Jump To Lightspeed Archive

Thread: Whats the Star Wars Universe without big ugly bulk freighters?

Haschel
Mon Aug 16, 2004 11:46 pm
#105

Nope, definitely not alone. I'd love to see freighters (and bigger ships, like cruisers and blockade runners) put in-game *and* be player controlled. Nothing pumps up the adrenaline than flying/gunning a bigger, slower ship just waiting for a flight of fighters to come soaring in trying to shoot you down. ^^ Or, hell, having to fly escort for the damned thing and just knowing that there's jack-all you can do to stop a concerted attack against your charge but knowing that you'll try your best anyway. Man, I *hate* escort missions, but they can be alot of fun at times.



Galford
Master Fencer, Master Brawler, Teras Kasi Artist 0/0/0/4, Doctor 0/0/0/1 (Skill points: 2/250....bah)
Eclipse

"I'll show you that no matter how hard they try, scum are still scum." - Vesper, Star Ocean 2
Flatfingers
Tue Aug 17, 2004 11:48 am
#106




Fellstaff wrote:


A bulk freighter has no chance without escorts. And while you have all those customization options, your freighter isn't gonna be better than a stock Z95 in speed and maneuverability. You don't want a freighter, you want a frigate, and that isn't gonna happen.




A. You're right that freighters are pointless if JtL doesn't include features to make hauling cargo worth doing. So all of us wishing for freighters are also wishing for a decent cargo -shipping game. The two have to go together.


B. Freighters don't have to be able to beat fighters -- all they have to do is be able to survive long enough to get away. That requires two things: 1) high speed, and 2) good defenses.


1. High speed certainly can be achievable by loaded freighters; their problem isn't speed, it's acceleration. In other words, they can't go fast from dead stop in a short amount of time, but if given enough time to build up speed, a freighter's top speed in space should be very good. Fighters, on the other hand, don't need a greattop speed -- it'stheir acceleration and turn rate which give fighters their high maneuverability. But a freighter isn't looking to manuever in a dogfight, it's just trying to escape to the nearest hyperspace jump point. If a freighter can survive long enough to accelerate to a good top speed, then it should have a chance to get away.


2. Similarly, a freighter should never be able to slug it out with apowerful fighter (or a group of averagefighters)... but they should have much better survivability than a fighter, especially at close range. This comes from two features: a) armor/shields, and b) defensive weaponry.


a. Freighters, with their greater mass and displacement (size), ought to have more armor and be able to mount much larger shield generators than the typical fighter. Taking down a freighter should be a matter of whittling downits powerfulshields (you did remember to load ion missiles, didn't you?), then peeling away its layers of armor. That should take time... during which the freighter captain will be desperately trying to decide whether to pump energy into his shield generators or his engines.


b. Freighters ought to have lousy long-range weaponry, but given their size they should be able to mountnumerous short-range point defense weapons.If the typical fightership is a wolf or tiger, then the typical freighter should be able to be a porcupine or hedgehog.


The point of all this, again, isn't that freighters should be able to match fighters on their own terms, but thatfreighters should havejust enoughcapabilityto have achance of making it into hyperspace before being boarded.


--Flatfingers

NattyDreadlock
Wed Aug 18, 2004 2:26 pm
#107

Mmmmm, 50-75m freighters(100m would be very nice)...wouldnt they be a well thought out and balance addition to JTL?
Satek_Bane
Wed Aug 18, 2004 2:47 pm
#108






NattyDreadlock wrote:

Am i the only one who wants a big, ugly freighter?







nope im with you on that one there man...Personally i picture the movie Space Truckers type life....driving slow through space haulin stuff listen to some good old fashioned country music on my other computer of course to reduce the lag lol..


Signed,
Sa'tek Bane




Signed,
Sa'tek Bane

Fight The Good Fight, And Stay Frosty Out There.
NattyDreadlock
Wed Aug 18, 2004 5:03 pm
#109

lol, we will call you Snowman fromSmokey and the Bandit


I on the other hand would be listening to Reggae, Dancehall and some"generally" unoffending Hip-Hopmusic.
NattyDreadlock
Wed Aug 18, 2004 5:28 pm
#110


Someone posted a great site of Star Wars ships...and its full of freighters. The Devs have no excuse for taking advantage of such good info to provide a reasonable fleet of player controlled freighters.

After looking at the sight, I see no reason why player controlledfreighters couldnt be up to 100m in length...mayeb even 125m.


Here is the site:

http://deckplans.00sf.com/


I personal like the:

Corellian Eng Corp-Action IV Transport 125m

Nova-Drive 3-Z light freighter 28m

SoroSuub Nestt light frieghter 29m

Ghtroc Industries class 720 light freighter 35m

Ghtroc Empress Super Freighter

Novol Countess Heavy, andBaroness Medium frieghter

Nella 342 light freighter

Message Edited by NattyDreadlock on 08-18-2004 05:34 PM

Fellstaff
Wed Aug 18, 2004 5:32 pm
#111






NattyDreadlock wrote:

Someone posted a great site of Star Wars ships...and its full of freighters. The Devs have no excuse for taking advantage of such good info to provide a reasonable fleet of player controlled freighters.

After looking at the sight, I see no reason why player controlledfreighters couldnt be up to 100m in length...mayeb even 125m.


Here is the site:

http://deckplans.00sf.com/




Please, give this man a freighter so he can complain about no cargo to haul and the high repair and fuel bills and the fact it takes 3x as long to get anywhere.




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
NattyDreadlock
Wed Aug 18, 2004 5:37 pm
#112

Atleast I'll have it. I can role play with it and it will help insure we get appropriate missions in the future...I hope.

Not to mention, I can sit on it until I really needed and pull it out of the space dock on Sundays when taking the family out on trips...I can afford the occassional high bills until it pays for itself.
Stoops417
Wed Aug 18, 2004 6:27 pm
#113

Here's an idea... if freighters had LARGE capacity... like 200 items, it would be worth being able to move them. Your character can only carry 60, but what happens when you need to move a house or vendor full of materials? you have to make many trips... so you pay a freighter pilot to move them for you.





Also, Freighters should be able to fend off an attack. but should require many players to do so, I.E. have 3 turrets but need a pilot and a player for each turret to effectively defend the ship, maybe even be able to modify the larger ship to be a very slow but somewhat powerfull (oh yeah, crazy expensive) People get their Capitol ship without actually haveing a capitol ship, they just have a VERY expensive way loaded out freighter.



Also... It would be neat to be able to have a hold for a ship, think of the Wild Karrde, the Star Jewel and other small freighters from the books, they had lots of room for cargo but also had the ability to launch fighters for defensive purposes... like the scene in "Paradise Snare" when Han Solo is piloting the Star Jewel and gets attacked by pirates. He fends them off, coming out with a few bumps and bruises, but to do so, he had to use some BAD ASS piloting skills AND launch the 2 fighters in the hold.



_______________________

- Saheeb -

_______________________
NattyDreadlock
Wed Aug 18, 2004 8:49 pm
#114

Im concerned with people trying to equate a well armed freighter to a capital ship. The Freighters would be limited to several multi-directional guns, but most effectivly used for defense. When I think of capital ships, i think of ship with weapons that can be used effectivly for offensive uses. I think assualt type weapons, maybe slow firing but brutally powerful forward firing bore-sight weapons, missiles, torpedos, ect...maybe even an ion cannon.

These are weapons used to cripple other capital ships in one to just a few shots, or for bombardment. Freighters would have just rapid-fire turrets of varying strength, effective against single or poorly lead fighters. The fact that fighters can have atleast torpedos and missiles themselves still puts them at an advantage with their speed and especially there manuverabilty.
Warmaker01
Wed Aug 18, 2004 9:08 pm
#115

Freighters and Transports played huge roles in the old X-Wing series. Whether they're just there for the game environment or as mission objectives, they were ever present. It would be hard for me to imagine seeing a large station with only fighters flying around.

Diggles
Thu Aug 19, 2004 4:23 am
#116

If they made it like WingCommander Privateer and those style games where you could transport freight as a means of income...it might be fun, especially if it paid well.


A small fairly manueverable YT1300 can carry a small amount of goods and earn a decent income at reasonable risk


while a large vunerable freighter could carry huge amounts of goods and make awesome money, but would require players working together to protect it.....manned turrets, starfighter escorts, etc





Diggles .CRIM.

the official carbineers motto: I BET I CAN KILL ME BEFORE YOU CAN KILL ME!
Flatfingers
Thu Aug 19, 2004 3:53 pm
#117

Here's a very recent GameSpotquote from Cinco Barnes on the subject of how trading might work in JtL:






As for the impact [of Jump to Lightspeed]on the economy, that's a matter of pure speculation...for the moment. One thought is that this will really open trade, making it much more efficient for people to travel to far reaches to find, trade, and buy rare resources and items. Another plausible addition resulting from Jump to Lightspeed could be intergalactic taxi and tourism services. Players are extremely opportunistic, and they've often found ways to make money and develop the economy that we never expected. Once folks start playing the beta, we'll know things (lots of them) for sure.



(See the fullGameSpot interview.)


So what do we think about these comments?


I agree that players can be opportunistic about finding ways to do interesting things (i.e., things the developers never intended) with the game rules. But most of those wind up being negative things (such as exploits) that are immediately corrected as "bugs."


I'm not so sure players will successfully operate as traders in JtL as it has so far been described. The fact that there's no game code preventing some action doesn't mean players will choose to engage in that action.


Domanyof uswrite books or newspapers in SWGwhich we can then distribute to other players? No. Why not? Because there's no in-game mechanism to support that.


Domany of usloan large sums of money like a bank, or make complex business deals? No. Why not? Because there's no in-game mechanism to support that.


Domany of usplay card games in SWG? No. Why not? Because there's no in-game mechanism to support that.


All of these things can be done in SWG as currently implemented. But just because players can do some thing doesn't mean they will do that thing... and in fact, most of the time they don't, because the game offers no secure or simple way to do it. We'd do it if it was a feature that was obviously supported by the game code... but why risk doing something that could be nerfed tomorrow as an exploit, just because the game code doesn't make it impossible today?


This being the case, I'm justnot easily persuaded that we'll be able to establish viable and fun trading empires in JtL just because there's no game rules preventing that activity. I think we need specific in-game mechanisms codedto support those activities before players will risk their time and credits doing them.


I could be wrong, of course.


--Flatfingers

Page 9 of 17