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Thread: FOCUS: Guild Ships
- Get storage item to store faction points above normal limit (cannot be taken back out)
- Item, when full, turns into requisition form, turn it into faction recruiter
- Obtain chassis schematic
Neutral:
- Talk to neutral pilot recruiters, they tell you of powerful ships only available to trusted members of law enforcement or smugglers
- Talk to NPC from waypoint given to you by recruiter
- Begin quest, must find certain schematic pieces "stolen" by opposing forces (i.e. kill NS Elders to obtain one portion, kill a Tusken King, etc...)
- Once quest is finished and all pieces put together, NPC gives you final piece, full schematic given to you.
Now I realize that the system to get a neutral guild ship is slightly more complicated and much more difficult, but then again you would expect to see more factional ships duking it out rather than a Hutt guild ship trying to pick fights. Plus, the two-ship limit allows for multi-factional guilds to own one of each faction.It doesn't end there however. Those wishing to obtain such a powerful vessel would need to contact an architect to build a hangar where the ship would be built in. This structure would have two levels-one floor above ground, and one below. Once the structure is placed by a Master Shipwright, he/she is able to walk inside and begin to insert resources to construct the ship itself. In the room above ground where the shipwright puts in the resources is also a terminal to access and change the schematics of the ship. A Master Architect is able to create new floorplans to edit and personalize the ship, such as enlarging the quarters while making the medical center smaller, or perhaps adding in a few more alarm bells
. An architect could even go so far as to delete rooms, but each ship must have a set of quarters, a bridge, docking bay, research room, engine room, droid storage room, and medical bay.
- Fastest Speed and Maneuverabilty
- Medium Armor/Shields
- Least Amount of NPCs Aboard
- Only Ten Fighters/Bombers, or Two Multi Ships in Docking Bay Allowed
- Ten Dual Turrets
- Hardest to Immobilize Due to Multiple Engines
- Damage Bonus to Fighters Only
2. Cruiser:
- Slowest Speed and Maneuverability
- Heavy Armor/Shields
- Maximum Amount of NPCs Aboard
- Only Five Fighters/Bombers, or One Multi Ship in Docking Bay Allowed
- Twenty Dual Turrets, Turning Rate Slowed
- Hardest to Damage Due to Inherent Increased Regen Rate for Shields
- Damage Bonus to Guild Ships, Capital Ships, Space Structures
3. Carrier:
- Medium Speed and Maneuverability
- Light Shields/Armor
- Medium Amount of NPCs Aboard
- Twenty Fighters/Bombers, or Four Multi Ships in Docking Bay Allowed
- Ten Single Turrets
- Has two missile batteries that can fire out EMP missiles (slow target's shield/capacitor regen rate, halves dmg output, and slows target by 75% for ten seconds)
- Ships May "clone" Here, for More Decay On Parts
As you can see, each vessel would have its own role in a battle- the carrier would be inthe front lines, targetting the carriers, while the corvettes would attack the carrier's fighter escorts, and finally the carriers would be in the back, providing cover fire with the EMP missiles and allowing for battered ships to get back out into the fray. This isn't to say however that a corvette cannot hold it's own against a cruiser, for two factors come into play. These are the fighters that escort the said ships, and also the upgrades given to the ships over a period of time.
Topic 3: Research
In order to gain an edge in battle, one must contantly be seeking the newest and best military weaponry/armors. This can be provided by way of the guild ship's research room. The room would consist of various sparking objects and a large vidscreen on a wall, or maybe a holographic image in the center...it really doesn't matter in this thread lol. Anyways, there is a terminal that can be accessed, allowing the current captain to begin or finish researching certain items. Some of the various specializations would be:
- Spartan Quarters (allows for greater amount of defending NPCs)
- Space Herbs (increased healing rates/amounts in med center, eventually spreading to whole ship)
- Improved Defense (adds a bonus, or multiple, to all shield and armor stats)
- Fusion Theory (adds bonus to all reactor and engine stats)
- Computer Tracking Software (adds bonus to weapon stats)
- Droid Enhancements (covered later in thread)
- Improved Ship Systems (reduces reapir decay in carriers, increases bonus damage to fighters for corvette, and increases regen rate for carriers)
Each specialization would have five subsections, and would require one week of time to pass before each subsection was finished. Also, the cost for such research would go up, such as 5k faction points (or 200k credits) for one subsection increases to 10k faction points (or 1million credits) for the next step in the research specialization. Every ship would have the opportunity to research every type of specialization, but as you can see there are numerous amounts, plenty to keep ships diverse and thus variating comabt situations. The bonuses though would be set as a percentage instead of a set stat, allowing for better made parts to shine even brighter over time.
Topic 4: Droids
While droids in JtL thus far are important to combat, they do not do droids in the movie justice. SImply put, there are too many limits to their functions in SWG. So to compensate for this, lol, everys hip would have a droid "storage" room that would increase upon the proper research tree (i.e. Droid Enhancements). A Master Droid Engineer would obtain new chips and modules to insert into astromech droids, allowing for them to repair the ship in combat via new commands given to pilots and used by the copilots of a guild ship. The basic storage room could only hold four astromechs for the 'vette, six for a carrier, and eight for a carrier. Every droid enhance research done would give the ship one more droid to use. However, each droid would need to be used independently (micromanagement lol), making way for a new set of chairs on the bridge, the droid commanders. New droid commands would include Emergency Turret/Engine/Armor Repair (reduce the overall health/armor life to fully repair it), Hide (camoflage for a few seconds to hide from targetting computers, and even Sacrifice (throws itself into engines to add a quick boost, like a booster hehe).
The droid modules inserted into each droid would allow for resources to be placed, and also a repair tool to be placed inside. Once the droid has expended it's resources, it must return to the ship's storage room to be refilled by another character. Note though that while in space repairing turrets, engines, or armor, the droids are vunerable to attack via an attacker cycling through available targets. But the vast amount of targets would ensure some safety to the droids. If one is destroyed in space, it is gone and another must be "loaded" into the room by way of a terminal in the storage room. This system, while complex, would allow veteran players a new challenge and once those commanding droids get the hang of it, can provide a large tactical adavantage to those attacking the ship.
Topic 5: Docking
Every ship has a docking bay to allow more people onboard. This can provide help by way of expending all the fighters, then allowing more to dock to offload defensive troops, or by even filling out every turret that is unmanned. To save on graphics, the dockingbay would only be an annex of the bay, simply just a terminal and a door leading to the room. The terminal would list all ships that person is qualified (i.e. owns it) to fly. Since the guild ships would not allow for fighters to be inside the ship when it launches, it would be prudent to make sure everyone who would be flying to meet above the planet and then dock. Either this, or allow players to "load' up ships to use whenever, but would count towards ship limit and as such could not be exploited to have the ship hold more fighters than normal.
Topic 6: Destruction
While a large investment has been made, it would not be fair to not allow these ships to be indestructable. It would provide a sense of pride when one set of attackers destroys one guild ship, and again when a small yet highly-researched ship defends itself against a large foe. That in mind, however, it would take a considerable amount fo firepower to immobilize or even destroy a ship such as a corvette. Also note though lol that every guild ship would have a significant hyperspace timer set on it, around the time period of two minutes, and would send out a signal to every ship in the area saying that it is attempting to just to lightspeed. That out of the way, let me describe how one would undertake such a mission...
- Destroy Shields (der
) - Destroy Armor (double der)
- Overload Reactor by dmging it to 1/2 HP
- Run, watch fireworks
The only advantage for the defenders with this tactic is that is timely and allows for them to cool down the reactor via new systems (fire control, power venting) found in Improved Ships Systems research branch. Another way is to just destroy the entire ship, but then again it would take double the amount of time than that of the tactic above. The only other method is this...
- Find Isolated Access Panel on Outside of Ship
- Blast Panel Away (causes severe damage to those inside the ship in immediate vacinity of blast (1/2 HP taken off)
- Allow for Guild Ship/Multi Ship to Dock
- Move Troops into Ship Via Escape Pods
- Attackers have four targets: neutralize bridge, kill off NPC defenders, cut power to ship engines, cut power to ship defenses (i.e. shields, turrets)
- Once all targets have been done, attackers must set auto-destruct via a bridge terminal....must use Master Smuggler, Master Bio Engineer for access to terminal, Master SL sets timer. Note that a Master Commando is only prof allowed to cut power to engines successfully.
This would be the most fun way in my opinion hehe. Defenders may seal off certain doors (kind of like admin rights to doors), requiring a slicer (slicing IV, not Master Smuggler) to open up the doors, this also allowing for the defenders to delay the attackers until reinforcements arrive. The takedown of such a vessel is much like that of a ground base, for it is as significant in space as the ground bases are on the planets. Although Commandos may use a grenade to the doors, blasting them open, but also damaging all those near the door significantly. Any attacker killed and not rez'ed would be cloned in nearest cloner (guild ship, planet), and the ship that delivered the attackers may be destroyed. This allows fo the defending fleet to target all ships capable of such action to avoid such a boarding, but would then leave them open to attack from other sources.
This is just a little thought but how about all multi ships are able to take on one extra shield if they take off all but one turret? This would allow for these "dropships" to have a higher survivability, at the expense of combat performance. This however doesn't prevent such a vessel from docking with a friendly guild ship to swap out parts to change roles through-out the fight. But then again, like you guys have said....these ideas are worthless without an increase to the space size....![]()
I'll add in other stuff as you guys n' gals give more suggestions, or as I add stuff I forgot to add lol. ![]()
EDIT: FREAKIN' FORUMS MESSED UP CLICKY! BAH! ![]()
Message Edited by Litushot on 04-18-200512:18 PM
Message Edited by Litushot on 04-18-2005 12:20 PM
Message Edited by GrimBear on 04-18-2005 12:42 PM