all dream one day we will be able to command. People realize that this can't happen and get frustated about this idea all together. Not saying this is what happened to this guys post. I just knew if I didn't say something it will come up. But the fact is they can make a ship smaller than a corvett, but larger than a desimator that could fit all these requirments is possiable. If no one can think of one then we could always do the old fail safe and just make up a ship that players could fly I would be happy.
Also like I said in my others post about the captain as a skill you would need this would limit the number of them in space so in so doing cut down on the number of capital ships andlag. Also if we were worried about lag that much we could limit how many capital ships can be in space at one time or each part of space. Like I said in my other posts I don't like that anymore than anyone else but if its the only way to get it to work I say go for it.
Also have heard on the forums and as well on galaxies people asking what could you do in space even if they added these. I say battle other guild capital ships number one. However we also need to make a way for these capital ships to do more than just combat ships. Yes most capital ships are only war ships but hey we need to also make these practical to further encourage there use and to be built.
1st: I heard a lot of people talking about mining in space. This would be very useful to be able to install a gas collector on a capital ship in place of turrets or something. This would mine gases or chems in space. Makeing the capital ships more than just a large attack ship. I belive however. Capital ships are such powerful weapons they should always be overt and allowthe other side to attack it at any time. So if some guild built a ship and was getting tons and tons of gas and chems they would always have a problem if they were attacked. And if there turrets were replaced with extractors they will be less able to fight. In which case they would have no choice but run. So this would cause the capital ships to be forced to us fighter escort or another capital ships to escort her. This would bring back the feeling of large ships being able to muilt task or having to go in groups with other "support ships" and not be the do all all mighty ship that no one can touch.
2nd: The idea to set vendors I don't belive is a good idea because it moves. Plus people really don't want to get in there ship to go out in the middle of space to find a vendor. I might go for this idea because it wouldn't take much programing. (at least I don't think) So if they really want to add it thats fine I mean it might be helpful its just it would very limit the number of people that would ever see your vendor.
However!Right now there are some things that can be refinedbetterin space in RL. Such as medicine and minitrals. How about some Minor perks for crafting in space. Nothing to fancy much like the city specialization are now. Inside capital ships inside a crafting room to encourage there use. Guilds could charge people to land on there ship and craft.
This would give more reasons for people to get these ships. Make them more useful and reward the people who work hard to build them.
GrndAdmiralThrawn
Wed Feb 16, 2005 5:46 pm
#33
Imperialking wrote:
It would not take any more, or very little, more art work and design to be done.
Most the ships are already coded in to JTL; corvettes, nebulon frigats andgun boats.
The interiors have already been done from the ground corvette.
Also I would definatly not hold my breath if you are thinking about PA Star Destroyers and Mon-Cal ships as those will never be implemented and that has been directly stated by the DEVs. They would cause way to much lagg in space.
II would like to add a few new comments. First off about the word about star destoryers being to big and mon calmari cruises. Yes I agree they are to big. However I do not belive GrndAdmiralThrawn ever said that we should. Its just that we all think ofISDs when we talk about capital ships. Because that is what we all dream one day we will be able to command. People realize that this can't happen and get frustated about this idea all together. Not saying this is what happened to this guys post. I just knew if I didn't say something it will come up. But the fact is they can make a ship smaller than a corvett, but larger than a desimator that could fit all these requirments is possiable. If no one can think of one then we could always do the old fail safe and just make up a ship that players could fly I would be happy.
Also like I said in my others post about the captain as a skill you would need this would limit the number of them in space so in so doing cut down on the number of capital ships andlag. Also if we were worried about lag that much we could limit how many capital ships can be in space at one time or each part of space. Like I said in my other posts I don't like that anymore than anyone else but if its the only way to get it to work I say go for it.
Also have heard on the forums and as well on galaxies people asking what could you do in space even if they added these. I say battle other guild capital ships number one. However we also need to make a way for these capital ships to do more than just combat ships. Yes most capital ships are only war ships but hey we need to also make these practical to further encourage there use and to be built.
1st: I heard a lot of people talking about mining in space. This would be very useful to be able to install a gas collector on a capital ship in place of turrets or something. This would mine gases or chems in space. Makeing the capital ships more than just a large attack ship. I belive however. Capital ships are such powerful weapons they should always be overt and allowthe other side to attack it at any time. So if some guild built a ship and was getting tons and tons of gas and chems they would always have a problem if they were attacked. And if there turrets were replaced with extractors they will be less able to fight. In which case they would have no choice but run. So this would cause the capital ships to be forced to us fighter escort or another capital ships to escort her. This would bring back the feeling of large ships being able to muilt task or having to go in groups with other "support ships" and not be the do all all mighty ship that no one can touch.
2nd: The idea to set vendors I don't belive is a good idea because it moves. Plus people really don't want to get in there ship to go out in the middle of space to find a vendor. I might go for this idea because it wouldn't take much programing. (at least I don't think) So if they really want to add it thats fine I mean it might be helpful its just it would very limit the number of people that would ever see your vendor.
However!Right now there are some things that can be refinedbetterin space in RL. Such as medicine and minitrals. How about some Minor perks for crafting in space. Nothing to fancy much like the city specialization are now. Inside capital ships inside a crafting room to encourage there use. Guilds could charge people to land on there ship and craft.
This would give more reasons for people to get these ships. Make them more useful and reward the people who work hard to build them.
/SALUTE Imperialking
Your idea about captains is good, theway you explained things in that Capital Ships wouldnot be untouchable and always be open to attacksand therefore should bring "support craft" to protect it is brilliant, this would be AWESOME, give you that "Star Warsy" feeling along with a feeling of pride to your guild.
GloriousLeader
Wed Feb 16, 2005 7:08 pm
#35
/sign
(No need to get territorial over the post heh heh, but I support a petition for this
)
HuntingOhioan
Thu Feb 17, 2005 4:54 pm
#37
/Signed, JOHN FRIGIN HANCOCK
(sigh, one day I'll learn how to make the font bigger)
(sigh, one day I'll learn how to make the font bigger)
Vegitaa
Fri Feb 18, 2005 10:00 am
#38
This idea is pretty old news (been around since JTL Beta 1)
Here's the biggest problem with the whole thing... It's hard enough to get a decent crew for the current multiplayer ships.
If you had a capital ship, capable of having a crew over 30 (groups only hold 20 btw) it would be nearly impossinble to get an effective crew.
6 people crewing an ISD would just be silly.
I like the idea, but honestly, even if it was implemented these ships would be so expensive and hard to crew that it would be a waste of time.
Trust me, nothing I would rather do than crew an ISD, but realistically it's hard enough to get a crew of 4 these days.
Hawk1138
Fri Feb 18, 2005 12:05 pm
#39
Vegitaa wrote:
This idea is pretty old news (been around since JTL Beta 1)
Here's the biggest problem with the whole thing... It's hard enough to get a decent crew for the current multiplayer ships.
If you had a capital ship, capable of having a crew over 30 (groups only hold 20 btw) it would be nearly impossinble to get an effective crew.
6 people crewing an ISD would just be silly.
I like the idea, but honestly, even if it was implemented these ships would be so expensive and hard to crew that it would be a waste of time.
Trust me, nothing I would rather do than crew an ISD, but realistically it's hard enough to get a crew of 4 these days.
Well, there could be a way...since there is a cry for pilot weapons on MPS's why not add a 'Defense Targeting' skill to master pilots or program to flight computers. In effect, the pilot would not control the aiming, rather, targeting would be on whoever has intitiated the attack. That way on player cap ships, the turrets would fire if only attacked. This solves the issue of MPS forward weapons and the crewing of turrets on cap/mcc player ships.
Hawk