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Thread: Assault Landing Ship Proposal
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sumner
Thu Jan 20, 2005 7:36 am
#1
The Assault Landing Ship
Currently for a base or city raid everyone has to declare then take shuttles or drive to where the raid is. While it works it isn’t very “Star Warsy”. I propose a new set of ships for Rebels and Imperials that would take care of this, sorry Freelancers, but there isn’t really a need for them for you, sorry.
The Ship
Each ship would be near the size of current MP ships, around 25 meters long. They would have a cockpit, and engineering room, and a troop room. Maximum mass would be around 250,000. They would have an engine, shield, armor, reactor and flight computer slot, no weapons or ordnance slot, these are troop delivery ships, not fighters. They would also have a capacitor slot so that cap to shield programs could be used. They would hold a group of 19 players (more on this in a bit), including pilot and co-pilot. They would also have all the conduits and repair panels that the current multiplayer ships do. They would have no storage ability, and would not require a lot to deed, unless it is hard coded that POB ships require a lot, then they get the same 75 storage as other MP ships.
How they work
This ship is perma-overt in space, and to board it you must be overt on the ground. There are two key players needed to use this ship to its full potential, the pilot, and the Landing Zone (LZ) scout. The pilot is pretty self explanatory, but the LZ scout is new a new function. The LZ scout must be ground overt, and does not board the ship. It is his job to find the landing spot for the ship. Ideally you would have the ship in orbit, and your entire group ready to declare. The LZ Scout would mark a spot just like placing a player structure, all the same rules would apply, but no lots would be used, this is a temporary structure after all. Once the LZ scout marks the spot the pilot gets notification that he may land, once he chooses this option a countdown like the one for hyperspace starts, at the end the ship loads to the planet. Players on the planet would see the ship fly in and land. Players grouped with the pilot would then declare and board the ship just like entering any other player structure. When the pilot is ready he can then issue a launch command and be loaded back into space along with all his group members who are currently inside the ship, they will automatically be taken. The landing zone scout must then get to the attack site (by shuttles/driving/walking etc) and finds a suitable LZ for the ship. The pilot once again lands and everyone may disembark and carry out the planned attack. Players would still be ground overt when they land. Normal player structure rules would apply, including enter/admin lists and TEF restrictions. The one exception is the pilot may call a retreat, when this happens TEF’d players may board the ship for one minute, at the end of this minute the ship auto-launches back into the planets space. Any players not onboard the ship are left behind. Once a retreat command is used it may not be used again for one hour, this should keep it from being exploited. The ship limit is set to 19 because you do have to have the LZ scout remaining on the ground. If there is no LZ scout the ship may only land at space stations just like any other ship, which is kind of pointless. Since the ship is perma-overt in space, fighter escorts would be a good idea. These fighters may be group members or not, but they are going to need to be overt incase the assault ship gets attacked.
Let me know what you think, and any suggestions you might have, I’m sure I’ve overlooked potential exploits and other problems.
Currently for a base or city raid everyone has to declare then take shuttles or drive to where the raid is. While it works it isn’t very “Star Warsy”. I propose a new set of ships for Rebels and Imperials that would take care of this, sorry Freelancers, but there isn’t really a need for them for you, sorry.
The Ship
Each ship would be near the size of current MP ships, around 25 meters long. They would have a cockpit, and engineering room, and a troop room. Maximum mass would be around 250,000. They would have an engine, shield, armor, reactor and flight computer slot, no weapons or ordnance slot, these are troop delivery ships, not fighters. They would also have a capacitor slot so that cap to shield programs could be used. They would hold a group of 19 players (more on this in a bit), including pilot and co-pilot. They would also have all the conduits and repair panels that the current multiplayer ships do. They would have no storage ability, and would not require a lot to deed, unless it is hard coded that POB ships require a lot, then they get the same 75 storage as other MP ships.
How they work
This ship is perma-overt in space, and to board it you must be overt on the ground. There are two key players needed to use this ship to its full potential, the pilot, and the Landing Zone (LZ) scout. The pilot is pretty self explanatory, but the LZ scout is new a new function. The LZ scout must be ground overt, and does not board the ship. It is his job to find the landing spot for the ship. Ideally you would have the ship in orbit, and your entire group ready to declare. The LZ Scout would mark a spot just like placing a player structure, all the same rules would apply, but no lots would be used, this is a temporary structure after all. Once the LZ scout marks the spot the pilot gets notification that he may land, once he chooses this option a countdown like the one for hyperspace starts, at the end the ship loads to the planet. Players on the planet would see the ship fly in and land. Players grouped with the pilot would then declare and board the ship just like entering any other player structure. When the pilot is ready he can then issue a launch command and be loaded back into space along with all his group members who are currently inside the ship, they will automatically be taken. The landing zone scout must then get to the attack site (by shuttles/driving/walking etc) and finds a suitable LZ for the ship. The pilot once again lands and everyone may disembark and carry out the planned attack. Players would still be ground overt when they land. Normal player structure rules would apply, including enter/admin lists and TEF restrictions. The one exception is the pilot may call a retreat, when this happens TEF’d players may board the ship for one minute, at the end of this minute the ship auto-launches back into the planets space. Any players not onboard the ship are left behind. Once a retreat command is used it may not be used again for one hour, this should keep it from being exploited. The ship limit is set to 19 because you do have to have the LZ scout remaining on the ground. If there is no LZ scout the ship may only land at space stations just like any other ship, which is kind of pointless. Since the ship is perma-overt in space, fighter escorts would be a good idea. These fighters may be group members or not, but they are going to need to be overt incase the assault ship gets attacked.
Let me know what you think, and any suggestions you might have, I’m sure I’ve overlooked potential exploits and other problems.
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