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Thread: capitol ships... a profession
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selectas
Sun Feb 06, 2005 5:26 pm
#1
just a thought but instead of ppl wandering how to crew a ship with players i have a complete new solution... if umake starship captain a profession and u get ships from completing missions similar to how u complete tier 5 ones.... stand at corolag and get plaety o ppl to help u... u cant craft them or sell them. problem sorted.. however u first need to be a master shipwright and master pilot. the captain profession would take quite a few skill points..
the skill boxes for what u can use goes like this (for example)
novice captain
gunship
corvette
dreadnaught
isd
sd
rebels
gunship
corvette
nebulon b
the small mon cal cruiser from x-wing alliance
mon clamari cruiser
freelance i think should only be able to have smaller ships... for raiding etc
maximum to be about the size for the neb b frigate.
however i dont have many ideas for em lol
and for crewing them seeing its a profession u use your crew like u would a vendor u use faction points to buy them to man stations.. or use a mix of players and npc's
well what do u think?
JamesBenson
Sun Feb 06, 2005 5:47 pm
#2
As much as I would like to have a capital ship to command, I'm only in favor of the idea if they force you to have a certain number of crew members on board for the ship to launch. If a commander can get a crew together (say 10 people for an ISD), I'm for it as long as all the turrets are manually operated. Granted, this thing would be as slow as molasses...speaking of which, they need to fix the corvette's rate of turn. That thing can turn 90 degrees in a second or two.
selectas
Sun Feb 06, 2005 6:09 pm
#3
i meant use npc's (much like a crafter does a vendor) although they will help a bit but not be ok as manning the turret by a player
Felix_Deco
Sun Feb 06, 2005 6:35 pm
#4
the problem is that the engine cant handle lots of capital ships..
Datow_Cetifi
Sun Feb 06, 2005 7:50 pm
#5
i like that idea but you should only be able to get the proffesion once you master your current pilot prof (reb, imp, freelance)
Imperialking
Sun Feb 06, 2005 11:16 pm
#7
I really want capital ships in this game and I think you might be on to something. I just got off another thead about P.A. capital ships. I have a way to mix the 2.
People keep say that we are going to have a lag fest with all these capital ships moving around. Well if we do your idea. Very few people are going to get capitan. It will be kind of like mayor is now. Each city has one. Also if add your idea with the guild ship idea. Make it so a guild ship has to have a captainon it at all times or you have to dock. This would limit the number of large capital ships flying around at one point of time. Also like what was said above you do need lots of people to come up with you and stand guard at certain stations. I do not like the idea of NPC maning these stations. We would get millionairs maning a whole ship by themselves and then it would get out of control. Also could just make it so you can't launch or hyper to that sector of space if there is to many ships in that area. If they are scared about major lag. Hey I don't like that idea anymore than the next guys but we have to face reality if it is needed.
People keep say that we are going to have a lag fest with all these capital ships moving around. Well if we do your idea. Very few people are going to get capitan. It will be kind of like mayor is now. Each city has one. Also if add your idea with the guild ship idea. Make it so a guild ship has to have a captainon it at all times or you have to dock. This would limit the number of large capital ships flying around at one point of time. Also like what was said above you do need lots of people to come up with you and stand guard at certain stations. I do not like the idea of NPC maning these stations. We would get millionairs maning a whole ship by themselves and then it would get out of control. Also could just make it so you can't launch or hyper to that sector of space if there is to many ships in that area. If they are scared about major lag. Hey I don't like that idea anymore than the next guys but we have to face reality if it is needed.
Maybe we could expand your idea in another way to get space XP is to man one of those stations. Engineer would sit at the engine controls and mantain coolent, plasma and so on. We could have a opps seat were you could get XP. As you went up in the tree you could run more and more seats and spots in the ship. And the ship can't more if there isn't a engineer at the engineer controls. Or it can't fire is some one is not maning the targeting computer. And nothing would work if some one wasn't maning the power systems. Make it more and more complex the larger your ship gets. So this would again limit the number of capital ships because of the need for skilled people to manthe controls.
Also maybe on some ships could take radioactive power in order to move and run its power systems In order to disscourage them widly beind used all the time. And as for the how to get them. How about this. Each side has to collect TONS of fraction points on to just get the blue prints for one of these capital ships. Then they have to get TONS of reasorses. Also some of the parts would have to be some type of rare loots or quest. Maybe the first MP ship wouldn't need any loots. This would fill in the problem of getting about a 25 million steel for a corette even tho that even sounds a bit less that would really be needed. And you can craft these ships you get the skills as you go up the captain tree.(since you were talking about getting SW and master pilot it would bring both skills into use). Then to be able to even just craft these ships would get harder and hard the higher you go in the tree.
However as much as I hate to say it this came up on another one of my posts when I suggested a ISD and moncalmri cruser. They might be to big and they might be.We might never be able to get ISDs or that large of crusers.
I hope we can and if it is possiable we should 100% do it. I 100% think we should be able to get something at least the size of a corellian corvett. And of course as far as size goes if all else fails the DEV can just make up a ship that is about the right size.They wouldsay its a ship they found in a junk pile and now you have to fight wars with it. Even thenwe will be happy.
Master captain would be SUPER hard to get. This would become the jedis of JTL. People who have almost givin up everything to become towards this one goal of a captain of a capital ship. People would do this. I would!!!! Forget jedi! flash that light saber at me and I will order my gun batterys to open fire!!!
Tumbler2002
Mon Feb 07, 2005 11:19 am
#8
I like your idea. I'm all in favor of being able to fully man a ship by yourself so long as you end up with substandard performance. Using players to crew your ship should make you much more powerful but for players who just want to do their own thing they should be able to staff their ship with npc's.
Problem is with really big ships like Star Destroyers or the Mon Calamari cruiser not only will the game engine choke, there isn't any thing to do with them atm. I think the first thing to add is deep space needs to be turned into a repeating battle ground. ISD attacks space stations, ships are launched, battle ensues.
Or instead of replacing deep space with this, just make a new zone that has a battle that restarts continually and players can participate in. Course none of this matters unless you nerf pvp damage down to 25%...
Problem is with really big ships like Star Destroyers or the Mon Calamari cruiser not only will the game engine choke, there isn't any thing to do with them atm. I think the first thing to add is deep space needs to be turned into a repeating battle ground. ISD attacks space stations, ships are launched, battle ensues.
Or instead of replacing deep space with this, just make a new zone that has a battle that restarts continually and players can participate in. Course none of this matters unless you nerf pvp damage down to 25%...
Tumbler2002
Mon Feb 07, 2005 3:03 pm
#9
For starters I'd be happy if the Star Destroyer/rebel base in deep space allowed players to fully repair and spawn there after death as well as declare overt. Basically all the functions of a faction station and neutral station. It's not much but it's step in the right directtion. Nothing kills fun factor like having to spend 5-10 min flying back tot he battle after dieing. If we just spawned at the star destroyer/reb base then perhaps it would be more fun to fight in there.
Imperialking
Mon Feb 07, 2005 5:28 pm
#10
Tumbler2002 wrote:
I like your idea. I'm all in favor of being able to fully man a ship by yourself so long as you end up with substandard performance. Using players to crew your ship should make you much more powerful but for players who just want to do their own thing they should be able to staff their ship with npc's.
I respectfuly dissagree. We need to have massive amounts of players to man these ships for several reasons.
1. We need lots of people to man these ships first of all to make it seem more realistic. Capital ships take thousands of people to man them. And of course they are not going to ram thousands of players in it. However smashing 9 or 12 into the smallest capital ship just to man it would make it more realistic. Giving the feeling of needing a lot of people.
2. Making capital ships fair. Because of capital ships massive size they have full right to be 100% impossiable to be destoryed by a solo fighter unless you plan to crash it into a bridge of a SISD in the battle of endor. If capital ships are that powerful they HAVE to have major draw backs or fighters will become worthless. That draw back is, those aces that would be out flying around in tie oppressors are inside a capital ship maning the controls instead.
3. People that want to do there own thing should stick with a fighter i my opion. Because the whole reason I want a capital ship is in order to work with other people.
However NPC's onboard a ship is good if used the right way. For example. In my post above I suggested a player maning the engineering controls. Have NPCsthe captain can buy to help the player. As in they should be in engineering while the player was maning the controls. The NPCs would give perks on top of what the player was doing. This wouldn't make it so people could man a capital ship solo but wounldn't rule out the NPC factor.
As for people needing something to do in space after this comes out I have a suggestion:
- clicky3 Check out my thead called capital ship battle
Caliet
Tue Feb 08, 2005 1:55 am
#11
OK everyone seems to like tossing ideas around, here is one from Brazbit. Note: I use the Imperial Star Destroyer in my example but it would apply to all capital ships.
I don't know that we need our own capital ships, but being able to serve as crew on a capital ship would be cool. Might even be a solution to soloing the ISD and the corvettesimagine flying againstup to 100 manned turrets on the thing. They could code the interior just like a new (small) planet, but withproper hallways and such obviously,thus making it capable of handlingmany people and then when you enter a turret it could be coded so that you are handled like an individual ship(complete with loading screen as the space component kicks in) rather than an unmanageable 100+ passenger ship. A special ISD chat channel that can only be accessed if you are on the ship, on the bridgeor in a turret could handle communications.
Entering the ISD would be like landing on a planet. You would approach to within 1200m and radio the bridge. If you were the right faction you could then dock which again would be handled like a planet (loading screen etc.) Once on board you could mull around with other faction members in lounges or even run missions for NPCs (delivery, crafting, entertainer, turbolaser taget practiceon ship or a mission requiring the player to launch their fighterand run missionsoutside the ship.) When rebels approach the ISD claxons sound and alert lights activate. Turbo lasers would respond as they do now but as people load into turrets that turret would then be under their control. Lights outside the turbolaser access ladders could indicate which stations are manned and which are available, or doors could close if the turret is manned. Anyone who either can't find a turret to man, or choses not to do so, could report to the hangar and launch their fighter.
As turrets are destroyed people would clone in the infirmary, if the ship is lost (which would be rare with a collection of faction members hanging out in it) every one would find themselves in their fully damaged fighter at starports scattered throughout the galaxy (to prevent a massive 100+ personstrike force appear in some poor sector.) And the faction group that did destroy it would have some serious bragging rights.
Just a thought.
hafnia
Tue Feb 08, 2005 10:52 am
#12
I have to say that we need a loot more space-action because that it is what Star wars is about.
To make imperilakings idea to work, you would make it impossible for casualplayers to enjoy a part of the game that in my opinion is more "starwars-like" than whats going on in the ground game.
Yes the game is an online-game, and that makes itfar more interresting than any singleplayerstarwars game, but it is not everyone who has the time to enjoy some of these hardcore gamers suggestions (It is cool ideas, but I think they isolate to many in their game-experience).
The idea about making a new planet as a starship is IMHO a really good idea, that incorporates the different thoughts there have been in the "capital-ships threads", and alsoallows for starfighters to launchat will.And hopefully it is easier and fasterfor Sony to make last idea come through than a total rewamp of the jtl-engine or a new capitalship-engine.
chimaera-europe
Imperialking
Tue Feb 08, 2005 2:27 pm
#13
hafnia wrote:
To make imperilakings idea to work, you would make it impossible for casualplayers to enjoy a part of the game that in my opinion is more "starwars-like" than whats going on in the ground game.
Yes the game is an online-game, and that makes itfar more interresting than any singleplayerstarwars game, but it is not everyone who has the time to enjoy some of these hardcore gamers suggestions (It is cool ideas, but I think they isolate to many in their game-experience).
I see your point but I can fix this problem. First casual players could always man turrets as always. If they are not wanting to do that I have other ideas.
For example They could act as back up for skilled people at the controls. Such as help the engineers by working in the engine room. They would be doing artisan quests trying to mix radicoactive material together a lot like the artisan quests in the village. Or theycould make up someway tomake it seem like you are controling the enegines.People could help further boost the power of the ship or some one helping the pilot of helmsmen by work in a truster room and incress the turning rate. As long as we have that skilledpeople at the main controls I will be happy because we really need something to limit the number of these things in space.
We need to give the feeling of skilled people at the control and taking massive amounts of people to run these huge ships. People that have no skill in this area still have a place in this system. Acting as back up, man turrets, or be fighter back up. Plus the casual players could also get this skill just would take them a bit longer to get.
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