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Thread: PA-capital ships

Zilod
Sun May 16, 2004 5:59 pm
#1


i know that player capital ships will not be in the exapnsion at the beginning (and probably even for a while) but here as i like to see it imprelemnted


capital ship

for model my suggestion is the standard corvette, the mod versions or a ship of similar size power

bigger ships may be too powerfull or inappropriate (like a ISD driven by a guild of 8 people)

the corvette is a good small capital ship is very versatile, can be hevy modified, can carry fighters and bombers, can be available to every faction and is not supposed to be 24/7 on duty like a cal cruiser or an ISD


there should be just one corvette/guild, or eventually 1 corvette for every 50/70 members

the captain of the corvette should be assigned by the guild leader and only the captain can 'deploy' the corvette and pilot it


the corvette should be a multi person vehicle, aboard it there should be the principal rooms: the bridge, a tactical room, the docking bay, engine room, some recreation rooms various laser turrets (as in the YT-1300) and so on, should also be possible for people inside it to deploy their ship in the docking bay and 'fly' out (or in)

(this way there is not the problem of fighters whitout hyperdrive)


groups:

when the corvette is deployed the captain and all people grouped with him are teleported on the bridge or in the tactical room.


it will also be nice to have the possibility to 'group' with other corvettes, these groups will be of an upper level than the standard ones and just the captains (or comm officer) can see it and communicate in it...

so the normal groups members will see and group chat only whit members of their group while the captains will be both in the normal group and in thefleet group made of captains of various capital ships


missions:

missions can be aquired by the captain (or the leader of the fleet) in the tactical room, this way will be possible to get very difficult missions not only for the normal group (20 people) but for the entire fleet.

these missions should involve very difficult targets like capital ships or stations fully armed and with escorts of fighters, mines, escort ships and so on.


It should also be nice to have different options to conduct a single mission, these options can be played as sub missions and should give some advantages by resolving them here an example:


i get a mission to investigate on pirate activity in sector xyz and destroy a base that is supposed to be in that area.

when i arrive in the area i have 2 options to procced straight with the mission moving all my forces to search and destroy it or to make a reconaissance missions.

i chose the second option, givin scout missions to somepilots in the group.

during the scout mission they find the exact location of the pirates who have built a medium size base in an asteroid field, they spotted also a rebel transport heading to the station.


now i have other options/missions like to proceed straight to destroy the base or to try to capture the transport, i chose the second one and i get the information that a rebel convoy will meet with the pirates in some hours, so new choices: destroy the base or amush the convoy, now i can chose the second and then proceed to destroy the base.


i had the possibility to strike the base from the first time but chosing that the rebel convoy maybe had arrived in the middle of battle making the task more difficult.


sorry for bad english
Spacey
Sun May 16, 2004 6:03 pm
#2

I don't think the space zones will be big enough to support multiple capitol ships.



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Roustabout
Sun May 16, 2004 8:34 pm
#3

I like the idea of large groups having capital ships but I would doubt we'll get it right off the bat.
crazycy16
Sun May 16, 2004 8:37 pm
#4

I would prefer to see PA's each having a space station, or at least large ones. They could be like player cities, with merchants, repair docks, and healing. It would be a lot of fun, and a great addition for RP and raids.



Corran
Red Leader
4444 Rebel Pilot (still)
SpaceBeta1
Fion13
Sun May 16, 2004 10:35 pm
#5

The devs themselves said they want to have player owned capitol ships.. down the road.


Personally I'd love to see capitol ships be floating guild halls. With like the poster said, a bridge, tactical room, bedrooms, lounge, 5-10 gun turrets and of course a docking bay. I doubt you'll litterally be able to fly into and out of them, probably be something like the current shuttle system. You select to launch or land on a rotary menu, get a short loading screen and poof your in the docking bay, or in your ship just outside your capitol ship.


I mean, why WOULDN"T the devs want to do that. I can just see Imperial vs Rebel guild wars this way. I mean, within limits. No letting the imperials own Imperial class Star Destoyers or Executioner class Star Destoyers (also known as Super Star Destoyers.) Or on the rebel side MC-80 Calamari Cruiser. But I see the following capitol ships for each side


Imperial:


Victory Class Star Destoyer


Interdictor Class Star Destoyer


Carrack Cruisers



Rebel:


MC40a Calamari Cruiser


Nebulon B Escort Frigate


Corellian Corvette (This is the ship we all use at starports, but it's a scaled down version. The regular is 150 meters long.)



There are a bunch more capitol ships and cruisers in the star wars universe, but these are the most popular type without being to huge (the huge ones, 1 mile long or more, should be NPC controlled ships used by the highest lvl NPCs in each faction.)


An awesome list of Star Wars ships can be found here


http://galactic-voyage.com/Ships.htm






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kettmalice
Sun May 16, 2004 10:59 pm
#6

I just hope you can Customize your ship so it will be a UNIQUE ship. I would also like to be able to have a pilot/gunner, you could be able to have one person pilot and another sit in the gunner seat and shoot.



K E T
M A L I C E
12 Point Master Weaponsmith212 -5756, South of Coronet


Bought this account on ebay how do I play
kettmalice
Sun May 16, 2004 11:01 pm
#7

Oh and I want to be able to place a Space Station like the equivelant to a player base now. You have to take out the turrets and board it to blow it up. Once you get inside its just like a normal base.



K E T
M A L I C E
12 Point Master Weaponsmith212 -5756, South of Coronet


Bought this account on ebay how do I play
RichterL
Mon May 17, 2004 6:41 am
#8

Might be interesting if they do eventually institute Guild Capital ships, if say you have a particular mission, if you have enough faction points, you can buy or "rent" one of the larger ships, like an Imperial or Super class Star Destroyer, or for the rebels one of the bigger Mon Cals.
Don_JT
Mon May 17, 2004 6:50 am
#9

Leading on from the idea of getting and walking around carrier craft and space stations and stuff do you think there will be missions to blow up a base or take a ship where you actually have to dock and fight via normal combat. (Like the corvette but transport up there by your own means.)



Efereo Aimievo
Master Rifle / Master Sword
Sebalu
Mon May 17, 2004 6:55 am
#10

which class capital ships you can get should depend on guild size! 30-50 = corellian corvette/escort carrier 5-80 = Frigate 80-120+ = cruiser

that way there wont be 100's of capital ships out there there will just be a few.

AND

this might make guilds work together and make a "fleet" like mention in the post. this would be great interaction and good roleplaying for players giving them the best possible star wars feeling



-------------------------------------
Sebalu Hedgepooh
European-Farstar
Master Architect | Master Artisan | Novice Politician
-------------------------------------
HelRayzer
Mon May 17, 2004 8:54 am
#11

We need to throw in interdictor cruisers. Get two Imp guilds to work together, one use the interdictor to pull people out of hyperspace, and have another cruiser to pummel them.



Rayzer Shynes
Master Rifleman/Ranger
Jibbrish
Mon May 17, 2004 9:03 am
#12

I'm not sure about the idea of guild owned capitol ships, especially when access to them is dependant on someone else's playing time ... of course if it was dependant on my playing time, then i'm ok with it! Now if the guild owns the ship and it's just always available for the guild to use then that's cool but how would that work?


Make the ship static and unmoveable, so everyone knows where it is and has access to it? Kinda sounds like a space station ...


From what i've seen capital ships will most likely be player ships added post se and have the walk around features that the YT1300 is supposed to have.





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Nariss
Mon May 17, 2004 9:06 am
#13

I have to rain on the customization parade, at least on the Imp. side. They are after all a vast organization of standardized corridors and lack of imagination. Prepare yourself for cap ships of all white and black contrasts! Rebels on the other hand, since their fleets are rag tag and cobbled together, they should be able to customize to their hearts content. Though I should also temper this with the fact that so far the Devs have been quiet at best on this point. They are saying cap ships will be in the GAME when JTL goes live, but it looks like these will just be mission objectives like 'take down the picket ships and fall back.'



I am become as death, killer of threads. Guess I usually do get the last word then
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