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Thread: Capital Ships

Durgan_Kael
Tue Jan 11, 2005 8:23 pm
#66

MP ships ARE great when you have a good crew, but once again, their weakness stands out horribly in PvP. Yes, you have more mass to work with for much more powerful shields, and the heaviest armor you can find...BUT THEY STILL DIE IN ONLY A COUPLE HITS! And if it's like you said, where the ship moves around too much for any gunners to score good hits, well...it's basically one big sitting duck. I think there needs to be a protection modifier on the MP ships...say 500%. That might get them up to the level they should be.


I mean, think about it...4 TIEs flying against the Millenium Falcon...and they hit it a LOT. By JTL standards, that battle would've been over in their first pass, Imperials 1, Rebels 0.



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AcktenubHytack
Tue Jan 11, 2005 8:26 pm
#67

Totally agree, just think about Episode VI in the 2nd Death Star, The Falcon took huge fire from turbo lasers, tie bombers, tie interceptors and tie fighters, hit a few walls, and still lived to tell about it. I know its "Uber" modified, but nothing makes that big a differenece.
Tumbler2002
Wed Jan 12, 2005 10:34 am
#68



Engineer137 wrote:
I agree large capital ships shouldnt be player controlled. But larger ships such as gunships, frigates(repair), and corvettes maybe feasible and enjoyable.

I could see them having large capital ships such as the star destroyers, mon cal cruisers, etc... being static where people could if you are of the appropriate faction you could request landing in their launch bay only so that you can get repairs, missions, and reloading ammo. But you should not be able to run around the corriders, etc... I just do not see the point in that. Where is the content in exploring the rooms of a destroyer? Maybe if they had NPCs inside it which gave missions, like a theme park in space. But other than that, I do not see the point.




But that is the point, in deep space they have a star destroyer and a rebel base, and all they do is sit there. We want them to add more features to those ships so that there is some reason to be fighting in that never ending battle. Giving those 2 stations the abililty to dock and repair would at least draw players into the battle in deep space. And hopefully in time they could expand the space area, add more capital ships and more functionality to them. Be that player controlled cap ships or just making the smaller cap ship player controlled. It has a lot of potential and if they got that part of the game up to speed it would definitely draw in more players.
GlargTheKelfn
Wed Jan 12, 2005 10:41 am
#69

the capital ships in deep space should be n the edges of a giant battle.

back when i played xvt, my facorite missions to create were frigates vs corvettes and that kind of thing. i usually would try to set up 2-3 of each, coming in and headed toward a central spot. each cap ship would then launch fighters and bombers who would fly cover and attack the over big ships. when the caps got in range of each other, they would open up all guns on each other. it was uber cool just to sit and watch. then have and isd jump in and the end and finish the criminals off.. ahhh, good times....

anyway, we need something along those lines. like the poi's where the factions fight (reb / imp battle on corellia, imp vs gungan on naboo, etc).




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Tom_Striker
Wed Jan 12, 2005 6:56 pm
#70


I'm sure you all have noticed the lack of larger ships in space. There are hundreds of fighters swarming around the sectors in JTL, yet the largest ships you see are gunships. The game just feels too dependent on the players, what we need is npc vs npc action going on, but on a much larger scale. Imagine jumping into a system with your wingman, to find a Carrack light cruiser and a strike cruiser in a pitched battle with a nebulon-b frigate.Maybe its not practical, I'm really not aware of what the servers could handle. But you have to admit, it would breathe some life back into this expansion. Perhaps the light cruiser versus a corellian blockade runner? Just some ideas, but it could get a lot of people back into space.




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Archrival
Thu Jan 13, 2005 5:58 am
#71

Well I think or believe that the Star destroyers should be the Guild ship, I.e Using Crimson Elite for example.


When you get 1 guild made like Elite, They get 1 Star destroyer for the guild, The guild is able to dock/land on the star destroyer in side would be cantina and guild terminals etc. Sort of a mini city for the guild. Use them as Carriers as what they are ment to be.


Then we could have Proper Squadrans. based on So n So ISD. These ISD like the guild halls should per haps not be destroyable or at least able to repair.


ISD take 8 people to Pilot the ship. 14 gunners, Crew of 180, 22 Pilots. with 3 Tractor impulse beams.


Also There Most defently needs to be the hospital ships so we can Clone in space.



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Oback
Mon Apr 04, 2005 6:46 pm
#72

i know its been brought up before, but does anyone have any solid ideas for implimenting this? i think it should be a guild/group ship that requires at least 5 people to operate. more for the cannons (not an extreme number though).


i will get more in depth with my ideas later, but id like to hear other peoples thoughts!



pikesman

master commando

Rebel till the end
CommTampers
Mon Apr 04, 2005 7:47 pm
#73

The full ship would be a ***** to crew, so why not have rows of turretcontrol terminals stationed in the bridge? This would, and should, bring about a capital class of high performance components. The shier size of the required crew would discourage people from trying to solo these; therefore, excessive payments of maintenence should not be required. There should also be a support roll.Escort/strike fighters should be able to dock and be repaired, then return to the action. Just think of the awsome possibilities for PVP. Battleships deployed in sectors could sway the GCW.



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