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Thread: Idea for improving MP ships and adding a Star Wars feel to JTL
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shfire
Fri Feb 04, 2005 7:06 am
#1
Recently I've been trying to loot L10 compnents for RE'ing for my YT-1300, and I have been thinking what would be a good way to improve MP ships and implement the improvements. This is what I have come up with. Let me know what you think, and any changes or improments you suggest.
Most of the 'improvements' that Han Solo made to the Millenium Falcon were illegal and done by himself or shady estableshments. Those improvements included the quad guns, military grade engines, military grade sensors, etc... Now besides maybe adding repair stations for ordinance and droid interface the ships should stay the same coming from the Shipwrights, and the 3rd ordinance slot for YT's. Next to get these 'improvements' you will have to take your ship deed to a smuggler 'modify' it via slicing or whatever. This would give you improvements the the MP ship. Say secondary shields, 2nd capacitor, 2 weapon slots per turret to make them 'quad' guns, etc...
Now for the Star Wars feel component. This would be avalable thrugh smugglers for rebels and freelance pilots only.Since this is illegal the empire will start a crackdown in space starting with patrolls and inspecting players ships for these illegal 'upgrades', and to compete with these upgrades the empire will upgrade the imperial ships by re-deeding your ship. Now since the imp's will be getting this for free, knowing that any good smuggler wil definatly charge for thier services, the modifications the smuggler makes will include a hidden compartment in the ship. The hidden compartment could be like the loot box and have its own item inventory limit separate from the ships 75 item max.
edited for sp
Message Edited by shfire on 02-04-2005 09:24 AM
Knightcrest
Fri Feb 04, 2005 11:52 am
#4
Yep hit ya with 5*'s earlier myself, liked the idea, just couldn't think of anything to disagree with on it. Would be nice to see imperial patrols asking you kill your engines and prepare to be inspected in some areas, or else they become aggro and open fire.
JonnyBravo
Fri Feb 04, 2005 12:14 pm
#5
I definitely like the idea of getting smugglers more involved in the game, and what better way than to have them "slice" your ship deed, thus allowing for the possibility of more weapons slots, or redundant shields.
I also agree this should be limited to rebel/freelance pilots. However, I do not think the Imperial ships should be upgraded as well. That goes against the storyline and just feels wrong. There was no individuality/customization of any Imperial equipment, so I do not think it should be included here.
Perhaps as a way to discourage the rebels/freelancers from taking part in this "slicing" would be to introduce a level of failure and/or component weakening. In other words, you bring your shiny new X-wing to be customized and when you get it back, it has a secondary shield, but the chassis strength has been reduced by 50% as a result.
I also agree this should be limited to rebel/freelance pilots. However, I do not think the Imperial ships should be upgraded as well. That goes against the storyline and just feels wrong. There was no individuality/customization of any Imperial equipment, so I do not think it should be included here.
Perhaps as a way to discourage the rebels/freelancers from taking part in this "slicing" would be to introduce a level of failure and/or component weakening. In other words, you bring your shiny new X-wing to be customized and when you get it back, it has a secondary shield, but the chassis strength has been reduced by 50% as a result.
shfire
Fri Feb 04, 2005 4:26 pm
#6
JonnyBravo wrote:
I definitely like the idea of getting smugglers more involved in the game, and what better way than to have them "slice" your ship deed, thus allowing for the possibility of more weapons slots, or redundant shields.
I also agree this should be limited to rebel/freelance pilots. However, I do not think the Imperial ships should be upgraded as well. That goes against the storyline and just feels wrong. There was no individuality/customization of any Imperial equipment, so I do not think it should be included here.
Perhaps as a way to discourage the rebels/freelancers from taking part in this "slicing" would be to introduce a level of failure and/or component weakening. In other words, you bring your shiny new X-wing to be customized and when you get it back, it has a secondary shield, but the chassis strength has been reduced by 50% as a result.
Yes you are rught about the Imp's upgrding ships. To go by the storyline the imps would get a new prototype that would compete with the new upgrades.
1st_Viduus
Fri Feb 04, 2005 4:49 pm
#7
As Master Smuggler, Master Shipwright, and Imperial Ace, I like the idea *except*:
"only for rebel and freelance".
What, you never heard of corrupt cops or officials? Or corruption in the military?
Considering that by SWG cannon, the Imperials are *the bad guys* and of questionable moral values, I find that it makes no sense to restrict it.
NivekAsh
Fri Feb 04, 2005 7:12 pm
#8
If you start getting into the EU stuff(I know some choose to recognize nothing outside of canon), then you see some Imperial warlords, post RotJ, did start modifying various ships. So, why not the Imperials. But, given the timeframe, I do consider it a valid argument.
I think some broad changes need to be made to player ships in general, and then some specific changes to each individual ship. For one, they either need to make a new class of armor that is lootable/craftable for MP ships, or give it double layering with current armor. I also feel strongly that these ships need at least 1 capacitor per 2 guns(I say this because of specific changes to ships that I would like to see, and will mention later). Reactors are not a big deal, as most of us have more than enough power as it is, and engines/boosters are also working well enough that I am not overly concerned with changes to them. The same holds true for ord. launchers and countermeasures.
I will start with the Decimator. The Imperial navy is nothing if not powerful. It might be sterile and uniform, but it has the numbers and technology to make up for it's sameness. While TIE pilots are disposable, and fly ships with no shields(traditionally), the capital ships are not nearly so expendable. I personally find it strange that the master pilot fighters have as much firepower as the MP ships. To this end, I say that3 more turrets are in order. One on each 'wing', and toward the center bottom of the hull, and one on the top behind the viewport. Finally, the last turret would be toward the bow on the upper hull. This is5 total guns, which as I noted above, would mean 3 capacitors. The speed and maneuvering on this ship would be left with their current stats. As things currently stand, it doesn't have the "fearsome" loadout that is used for the Decimator in the description page. With my vision of the Decimator you have the sheer, brute force in this lumbering beast to cruise in and blow your target out of space.
Now, for the Nova. I do not want to imbalance any one side, but the rebel alliance is the underdog here. While they are very fortunate in their fighter corps, they were usually strapped for capital ships. Taking that into account, as well as the fact that the Novas description/backstory shows her manufacturer out of business, I would suggest the following changes. The rebels tactics are more guerilla in nature. Hit and fade. To that end I suggest increasing the speed to .835, and the Y/P/R to 60/60/45 respectively. In addition, there would be 2 additional gun emplacements. Two turrets in their current positions, as well as one on the hull near the wing pylon. This would call for the addition of a second capacitor. The rebels were rarely as heavily armed, prefering to use shields to keep their pilots alive, and speed when possible. I think increasing the overall speed and maneuverability, along with the increase in firepower more accurately reflects what the rebel MP ship should be. It has enough firepower that a clever crew can overcome a superior force, but enough speed that it can escape.
Lastly, the YT-1300. Now, as an easily modified cargo ship, often used by smugglers and the like, I do think that there should be a cargo compartment that allows for an additonal 25 items. Now a large part of the style of flying can be attributed to Han and his familiarity with the ship, but I was left from the films with the impression that the YT-1300 was quite a nimble ship, for a freighter. To that end I would like to see it lifted to .88 speed, and 70/70/50 Y/P/R. Now, given the faster speed of this ship, it will have the smallest increase in firepower, but I do think that the pilot should have 1 forward firing blaster at their control, in addition to the 2 current turrets. This would also bring a second capacitor into the YT, giving it the most energy to expend per gun, provided that good caps are used. The increased storage, speed, and slight boost in firepower, in my opinion, suggest a smuggler ship that is ready to fight if it needs to, but is going to be more likely to run to protect itself and it's cargo.
It is, of course, my hope that I have fairly distributed my ideas among the different professions, and welcome feedback to these ideas.
Osryri
Fri Feb 04, 2005 8:25 pm
#9
You know what I find funny with all his ilegal upgrades being military quality. Im in the military and just about all military personal agree that the civilan version of anything we have is much better. Especialy our weapon's.
shfire
Fri Feb 04, 2005 9:31 pm
#10
NivekAsh, I like your ideas, although I would only add 2 turrets to the decimator and 1 to the nova. I think 5 turrets is almost like a small frigate.
Osriyri, I know its not the way it is in Galaxies but in the book at least the military grade stuff was the best, and is what Han used.
NivekAsh
Fri Feb 04, 2005 10:18 pm
#11
Sounds reasonable, I was just sorta picking numbers off the top of my head. I think if we are going to add 2 to the decimator and 1 to the nova, though, then the one added to the YT should have a level cap at say 7-8. Still powerful, still useful, but between it being the weakest gun(probably) on the ship and the fact that it would throw off the turret gunners, it would be a weapon of opportunity for careless fighters or for making runs on bigger ships. Not trying to slight the Neutrals, this is just as I personally envision things. Since they would still have 2 capacitors to power 3 guns, with your droid commands it would be more than enough energy to power the weapons.
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