Jump To Lightspeed Archive
Thread: MP ships Issues & Bugs
Page 1 of 1
oxe
Tue Nov 09, 2004 5:48 am
#1
Hi everyone, here is a topic for all the multiplayer ships troubles.
- Bug, The plasma leak alarm often doesn't stop even if the ship is completly repair, same thing it often doesn't ring when there is a leak.
- Bug, The conduits often doesn't stop burning even if it's completly repair (graphical animation only, the other effects stop).
- Bug, The droid interface is bugged, it's the case for all the ships but it kills the co-pilot fonction, it should have a maximum delay of 5 sec for a mark 5 experimented droid interface, it would allows the copilote to tune the shields, weapons and engine quickly in fight.
- According to me, the turrets should have more range of action, aiming with a turret is harder than with a fighter, a bigger range give you more time to shoot your opponent. it's a heavy gun it should fire further than a fighter blaster.
- Pvp balance, a multi-player ship requiere 4 people minimum, 1 pilot, 2 gunner and a co-pilot/engineer. That means that it should require 4 ennemies fighters minimum for destroying it, MP ships should be capital ships in PvP fights, not easy targets! It should be more stronger than a Tier 5 npc gunboat.
I know all the space pvp is quite broken right know (first hit, first kill...) but devs, please notice that a multiplayer ship should be ALOT stronger than a fighter, not just a little bit as it is right now.
(sorry for my english i am french, if someone want to correct me no problem ^^)
- Bug, The plasma leak alarm often doesn't stop even if the ship is completly repair, same thing it often doesn't ring when there is a leak.
- Bug, The conduits often doesn't stop burning even if it's completly repair (graphical animation only, the other effects stop).
- Bug, The droid interface is bugged, it's the case for all the ships but it kills the co-pilot fonction, it should have a maximum delay of 5 sec for a mark 5 experimented droid interface, it would allows the copilote to tune the shields, weapons and engine quickly in fight.
- According to me, the turrets should have more range of action, aiming with a turret is harder than with a fighter, a bigger range give you more time to shoot your opponent. it's a heavy gun it should fire further than a fighter blaster.
- Pvp balance, a multi-player ship requiere 4 people minimum, 1 pilot, 2 gunner and a co-pilot/engineer. That means that it should require 4 ennemies fighters minimum for destroying it, MP ships should be capital ships in PvP fights, not easy targets! It should be more stronger than a Tier 5 npc gunboat.
I know all the space pvp is quite broken right know (first hit, first kill...) but devs, please notice that a multiplayer ship should be ALOT stronger than a fighter, not just a little bit as it is right now.
(sorry for my english i am french, if someone want to correct me no problem ^^)
BeccaALi
Tue Nov 09, 2004 5:59 am
#2
Your english is fine lol
I lived here five years and still have issues lol
Btw Great post, i hate the alarm on my decimator
RainsongSD
Tue Nov 09, 2004 10:45 am
#4
sounds like multy player ships are more for exploration then combat. Thats sad.
LRRCP
Mon Nov 29, 2004 4:25 pm
#6
- Bug, The plasma leak alarm often doesn't stop even if the ship is completely repair, same thing it often doesn't ring when there is a leak
Big time bug that needs a hot fix.
- Bug, The conduits often doesn't stop burning even if it's completely repair (graphical animation only, the other effects stop).
Same problem, those stupid things were doing over 2k in damage we had to be buffed just to fix them all.
Same problem, those stupid things were doing over 2k in damage we had to be buffed just to fix them all.
- Bug, The droid interface is bugged, it's the case for all the ships but it kills the co-pilot function, it should have a maximum delay of 5 sec for a mark 5 experimented droid interface, it would allows the copilot to tune the shields, weapons and engine quickly in fight.
Do not have this problem, it just does not give you info that you have done the action.
Do not have this problem, it just does not give you info that you have done the action.
- According to me, the turrets should have more range of action, aiming with a turret is harder than with a fighter, a bigger range give you more time to shoot your opponent. it's a heavy gun it should fire further than a fighter blaster.
As a big time flight Sim player I know the people who use turrets a lot will excel at it soon enough. Range does need to be increased and heaver guns allowed perhaps for turrets.
As a big time flight Sim player I know the people who use turrets a lot will excel at it soon enough. Range does need to be increased and heaver guns allowed perhaps for turrets.
- Pvp balance, a multi-player ship require 4 people minimum, 1 pilot, 2 gunner and a co-pilot/engineer. That means that it should require 4 enemies fighters minimum for destroying it, MP ships should be capital ships in PvP fights, not easy targets! It should be more stronger than a Tier 5 npc gunboat
This I really don't agree with for the following reasons.
1) Player made parts will vary greatly, you can put a very light shield on the ship and expect it to hold off enemy when it should not.
2) these are not Destoryers, they are the largest ship we can currently use but not a destoryer or such more of a very light picket ship.
I know all the space pvp is quite broken right know (first hit, first kill...) but devs, please notice that a multiplayer ship should be ALOT stronger than a fighter, not just a little bit as it is right now.
Easy fix for this, allow for larger componets that can not fit in a fighter and can only fit on the MP ships.
Easy fix for this, allow for larger componets that can not fit in a fighter and can only fit on the MP ships.
these ships should be the Jedi of space.
Page 1 of 1