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Thread: How to make Capital ships playable
Having anything that needs more then about 20 crew should not be included. A corvette to me, is the upper limit. Anything like a Stardestroyer should be treated like a Faction Base. It roams a certain area, has vunerable times has AI escorts spawn all the time and basically acts as a base for factioned players, that could be attacked and hence defended, by either players in fighters, or players manning the many turrets it would have. Ofcoarse a Stardestroyer probably shouldn't be placed by players. Instead spawn as per quests and say one per zone other then that.
Basically I think that if you see a Rebel/Imperial/Neutral capital ship that is bigger then a Corvette, its not owned by a PA or player, but is boardable and you can control turrets and use it facilities, likeShip docking/repair... engineering stations etc. It can be destroyed by opposing forces and then if it is the opposing force runs that sector now anda CapitalShip of theres will now spawn there instead. Zone control in space would be good for the GCW. And also if there were to be Criminal/Neutral Factions that could fight each other??
whoops, sorry for the double post. (can't figure out how to remove it either >_< )
well, my thing fell through so I'm back.
This time lets consider Neuteral/Privateer capital ships. So far I've only seen people talk about getting Star Destroyers and Mon Calimari cruisers, both obviously representing the two extream ends of the civil war. The privateers should also have access to ships that aren't centred around war or the proliferation of war but rather the sorts of things that people who aren't interested in blowing each other to smitherines. You could have a casino ship, for example. (anyone here a fan of Cowboy Bebop?) Or perhaps even allow a neuteral PA to plant and run a small space station/colony. I mentioned this idea in a previous post, but should the devs have mineral/resource mineing out in space you could have a capital ship that allowed for fast harvesting or processing. Some different ideas to chew on.
I think I remember someone saying that if we could make our home on a ship that no one would visit planets anymore. I seriously doubt this. Granted for a time everyone is going to be exploring space and planets are going to become a lot more lonely, but after the honeymoon is over and there's a shortage of planet spawned only resources everything will balance out again. Besides, even if your home was on a capital ship you'd get cavin fever. I mean, how many times can you walk up and down your hallway before you get bored?
Anyhoo, keep posting your ideas everyone. Hopefully the devs are noticing.
If/when they implement capital ships i REALLY hope they allow boarding actions to take over capital ships from other players/guilds.
it shoul dbe extremely hard......but a Transport of proper make (a troop transport, or other such) specially designed for boarding operations should be implemented. A ship should have to have no shields and be disabled (which means whatever guild controlling it would have to be badly outmatched to have all their fighters taken out and their cap ship disabled) before any dockign could begin. Once docking began youd have an actual boarding engagement with personnel vs personnel combat to actually take over the ship.
ALSO......my biggest beef with the original post is this:
why in sam hain should capital ships require FP?????
Yes, an imperial or rebel corevette or cruiser or interdictor.......but many Cap ships are not imp or rebel......the DREADNOUGHT class is widely used by many factions.
they should be player-crafted...and special imp/reb ones should have associated FP costs.
PanzerGR wrote:
they should be player-crafted...and special imp/reb ones should have associated FP costs.
Damn, I'd hate to be in the same room with someone who Critical Fails on a Capital Ship. =)
Later,
LAR
any more comments/ramarks ? dont want this to die out so soon...
/bump