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Thread: MP Co-pilots: Making it fun

Pseudopd
Wed Jan 05, 2005 10:04 pm
#1


Currently, being a co-pilot on a multi-player ship is a dull, dull job. What even sit in the chair when all you would do is press the occasional droid command...if you were aware of what droid commands were available to you already. Why couldnt it be YOU that was firing a gun? Why do you feel so useless in a fight?


Here are some ideas to make a co-pilot a really fun part of the crew:


"Chewy! Rotate the defectors!..."


The co-pilot doesn't really do much, and is near impossible to have him issue droid command on time in the heat of battle. Other than that, they do NOTHING but grow bored.


Lets try these options:


1) Secondary shield with 6 segments that can be rotated by the co-pilot. Many MP pilotswould love a MP ship to have two shields like the corvette, otherwise the MP ships are just floating coffins in a real fight agains solo pilots.


Have the co-pilot control the secondary shield in a battle, like a REAL operations crew member!


If a segment falls, he can rotate a full segment to the portion of the ship thats being atatcked. this shield can a second blue circle above the main shield. He might also have the ability to drain the outter shield to shore up the inner front or back.


2)Back-up capacitor: Asecond capacitor that a co-polot can shunt to the two guns as he seems fit. The co-pilot could havetwo guages on his screen for the caps, and he can drain hisseconadary cap to recharge the main as needed, or, use a cap to shield shunt, etc.


3) Better Damage Control status display: it'll show what parts are being attacked, wheres a plasma leak, the health of the crew, etc. Not some big blue screen. Something that shows real status.


4) Better Droid Interface controls and timer: When a co-pilot sits down to the Ops chair, he has NO idea what droid command are available to him. He has to ask the pilot, the set his quick keys, lots of trouble. Why not have the droid commands graphically present to anyone who sits down in the ops chair? Quick and easy, and better than staring out in space! And, include a timer to see when another command is ready, and when a pilot can execute the next pilot command.


5) Other Commands: Have the Co-pilot be able to access and plot a hyperjump, with pilot final appoval for the activation. Make, activate, and deactivatewaypoints for the pilot (nav plotting). Access to missile weapon groups, have them help choose what missle gets launched ("Chewy! Give me the concussion missiles online!").


6) What else would make the co-pilot fun and an important part of the crew?


Lets see other ideas...


Baz Pseudopod

Narreem0884
Wed Jan 05, 2005 10:21 pm
#2

MP ships should get their hyperspace jump wait time cut in half when a co-pilot is present. Why should it take just as long when two people are working at it.



"Reality doesn't care if you believe it." - Boba Fett - Tales of the Bounty Hunters
Narreem the Wookiee
Rebel Colonel, Vortex Ace Pilot, Master Pikeman
Road-Kill21
Wed Jan 05, 2005 11:01 pm
#3

Some great ideas



-------------------------------------------------------
Avowyn Star
-Imperial Colonel
-Out of Retirement as of 1 April 2006
-------------------------------------------------------
AtonWotog
Thu Jan 06, 2005 5:21 am
#4






Narreem0884 wrote:

MP ships should get their hyperspace jump wait time cut in half when a co-pilot is present. Why should it take just as long when two people are working at it.






Or maybe the Co-pilots could be the ones who start the hyperspace jump.
I dont know.....




Just who is this lol guy and why is everyone talking about him?

Remember, in space, no one can hear you spam.

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shfire
Thu Jan 06, 2005 8:07 am
#5

I like the idea. Also co-pilots should not be limited to having to be the same faction. For example: Imps can co-pilot imp, and freelance ships: Rebels can co-pilot reb. and freelance ships: Freelance can co-pilot imp/reb depending on which way they or thier faction leans tward, and freelance ships. If driod ship repair is added co-pilot should controll that too. This next suggestion based on the Star Wars Books: Give the co-pilot the ability to emergency hyper-jump. A very dangerous maneuver that ends up with a calculated or random amount of damage, and with ending up at a random short distance away from whatever you are running from.



Dourne Cloudstryder

Elder Smuggler / Elder Pistoleer / Elder Marksman
Master CorSec Pilot

Alloworall - Master Medic
Meraf - Master Spy
Chalosatuk - Master Shipwright

lexington23
Thu Jan 06, 2005 8:14 am
#6

great ideas, I would love to see any of this implimented

ArdenStarmariner
Thu Jan 06, 2005 8:15 am
#7

/agree

There needs to be more for the co-pilot to do and there needs to be a much better HUD for the co-pilot. More readouts on damage as well getting the droid command chatter that the pilot actually sees when the co-pilot executes the droid commands. BOTH the pilot and co-pilot should see those messages.

Message Edited by ArdenStarmariner on 01-06-2005 10:17 AM




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
wasj2004
Thu Jan 06, 2005 9:10 am
#8

Really good ideas!! If they are gonna force us to have a crew to fly a MP ship, they should atleast make it more fun for the crew. All though I doubt it will happen, they havent even fixed the dang plasma alarm bug yet!



Me wearing my favorite outfit
Me wearing uber mods
Somthing just isnt right about that
MonsofoLexius
Tue Mar 01, 2005 6:22 pm
#9






Pseudopd wrote:


Lets see other ideas...


Baz Pseudopod




Great ideas. I am going to drop a link on our "new" POB ship focus thread in the pilots forums




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