Jump To Lightspeed Archive

Thread: Boarding Parties

rols_cerentz
Wed Nov 17, 2004 10:52 am
#40

...another 'Low-Level' Mission. This could be taken by one player alone, but could be scaled up to support large groups and Multi-Player Ships.

"Some... uh Cargo Needs Deliverin'"

Mission Brief: "Weeze, got dis.. uh.. Cargo that we needs delivered to 'dis guy out in space. We want no... entanglements, you see? Just deliver the goods, don't look at 'em and don't tell anybody what'cha doing and things will be fine."

Payment: 10,000 Credits

Details: This is a smuggling run that will take the player into a 'dangerous' region of space. The region of space will be populated with some forces of the following configuration:

The Smuggler Ship - This is the one the Player has to dock with to make the delivery.

The Opposition - This could be random pirates that only seek to destroy the player. This could be an Imperial or possible even a Rebel Inspections group that could scan and then attempt to destroy the player (which loses the cargo), it could be some form of System's Police Force that will scan and order the powering down of the Smuggler's ship for a fine and loss of the cargo.

The object would be to make it to the Smuggler ship without being stopped, fined and stripped of the cargo. There would also have to be an option for the player to Jettison the cargo.

Completion of the mission will happen if the player makes it to the Smuggler's ship, docks and completes the transfer.

Failure happens when the pilot loses the cargo through one of the above methods. If that happens, the originator of the mission becomes 'unhappy' and puts the pilot up on the Bounty Hunter Terminals or slightly raises the visibility of the character on the terminal.

This might be easier to implement then a dual mission of space and boarding operation, but with the possibility of losing the cargo and possibly going up in BH visibility, there would still be a great tie-in between the ground and JTL game. Of course, the player should have some way of 'paying' off their debt and lowering their visibility, which could protect many players from being 'griefed' due to their failed missions.

I forgot to add that the player should also have the option of peeking at and keeping the cargo, which would put him/her up on the BH terminals, higher then if he/she failed the mission through the 'conventional' means.

Message Edited by rols_cerentz on 11-17-2004 10:36 AM



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
____________________________________________________
Thochkored
Wed Nov 17, 2004 11:08 am
#41






rols_cerentz wrote:
...another 'Low-Level' Mission. This could be taken by one player alone, but could be scaled up to support large groups and Multi-Player Ships.

"Some... uh Cargo Needs Deliverin'"

Mission Brief: "Weeze, got dis.. uh.. Cargo that we needs delivered to 'dis guy out in space. We want no... entanglements, you see? Just deliver the goods, don't look at 'em and don't tell anybody what'cha doing and things will be fine."

Payment: 10,000 Credits

Details: This is a smuggling run that will take the player into a 'dangerous' region of space. The region of space will be populated with some forces of the following configuration:

The Smuggler Ship - This is the one the Player has to dock with to make the delivery.

The Opposition - This could be random pirates that only seek to destroy the player. This could be an Imperial or possible even a Rebel Inspections group that could scan and then attempt to destroy the player (which loses the cargo), it could be some form of System's Police Force that will scan and order the powering down of the Smuggler's ship for a fine and loss of the cargo.

The object would be to make it to the Smuggler ship without being stopped, fined and stripped of the cargo. There would also have to be an option for the player to Jettison the cargo.

Completion of the mission will happen if the player makes it to the Smuggler's ship, docks and completes the transfer.

Failure happens when the pilot loses the cargo through one of the above methods. If that happens, the originator of the mission becomes 'unhappy' and puts the pilot up on the Bounty Hunter Terminals or slightly raises the visibility of the character on the terminal.

This might be easier to implement then a dual mission of space and boarding operation, but with the possibility of losing the cargo and possibly going up in BH visibility, there would still be a great tie-in between the ground and JTL game. Of course, the player should have some way of 'paying' off their debt and lowering their visibility, which could protect many players from being 'griefed' due to their failed missions.





Greta Ideas! This one in particular should be reserved for Smugglers.




Ackaak Adack
Bloodfin
"Wars not make one great."

Davian Shaw
Bloodfin
"You came in that thing?"
rols_cerentz
Wed Nov 17, 2004 11:40 am
#42



Thochkored wrote:


Greta Ideas! This one in particular should be reserved for Smugglers.





I don't know if it should be reserved for smugglers so much as the true smugglers would/should have bonuses to evade/avoid being scanned. Smugglers could/should be able to 'craft' special hidden cargo compartments into their ships for smuggling purposes. These, of course, would only be usable by smugglers, but again, it would be something that would add more 'Star Wars' to the SWG/JTL game.



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
____________________________________________________
rols_cerentz
Wed Nov 17, 2004 11:52 am
#43



AnzelVincir wrote:
Yeah, this idea makes me want to cry. Awesome idea. I really wish that after the CU they continue to improve upon the feature set that we already have with ideas like this instead of adding completely new expansions, professions, etc.
Right now there are 39 boards listed under professions and all of them need varying degrees of love. I really hope that 2005 is spent solely on improving the existing code and JTL. Then maybe, just maybe we can talk about ground combat vehicles like the ATST and ATATs, etc.





Cry with sadness that it isn't already part of the game?

If you like the ideas, toss out as many stars as you have time for and help grow support for this thread by keeping it alive. It seems everyone wants to talk about what's 'wrong' with the game and nobody wants to talk about adding true, real, honestly fun content to the game. We don't have to change the norm, I just want to add to the norm and give threads like this real life and help the Devs build a real content rich Star Wars experience.



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
____________________________________________________
Thochkored
Wed Nov 17, 2004 2:00 pm
#44

A High Endmission could be to investigate the appearance of an old republic dreadnaught. Of course when you get there, you find that there are already aseveral squads ofpirates in the area and on the ship. You have to destroy their fighters, board the ship and take control of the bridge.


For a Corsec or Naboo Security force, same concept only it is a mission to rescue a frieghter from pirates.




Ackaak Adack
Bloodfin
"Wars not make one great."

Davian Shaw
Bloodfin
"You came in that thing?"
Vegitaa
Wed Nov 17, 2004 2:30 pm
#45

I have a lot of catching up to do in this thread but I am cross posting this suggestion by request.....


Check it out and give it a thought...



Well, I've played a lot of online flight sims in the past and what I think would be interesting is adding a GCW component to all of this.


Space Stations are currently static and cannot be boarded at this time. It would be interesting to see them add a new feature to all of this. In the Deep Space or even the lower Tiered zones make Space Stations capturable.


Example:

Add 4-8 capturable stations per zone determined by the difficulty level of that zone. Naboo would have 4 where Deep Space could have 8. Spread them out as well. Include 2 defensive squadrons Tier'ed in an appropriate fashion. The Station itself would have 4-6 guns and you need to take down all guns, Primary and secondary shields as well as the control tower. Once that is done you have to hold the station for X amount of time. Once your faction holds that station for X amount of time it becomes aligned to your faction.


To make it worthwhile once you take over the station you can repair, rearm, or go overt/covert from that position. Only Overt players can target the stations components. Make it so no single ship could pull it off. Difficult enough so that it takes around 8 or more pilots to take it out. Make it so only a specific type of ship can complete the takeover process. (For example only a Deci/Nova/YT can complete the takeover by docking with the station.) Also once the station belongs to a particular faction (including Privateers) establish a patrol zone around the station. Then 2 defensive squadrons would then patrol the zone and would only respawn after an hour or so. Give the owning faction some form of bonus with the station. For example no Battle Fatigue or wounds if you die defending the station.


Obviously this is a big change so I realistically don't see it happening. In the meantime allow Ace pilots the ability to take duty missions from their pilot trainers. Give people the ability to spend prestige points on ship equiptment exclusive to their faction from their trainer (not their faction recruiter). Maybe some new type of weapon or component.


So assume we won't see capturable bases, it's just a thought. On the other hand Ace's should be given an oppurtunity to take duty missions in the interim. I agree that helping other pilots and joining groups is a means to an end but sometimes you just want to go solo and blow stuff up. Ace's should at least have that oppurtunity.


Personally, as there are no "goals" after Ace I know I will be spending a lot of time Overt in space looking for targets. PvP in space is different than PvP on the groundgame. It's more about pilot vs pilot than it is who has the best DOT weapon or best buffs/armour. I would rather be taking out space stations and capturing control points but since thats not in game yet I guess our "goal" is to go overt and patrol space looking for kills to paint on the side of our ships cockpit.



There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


Vegitaa
Wed Nov 17, 2004 2:44 pm
#46

Now I realize that my post doesn't have a few things you all have metioned....


There's no instancing involved.

Boarding parties could be implemented somtime later though. (I think the first step towards boarding parties would be the ability to dock to multipassenger ships and transfer crew.. wouldn't that kick butt!)


My post is an attempt to keep JTL and the ground game still seperate. But I do think a lot of the ideas above mine are quite good as well.

Keeping it short and sweet..... 2 Deci's and 6 fighters attack a Space Station in Deep Space, they take out all defenses and the Deci #1docks. Crew disembarks (loading screen....). The other Deci and fighter support craft keep an eye out for incoming fighters and such... basically they are forced to guard Deci #1 until their crew completes their task. If Deci #1 is destroyed before they finish, mission is failed and boarding party is stuck on the station till they die or a designated time period goes by (lets say an hour). Boarding party completes their mission, they now board their Deci #1. Mission complete, Space Station is now under Imperial control.


Rebels now need to up thier own force to retake the station. Same basic scenarion except switch Deci for Nova's. Same goes for Privateers. Considering Deep Space forces Privateers to choose sides... move it to Kessel instead. One big station in the center with everyone fightng for control... Upon server reset the station goes to a non-controlled status till someone takes out it's defenses... boards.. etc...


There you have it. You can implement it in pieces. First the Station would be non-boardable but capturable. Eventually as code is developed add the boarding option. Add a station like this to almost every sector and make it appropriately tiered determined by the difficulty of the zone.



There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


Thochkored
Wed Nov 17, 2004 3:24 pm
#47






Vegitaa wrote:

Now I realize that my post doesn't have a few things you all have metioned....



Don't worry about that, we are just kicking around all kinds of ideas, the more the merrier. I think some sort of Faction Base take over would be excellent for the PvPers out there. Hopefully it would breath some life into the GCW. And if you're not that Uber on the ground then stayoutside and defend the station. It would be real cool if you could take over pieces of the station at a time, like if you capture a turrent someone can man it and help the pilots. Being able to dock with other MP ship would be real cool as well, if for nothing more than the social aspect. But also if you need some repair parts or any other service you may require.





Ackaak Adack
Bloodfin
"Wars not make one great."

Davian Shaw
Bloodfin
"You came in that thing?"
Vegitaa
Wed Nov 17, 2004 4:09 pm
#48

In an attempt to NOT hijack this thread, would some of you mind takling a look at this proposal as well...

http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=23927


Again, just another idea to help enhance JTL and add a reason to go to space after mastering pilot...



There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


blahs
Wed Nov 17, 2004 8:30 pm
#49

all they neede to do was making it like the corellian corvette mission on ground. just a little diffrent layout and objectives.

First having to disable it,more like on the master mission,then you dock whit it and and load in to it,Starting your final part of the mission.Fixing up diffrent parts like engine,shields,weapons bridge well you get the point . but while your doing this you have to fight of security forces or something like that.


Dont think it would be that hard to do. if it was an insatnced area.

Now they cant make ALL freighters like that,think that would be imposible. but a space dungeone.Dont think it would be that hard to do.

We need more content in space anyway hehe




Ign : Orgy Darksoul
Ign : Sjasmin Darksoul Account closed
PA : MaD
Holding on to anger is like grasping a hot coal with the intent of throwing it at someone else; you are the one who gets burned.
Thochkored
Thu Nov 18, 2004 1:35 am
#50






rols_cerentz wrote:


I don't know if it should be reserved for smugglers so much as the true smugglers would/should have bonuses to evade/avoid being scanned. Smugglers could/should be able to 'craft' special hidden cargo compartments into their ships for smuggling purposes. These, of course, would only be usable by smugglers, but again, it would be something that would add more 'Star Wars' to the SWG/JTL game.






I like the your ideas for Smuggler having hidden compartments and a chance to avaoid scans. I want Smuggler content, reserved for Smugglers. It is alreadyunfortunate that anyone can join the Smuggler's Alliance. I realize it is only a name, but letting non-Smugglers smuggle would be like letting non-BH's track bounties.




Ackaak Adack
Bloodfin
"Wars not make one great."

Davian Shaw
Bloodfin
"You came in that thing?"
Areli
Thu Nov 18, 2004 1:56 am
#51

This thread contains some of the best ideas I've seen in a long while.


Integrating the ground and space games so that we can board -at the bare minimum -a corvette shouldn't be too much of a tax on resources. All the art is there, so the #1 concern is gone... no new content needed. I don't really see how this would be a major tax on resources, since when we board an MP ship there is already an independent instance of the interior of the ship, is there not? After all, my crew can meander about in my vessel, et cetera... how would it be a great deal more taxing on the system to do the same with a capital ship?


I'm in favour of pushing for this sort of boarding to be introduced soon, like right after the combat patch. Then, perhaps, we can convince the devs to add other space dungeons, like Centerpoint Station... or even the option to board Rebel/Imperial space stations for either faction defense or attack of the base (rebels board to protect the rebel station, imperials to destroy it kinda thing).


Finally, I'd love the ability for two player MP ships to dock either for boarding/combat or for social gatherings


My 2 cents.



Current main character: Saersha, Privateer and Jack-of-all-Trades (Flurry)
rols_cerentz
Thu Nov 18, 2004 6:36 am
#52



blahs wrote:
all they neede to do was making it like the corellian corvette mission on ground. just a little diffrent layout and objectives.
First having to disable it,more like on the master mission,then you dock whit it and and load in to it,Starting your final part of the mission.Fixing up diffrent parts like engine,shields,weapons bridge well you get the point . but while your doing this you have to fight of security forces or something like that.
Dont think it would be that hard to do. if it was an insatnced area.
Now they cant make ALL freighters like that,think that would be imposible. but a space dungeone.Dont think it would be that hard to do.
We need more content in space anyway hehe





Making every freighter an instanced dungeon would be a bit much, especially since other players would likely have the ability to blow up that freighter and possibly your own ship, while you are docked with the freighter. The best thing would be for those instanced dungeons to be available only through NPCs or Mission Terminals and then have them take place in an entirely 'instanced' environment.

I do like the idea of going on a mission to attack and capture a Corvette though. That could be a Faction based mission with slightly different reasons attached as a story. Regardless of the faction, this would be one tough mission and would definately require more then a small 2 or 3 person strike team.

For the Rebellion, the capture mission would be about either obtaining a new capital ship for the ongoing conflict. For the Empire, the mission would be about capturing a Rebel ship to use in a clandestine operation against a Rebel group. For the Neutrals, it could be for a number of different reasons, depending upon who the player is working for.

How would you write up little mission stories to go along with such a mission?



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
____________________________________________________
Page 4 of 5