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Thread: re: Multi Player Ships

Noob4Life
Sun Dec 05, 2004 11:52 am
#1


Yeah, ok...so which part of being on the crew is fun? If you are not on the turrets, you stand around and wait to be mutilated and then burn to death from plasma leaks. The bugged alarms never quit, so even if you survive and continue, you are having to listen to the continuing wail until the pilot re-deeds the ship to reset the alarms.


There is nothing about a multi-person ship that I enjoy. The only useful function is to bring along rookie players so that they get tons of experience so that they can become Ace Pilots without skills.


There are many dead zones that cannot be hit with the turrets. The guns do not have enough range to shoot the attackers. The NPC AI is unreliable in bringing them back for attack runs. Any movement made by the pilot causes horrific targeting for the gunners.


We have tried, practiced, used various strategies...and the bottom line is that we do not enjoy flying, riding, or owning the MPS in its current form.


I fully support a revamp of this ship, and agree with the initial post(er). Repair Droids would be awesome and then you would not need a Master Doc with fire blankets to accompany the crew. This may also negate the current requirement for buffs to survive. (A HAM Image Designed for the ground game does not do well in a Plasma Fire). I also would like to see some droid interface for targeting the turrets. If remotely controlled, then they would be at a significant disadvatage. If manned, then the targeting would be superior, not like flying in a fighter.


Guns need to be more powerful. Furthermore, why can't they have twin Capacitors?


I like the thread...and just my 2 credits for thought.



The Noob

Imperial Ace Pilot

atytula
Sun Dec 05, 2004 3:33 pm
#2

Unfortunately the original posters post is gone (maybe it got 1 starred to much), and I must add I have only flown in a MPS in beta, but I do agree with most points. I will use Fidgiter's points and add mine.


1. From what I can tell, the alarm problem is a bug, so hopefully gets fixed soon.

2. I heard a post from another player about allowing MPS to have 2 or 3 sheilds and they would overlap each other. As long as the ship has the mass and reactor energy, you would have tougher sheilds.

3. This is a tough one, in both how it should work and also to implement. I would like to see this, and I did make many posts regarding a gyroscopic turret back in beta. I don't think it should be a 100% gyroscopic turret, but maybe it would adapt to small changes, so if the pilot readjusts its heading a bit, the turret wouldn't change its vector. If the pilot makes a big change, the gyroscope would slow the change for the gunner so there is that disorienting feeling as a gunner, but it would be much more manageable as the small adjustments won't be noticeable and you can move the turret in smooth arcs.

4. agreed. There capacity of a MPS is eight, so the more positions the better. I really like the idea of having a use of an engineer on the ship when something breaks.




General Kazar Racillen, Master Smuggler
Echo Battalion CO (Eclipse)
http://www.echobattalion.com
KaiaSowaPit
Sun Dec 05, 2004 4:46 pm
#3


Hate to dual post, but apparently some of you are having difficulty finding the original thread...







Fidgiter wrote:








Being the Pilot of an MPS will not be rewarding for everyone. The type of Pilot who likes it are the types who play the Support Role and are goal oriented players. Fun to them is being the center of attention and having people in their crew having fun. Fun for them is having people eager to team with them in space.


Basically, the antithesis of the play-style required to become an Ace pilot? (BTW, I don't object to playing support roles, consider myself goal oriented, and enjoying teaming with others... I'm still not having fun... what am I doing wrong?)


Can the MPS be made more fun to pilot without slaving turrets? Yes, it can be but ultimately if you are a fighter jock you will not find the MPS fun and thus you should choose one of the many SPS that are available and not try to impose your style of play on those who want the MPS to be a MULTIPLAYER ship.


Who is imposing a style of play here? How would making the MPS more fun for both solo & group flight be mutually exclusive?

The B-Wing is slower and less manueverable than a Nova =>P I'll also add that they do not have to give up anything. They can still pilot any number of SPS ships if they don't want to make sacrifices to be the pilot for a group in a MPS.


Respectfully, that is incorrect. Though it's only by a very slim margin, the B-Wing is superior in speed and maneuverability to the Nova (the only exception being roll). Furthermore, the B-Wing doesn't require additional crewmen to fire its guns; it doesn't require additional crewmen to execute droid programs & pilot specials; it doesn't require additional crewmen to wander around in a windowless void to repair internal components; it doesn't require additional crewmen to heal aforementioned party members attempting repairs.

There are many SPS. There is no need to make the MPS more viable for a single pilot and fly solo


I disagree. I paid a considerable amount of game currency for the privilege of owning a YT-1300. Heck, I choose Privateer faction specifically for this reason. I'm dissatisfied that my ultimate reward for this endeavor is ownership of what is essentially flying "eye candy" - a ship that relegates me (and my crew) to a very limited duty and is a liability to take into anything more challenging than tier 1 space.

From my experience people are eager to go up and be the crew in an MPS


In my experience, for all of about ten minutes. Then they become bored, frustrated with their limited roles and anxious to get back to the starport (including the pilot).

There are choices to be made. Do you improve the MPS for Multiple Players or do you use those resources to turn the MPS into a flghter on steroids? What are the gains and losses by both choices? There are alot of options for a pilot to go up without a crew while there are few options for a crew to go up in a MPS. Therefore the choice is obvious; the MPS should remain a distinct class of ship retaining it's intended purpose with efforts made to make it more effective in this intended role.


Fighter on steroids? You mean like by creating Mark VI gear that has potentially twice the stats of Mark V components? Shields and armor that are doubly effective? Weapons and ordinance that are doubly effective? Engines and boosters that have double the top speed and PYR of Mark V components? Honestly I think that would pose a larger determent to the game (and need for a full crew) than automated repair droids and turret AI.


Furthermore, though I may be mistaken, I don't believe automated repair droids and turret AI would take a considerable amount of developmental resources. Turret AI is already in the game. Dumbing down the NPC turret AI accuracy and slapping it into Multiplayer ships shouldn't require tremendous effort. And as for automated repairs, we're talking about at most adding a timer to incurred damage, status check that the droid is functional & adequately supplied with repair material, and perhaps pathing algorithms for the droid to navigate the ship's interior (which frankly is just superfluous eye-candy, and not necessary). All of this could (and should) be inferior to having live, human players operating these tasks; just the bare minimum to make a lightly crewed or solo piloted ship viable.







The bottom line is that there are many choices for the solo pilot. The MPS comes with many perks and advantages such as inflight repairs, loot storage and massive mass. The cost of these advantages is that the pilot plays a support role. Efforts towards enhancing the MPS should make it funner for everyone on the MPS. If the MPS is turned into a fighter on steroids would introduce balance issues for other enhancement options.


The cost is EVERYONE (including a contingent of escort pilots) is playing a support role for a ship that lacks a true purpose and is significantly inferior to the sum of its parts. I beg to differ that in-flight repairs are a "perk." Essentially, they are an additional burden that single player starcraft don't have to contend with. Ever get black-barred trying to fix a phantom plasma leak on your X-Wing? I don't think so. Heck, Alliance pilots already have the option of in-flight repairs on any ship they choose (/inspacerepair).


Loot storage? You mean that box I have to consistently get up from my pilot's chair to empty, since it effectively has less storage than me wearing a backpack? That same box I have to give anyone on board administrative access to my ship and ALL its contents in order for them to use?


Massive mass? With the exception of 50k mass armor I had the luxury of slotting, all of the components in my YT-1300 fit quite comfortably in my 190k mass TransGalMeg "Rihkxyrk" Attack Ship (and it's a hell of a lot more capable in virtually all combat encounters). Regardless, I'm still effectively gated by the reactor generation rate (even with overdrive).


I'm not bucking for Multiplayer ships to be turned into "fighters on steroids." I'm merely asking that they be made slightly more viable for a solo pilot to operate, even if still less effective than a moderately equipped TIE Bomber. I'd also like to see the roles for a crew revised and (vastly) improved upon so that they are significantly more compelling and fun to play. The sum of the parts should exceed the whole; a team of players operating a Multiplayer ship should at the very least be comparable to them acting individually in single-seat starcraft.


Multiple players on a Multiplayer ship should be both fun and advantageous; not a boring necessity.









insert forum-safe,
STAR WA
RSy
& iconic signature here

KaiaSowaPit
Sun Dec 05, 2004 4:52 pm
#4

P.S.: Regarding "Gyrosopic Turrets," have you tried to man a turret using a mouse (not a joystick), fully zoomed out in 3rd person view? Personally (though I prefer 1st-person view for the immersion), I find this makes turret operation significantly easier, and less apt to make the user "sea sick."





insert forum-safe,
STAR WA
RSy
& iconic signature here

atytula
Sun Dec 05, 2004 5:12 pm
#5




KaiaSowaPit wrote:


P.S.: Regarding "Gyrosopic Turrets," have you tried to man a turret using a mouse (not a joystick), fully zoomed out in 3rd person view? Personally (though I prefer 1st-person view for the immersion), I find this makes turret operation significantly easier, and less apt to make the user "sea sick."





Yes, I have tried this, but the game is flawed in that when you are looking up with the turret, it zooms you back in since the bottom of the YT-1300 would be in the way. That makes things more difficult since your aspect is always changing. And the big problem I have is trying to keep the turret aimed where I want. If you have a crazy pilot, you are always correcting. Now, this is less of a problem in a MPS then it is in a Ywing or Aggressor




General Kazar Racillen, Master Smuggler
Echo Battalion CO (Eclipse)
http://www.echobattalion.com
Fidgiter
Mon Dec 06, 2004 1:46 am
#6


I have been involved in MPS actions in the past and it was alot of fun and folks are eager to sign up whenever the opportunity presents itself. There are some things which could make the MPS better such as those I already said in many other threads on this subject. Not clear on why you needed to reply to it as your own thread.


MPS need the following to be improved


  1. Stop the alarm problem!

  2. Mark 6 gear so it has more shields, armor, power, etc.

  3. Gyrosopic adjutments forturret so pilot can maneuver the ship without making the turret operators sick

  4. Copilot option to target and fire missiles and countermeasures as well as help with ship targeting and damage control

Adjusting the Multiplayer Ship so you can use it Solo would either take away from efforts to make it better in it's intended role. It is better to make it so you can hop into one of the dozens of solo ships available and the MPS is made better group enabled.

Message Edited by Fidgiter on 12-05-2004 12:48 PM



Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
Dune Retreat Mall, Tatooine
DWolf
Mon Dec 06, 2004 12:21 pm
#7

1. Allow use of number lock to not track a ship but allow the turret to remain pointed in the direction you're facing independant of the turning of the ship. trust me, it'll be better. You'll stand a chance in big rucks.


2. Gun on front and back, maybe have a 2nd capacitor requirement, c'mon like you're actually using all that mass?


3. FIX THE DAMN THING! Haven't tried reddeding the damn thing yet, but it's furnished, and I'd have to empty the loot box first :/ Erm bit of a pain, and to be honest it shouldn't be neccessary in the first place.


Oh yeah and just for a laugh we were on a nova the other day and took a beating, got a plasma leak in the cockpit that didn't have a terminal attatched to it so couldn't be fixed. pilot got incapped :/ just a tad screwy wot?


The mp ship has the potential to become a really good piece of teamwork orientated fun. sadly it's just not living up to it.



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