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Thread: Suggestion : After seeing the Capital Ship Movie at Fan Fest . . .
I would like to re-suggest the need the for Gunnery Droids to be added to SGW. I made this suggestion in JTL beta, and after seeing Capital Ships are coming, this seems like the time to start this up again.
Personally the POB ships are my favorite in the game. Some of the tier 4 pilot missions with large spawns of enemy ships and the ROTW space missionagainst the Blackscale are excellent fights perfect for POB ships and a few fighters working together. (I would love to see more missions like these.) Problem is it’s hard to crew a POB ship when that means there are 4-5 fewer starfightersdue to the crew of that POB ship. This will be an even larger issue when Capital Ships go live.
If Droid Engineers could craft varying levels of Gunnery Droids that could provide an AI gunner on POB/Cap ships this would go a long way towards filling the stars with fleets of ships and epic space battles.
The accuracy of the gunnery droids could be controlled by their Astromech Certification level. This would help insure a Y-wing pilot doesn’t have a droid that is a better shot than the pilot, as well as give pilots a bigger reason to carefully consider training astromech skills instead of often leaving it till last on the tier.
Gunnery droids could be assigned their guns by the co-pilot/Opps crewmember, and only active while the co-pilot is in their station. This will help keep POB ships from being totally solo ships, and make Cap ships need several Opps players with multiple gunnery droids to man the many guns on the larger ships.
I would love to hear comments/suggestions on this idea from other players, but ask that everyone please stay on topic.
Thanks in advance ![]()
I suggest that if capitol ships are coming, some immediate modifications to current POB ships is a great opportunity for the development team to get the basics working on a much smaller scale. Here are some immediate changes I'd recommend:
1. Ship repair droid module: Add a new droid module that can be placed in Astromech droids that is similar to the old stim-pack dispensers. With this module, droids can be loaded with SW-crafted repair kits and can then be set lose on a ship and repair while in flight. This adds to the DE and SW business, but will still provide an advantage to ships who man a human engineer (as the engineer will be faster then the droid)
2. Lock turrets forward: Add the ability to lock turrets forward and be fired from the pilot chair, only with a reduction in weapon damage. This provides an advantage to manned turrets but still allows POB ships to be flown in combat by a pilot.
3. Add NPC or droid co-pilots: Currently only the co-pilot can execute droid commands. Add the ability for pilots to purchase (or hire) NPC co-pilots. Pilots would then issue commands to the co-pilot such as shunt capacitor to shields or take us to this WP.
Overall, the idea is to add some degree of "command" to the task of flying a POB ship. With our current POBs (YT, Nove, and VT49) we're talking about a pilot having command of a droid + one NPC. When capitol ships come along, this could eventually be expanded to command an entire capitol crew.
My problem is that the game is not popular enough to warrant the group dynamics, and the rewards that are found in space combat are minor compared to what you get from setting up a bunch of hunting missions and grinding that way.
They need to offer a better soloing experience. Everyone in my guild are off doing their own thing, most of them are Jedi, and while i could hunt with them, they are focused on getting their jedi stats upped. I can find few starpilots on Sunrunner willing to group for space missions because the missions offer such paltry rewards.
Again, I would like to see POB ships being able to fly solo, but there should be an advantage to bring a crew. Instead of /manturret, I'd ask for locking the turrets forward and letting them be fired from the pilot chair, but the weapons fire at a % reduction of normal damage. Maybe 25 to 40 percent. This gives an incentive to bringing a crew, but still allows the ships to be flown for people who want to do so.
DreanGrott wrote:
I think they should have a new profession for politing big ships like you reach ace then after that you go on to captain or something.
That'd be an awesome Idea. So that Novice Space Commander (or whatever) you can pilot Vette class, then Tier 1 to Tier 2, Nebulon B, going up to small Mon Cal vessels and Victory Class SDs. Although I'm SA myself, I'm not sure if Privateers should be able to fly Cap Ships. Though I'd love to, and would probably drop Master Freelancer (when I get it) and then grind a factional profession just to get in charge of a Cap Ship, I don't see any reason for Privateers to have a Cap Ship, certainly not one that'd rival Factional Ships, since the whole point of being a Smuggler or Freelancer is not to get noticed...
Also, if they did add a "Space Commander" profession, they should give it abilities similar to Squad Leaders, so that they can improve damage output on friendly fighters ina group for a short time, or maybe allow them to overcharge engines for a rapid getaway. Another nice touch would be decreased Hyperdrive calculation times, so that if you do need to escape a critical defeat, you can do it more swiftly, using the massive computers on board a capital vessel.
Also, allow repairs to a fighter when it's docked with a Cap Ship! Maybe allow you to 'manage' your ship, as on the ground. Maybe even give them cloning centres, to allow deceased pilots or crewmen to spawn right back into the action.
Man, this update, when and if it ever comes out, will be soooooo sweet...
I love my Nova Cruiser, and she looks awsome inside and out. But I never have a chance to take her out because she's pretty much useless. Unless I have two gunners and atleast one other person with me, she'll go down in no time. And most people in my guild claim that turrets make them dizzy and sick, and are just plain too hard to control.
This is something that needs to be addressed...
Hell, I'd even be happy if the Devs just added a third weapon slot that equips on the front of the ship and lets the pilot fire...
GrandMoffHocker wrote:
DreanGrott wrote:
I think they should have a new profession for politing big ships like you reach ace then after that you go on to captain or something.
That'd be an awesome Idea. So that Novice Space Commander (or whatever) you can pilot Vette class, then Tier 1 to Tier 2, Nebulon B, going up to small Mon Cal vessels and Victory Class SDs. Although I'm SA myself, I'm not sure if Privateers should be able to fly Cap Ships. Though I'd love to, and would probably drop Master Freelancer (when I get it) and then grind a factional profession just to get in charge of a Cap Ship, I don't see any reason for Privateers to have a Cap Ship, certainly not one that'd rival Factional Ships, since the whole point of being a Smuggler or Freelancer is not to get noticed...
Also, if they did add a "Space Commander" profession, they should give it abilities similar to Squad Leaders, so that they can improve damage output on friendly fighters ina group for a short time, or maybe allow them to overcharge engines for a rapid getaway. Another nice touch would be decreased Hyperdrive calculation times, so that if you do need to escape a critical defeat, you can do it more swiftly, using the massive computers on board a capital vessel.
Also, allow repairs to a fighter when it's docked with a Cap Ship! Maybe allow you to 'manage' your ship, as on the ground. Maybe even give them cloning centres, to allow deceased pilots or crewmen to spawn right back into the action.
Man, this update, when and if it ever comes out, will be soooooo sweet...
This should be really hard to do two. Make it so that if you see a master commander, you go wow, he's not on his ship. Or I; thought thouse guy became there ships... Ect. They should be rare like the jedi where. I think easy to become one like up to tier 2 but after that you would really have to strive.
Something along those lines, anyway, haven't thought it through yet. I definitely think capital ships should need a fairly significant crew, but depending on just how big they end up being, they may need a little help in that department.