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Thread: How to make Capital ships playable

AraDanBynobi
Mon May 31, 2004 6:26 am
#79

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??

Xeameth
Mon May 31, 2004 5:34 pm
#80

Some more ideas for capital ships.


First let's consider the logic behind capital ships. Capital ships are run by large groups of people suplimented by smaller vessels. Basically, no one individual own's a capital ship. When JTL comes out we'll all have access to space supierority fighters and frieghters. These are available to the general public and a single person could very definately own one. Capital ships are seldom to never owned by individuals. To this end, no one single person should "own" a capital ship. Implimenting a system that would make capital ships available only to PAs (as I mentioned in my previous post)would nicely side step the 'noob' issue. It shouldn't be necessary for 20 people to be preforming different tasks in order for it to function either. You only need one pilot for the YT-1300 and you have the option of having two gunners. You should only need one 'pilot' for a capital ship also, just have a whole lot more for everyone to do than in a YT-1300. What these things are could be everything from firing lasers to fixing ships to healing battle fatigue in an onboard cantina. I'mintreaged bythe idea some people are throwing around about breaking down some of the major combat functions. Giving someone the exclusive job of manning the shields, for example. Not very practicle, perhaps, but still worth some thought. Another idea I heard someone sugest (which I think is brilliant) is make the capital ships navigate via way points and not necessarily twitch based. This seems to me to be more praticle as it would give the pilot/capt more time to focus on other things, like shield placement for example.


anyhoo, I've got to jet again.

more soon.
Xeameth
Mon May 31, 2004 5:36 pm
#81


Some more ideas for capital ships.


First let's consider the logic behind capital ships. Capital ships are run by large groups of people suplimented by smaller vessels. Basically, no one individual own's a capital ship. When JTL comes out we'll all have access to space supierority fighters and frieghters. These are available to the general public and a single person could very definately own one. Capital ships are seldom to never owned by individuals. To this end, no one single person should "own" a capital ship. Implimenting a system that would make capital ships available only to PAs (as I mentioned in my previous post)would nicely side step the 'noob' issue. It shouldn't be necessary for 20 people to be preforming different tasks in order for it to function either. You only need one pilot for the YT-1300 and you have the option of having two gunners. You should only need one 'pilot' for a capital ship also, just have a whole lot more for everyone to do than in a YT-1300. What these things are could be everything from firing lasers to fixing ships to healing battle fatigue in an onboard cantina. I'mintreaged bythe idea some people are throwing around about breaking down some of the major combat functions. Giving someone the exclusive job of manning the shields, for example. Not very practicle, perhaps, but still worth some thought. Another idea I heard someone sugest (which I think is brilliant) is make the capital ships navigate via way points and not necessarily twitch based. This seems to me to be more praticle as it would give the pilot/capt more time to focus on other things, like shield placement for example.


anyhoo, I've got to jet again.

more soon.
Xeameth
Mon May 31, 2004 6:08 pm
#82

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.



Spiike_Spiegel
Fri Jun 04, 2004 10:08 pm
#83

first off neut players shouldn't be able to get capital ships. why? there needs to be something out there to limit the amount, neutrals will be less likely to get theirs destroyed and over time every neutral PA will have one...


as for liveing in space bad idea there should be reasons for going to planets...loot maybe


also this is kinda off subject but this could be how you get a capital ship as well...actually nm ill just post it in another forum because its to dif, but ill put a link here...



-Spiike Spiegel (Eclipse)                   ALL HAIL THE #
Deception is an art of the wise 44 44
The Empire Are the Good Guys 44 44
Real Life VS The Internet 4444444
Imps Pwnz0r you! French Victories 44
Invade France Invade Canada CWD 44

Spiike_Spiegel
Fri Jun 04, 2004 10:26 pm
#84

PanzerGR
Sat Jun 05, 2004 12:33 pm
#85


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.





"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Spiike_Spiegel
Sat Jun 05, 2004 9:57 pm
#86

i said it should be faction only because if it is neutral i cant think of anything that would come along to destroy it, as we need something to keep the #s down and anyway why would people wanna go with faction ships if neutral ships can be used in the same way with no risk of being destroyed unless you forget to pay matenence



-Spiike Spiegel (Eclipse)                   ALL HAIL THE #
Deception is an art of the wise 44 44
The Empire Are the Good Guys 44 44
Real Life VS The Internet 4444444
Imps Pwnz0r you! French Victories 44
Invade France Invade Canada CWD 44

LAR
Sun Jun 06, 2004 12:12 pm
#87






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





Soulcrusher Battalion, a squadron of Underworld Dreams, is looking for Neutral and Rebel aligned pilots on Starsider. Please visit our website and fill out an application, or send me a PM, if interested.
Spiike_Spiegel
Sun Jun 06, 2004 6:50 pm
#88

LOL!



-Spiike Spiegel (Eclipse)                   ALL HAIL THE #
Deception is an art of the wise 44 44
The Empire Are the Good Guys 44 44
Real Life VS The Internet 4444444
Imps Pwnz0r you! French Victories 44
Invade France Invade Canada CWD 44

Spiike_Spiegel
Fri Jun 03, 2005 10:09 am
#89

any more comments/ramarks ? dont want this to die out so soon...


/bump





-Spiike Spiegel (Eclipse)                   ALL HAIL THE #
Deception is an art of the wise 44 44
The Empire Are the Good Guys 44 44
Real Life VS The Internet 4444444
Imps Pwnz0r you! French Victories 44
Invade France Invade Canada CWD 44

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