Jump To Lightspeed Archive

Thread: Components in Multiplayer Ships

Tumbler2002
Sun Jan 30, 2005 11:28 am
#1

I got into my first Multi-Person ship and wow, that is awesome.

The only complaint I had was that the average high level component does not measure up to a ship that size.

As there will be multiple people working together the ship will need A LOT more protection and performance out of it's parts. If you make any component 4x as powerful by placing it inside these ships may be worth using and provide for some really fun frantic repairs in combat.

I haven't tried doing the math on how 4x performance would work exactly so 3x or 5x or whatever may be a better number. You may think that making a weapons dropped in their at 4x would make them absurdly powerful so weapons may need to be only 2x or 3x depending on how fast it makes combat start/end. Basically I'd hope that a multiperson craft would be able to rip through several single person craft (lets say 3) with little effort. Considering you need a pilot, 2 gunners and one misc person for repairs (4 people) working together it's not unfair to expect this ship to be 4x as powerful as single ships. Would really make those multiperson craft something for players to want to use.
RDX1
Sun Jan 30, 2005 2:07 pm
#2

Yes, sadly due to this and the old plasma bug, I didn't spend much time on my ship.

You really need a good crew to get anything done, but when it's slower it takes a lot more hits, even using the droid commands. I would expect that there would be to capacitors (one for each weapon) and dual weapons on each cannon. (Two weapons top, one weapon bottom) and there would be a shield for both the front and back (Meaning 4k protection front and back) instead of what we have now, since in a dog fight you can get taken out pretty quickly.

Now, for the people that will argue that they are the leet in theirs, I haven't spent much time in mine due to the plasma bug, but when I was up there this is how it went.



~~~
Rilnax
Sun Jan 30, 2005 3:12 pm
#3

I wish they's allow for multiple components like capacitors, engines and reactors. As it is my gunners eat through my capacitor energy pretty quick. Having additional engines would bring the speed up on MP ships to the levels seen on the Millennium Falcon in the movies. Of course the greater power draw would require a second reactor. I think that would really complete the multiplayer ships out there.



"Basically, once you see the inner workings of the Dev team you realize their game model is really just grind and stall. Make the players grind and grind so they keep paying and when there are problems stall stall stall so they keep paying waiting for fixes. Really...all the cores that quit recently are the ones that have figured this out."
--A Wise Soul
Tarqun
Sun Jan 30, 2005 3:27 pm
#4

not true you just need to work on it and find the right parts my yt with a full Crue is one BAD mo fo and my cap is never empty even with my 2100/4150 and 2400/4000 death bringing gunn's caping as fast as thay can
Rogue135
Sun Jan 30, 2005 3:33 pm
#5

Definately agree. Theyhave somewhere in the neighborhood of5 million mass, they are impossible to fill! I've got a little more than 400k of minetakenup.


Giving a capacitor to each Gunner would be awesome, and I'm sure that Gunners everywhere would love it. A second sheild generator would definately add to the survivabilty, maybe even two more armor slots for the front and rear.


We are talking a Master level ship, they should by all accounts be able to hold their own, rather than be cannon fodder as they are now.



--------------
I've got a bad feeling about this."
Rilnax
Sun Jan 30, 2005 3:49 pm
#6

Well I'm in the market for the right gear on Starsider then lol. The stuff I have is fine for a single person fighter jinking all over the place, but it's lacking on my MP ship. I'm out there quite a bit looking for bigger and better loot. My weapons, and shields are fine. A new capacitor and engine is hopefully in my near future.


I do think that there should be multiple systems on the MP ships. Each gunner should have a capacitor. Either a second engine or better speed/manuever stats for the big ships are a must (look at what Han was doing in Empire Strikes back in that asteroid field!). Having addtional shields and armor would be nice, seeing that every space PvP event I've been to the MP ships are big targets (literally and in the minds of most pilots). Multiple slots for countermeasures should also be there as MP ships are heavily targeted and missile barrages are inevitable. Pretty much every system with the exeption of a droid interface should be doubled over a single player craft.


These are supposed to be the endgame ships right now, yet I hardly see them in combat. 5 Million mass and 4 or more crewmembers to properly man are stats that would seem to belong to a ship better equiped than what the game allows at the moment. Just my opinion though.



"Basically, once you see the inner workings of the Dev team you realize their game model is really just grind and stall. Make the players grind and grind so they keep paying and when there are problems stall stall stall so they keep paying waiting for fixes. Really...all the cores that quit recently are the ones that have figured this out."
--A Wise Soul
RDX1
Sun Jan 30, 2005 4:06 pm
#7



Rilnax wrote:
I wish they's allow for multiple components like capacitors, engines and reactors. As it is my gunners eat through my capacitor energy pretty quick. Having additional engines would bring the speed up on MP ships to the levels seen on the Millennium Falcon in the movies. Of course the greater power draw would require a second reactor. I think that would really complete the multiplayer ships out there.





If you have a Neutral make you a Capacitor overload 3 chip, that would work great. On my SP ship I always run Overload 3 for Reactor/Engine/Capacitor/Weapons and it works wonders, I heard level 4 damages parts perm and with level 3 you can repair the damage, although I never see any perm damage to my parts, but do have to repair just a bit (5 credits worth) after I run them all.



~~~
Bugboy321
Mon Jan 31, 2005 10:44 am
#8


I had read in another thread that the 5 million mass is a bug, that they were supposed to be 500k It makes sense that it should be 500k because I have my YT-1300 loaded with some really nice stuff and it's still under 500k. I would guess they've other things on their plate and it isn't exactly a game-stopperif it is a bug.


A note about gunners:


1. Being a gunner takes practice, to track a target and to be aware ofwhat target is going to be your best shot, like if you have a ship coming toward you, it's better to switch to that target than to try to get a few more hits on a target moving away from you. Stop firing immediately when the target goes out of range


2. You have to resist the urge to fire continuously like you can in you single player ships when they are configured just right.


3. Using a joystick to fire with is inferior to using a mouse, and try to limit your gun movements to side to side whenever possible rather than up and down. It's easier to keep your bearings in relation to the ship (and most important where you can't shoot) and it's easier to track targets.


4. Gunners are defensive positions, so have the highest impact if you wait until an enemy is on your tail to fire.


5. Be sure you are flying with a pilot that flies well, one that positions the ship best for lining up shots rather than simply evasive flying. Evasive flying is counterproductive when your gunners can't get a shot off due to continual rolling and pitching. Counterproductive because gunners are your best defense since outrunning and outmaneuvering are not usually as effective as in single player ships.

Message Edited by Bugboy321 on 01-31-2005 12:49 PM



IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


Imaridril
Tue Feb 01, 2005 12:43 am
#9

If you're trying to outfit a MP ship, here's what you should try to get for each component...


Reactor - A level 9 crafted reactor will probably be your best bet, however if you're able to loot one of those uber level 7 or level 8 reactors with over 20k energy output, then use that instead. The ultimate goal when it comes to the reactor is to try to get enough energy output to allow you to run Engine Overload 4 instead of just Engine Overload 3. (Note:When running EO4, your engine will need 10x as much reactor energy as it normally does.)


Engine- An RE'd level 10 engine is the best way to go. This, in conjunction with EO4, will give your MP ship the maximum manueverability possible. If you can't get an RE'd level 10 engine, then your next best bet is to try to get the Tier IV Smuggler's Alliance level 8 reward engine. This engine will RE to over 92 speed and will have the next best manueverability besides an RE'd level 10 engine.


Shield - The Tier IV level 8 reward shield is the most common option. Once RE'd this shield will have 2554 front and back. The other slightly better option is to try and RE a nice level 10 shield. The trick is to find one level 10 shield that has at least 2410 front, and another that has at least 2410 back. If you can do that you'll be able to RE a shield that will have the same or better protection as the level 8 reward shield, while at the same time having a better recharge rate.


Armor - Use the highest protection crafted Mark V armor you can find.


Capacitor - Use an RE'd level 10 Cap. Its not too hard to put one together that will have a recharge in the mid to high 50s. Also, try to get a high capacitor energy level so that you can get the most out of Capacitor to Shield Shunt. A level 10 cap that will RE to 1400+ cap energy should be what you're looking for.


Booster- Use the best crafted Mark V booster you can find.


Droid Interface - Use an RE'd level 10 Droid Interface. Level 10 D.I.'s are a fairly common drop, so it should be pretty easy to RE one. Make sure that at least one of the D.I.'s in the RE group is 10.6 speed or lower. That will ensure that you get down to at least 10.0 seconds after REing. The advantage of having a D.I. this fast is that it will allow you to run Capacitor to Shield Shunt every 10 seconds.


Guns - Use two RE'd level9 guns. Level 9 guns won't do as much damage per shot as most level 8 and level 10 guns, but they will have a much faster refire rate, which most gunners seem to prefer. If you are unable to get the parts together to RE two level 9 guns, then you can try to get by with two crafted level 9 guns.




Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

Page 1 of 1
Previous Next