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Thread: Making multiplayer ships useful
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Thockler
Sun Nov 07, 2004 2:00 pm
#1
I have a suggestion or two on making multiplayer ships actually useful:
1. Enforce a 75% PvP reduction. I think we all see this one coming anyways, because 2 shot dogfights are hardly PvP, they're head to head ping wars.
2. Allow the turrets to use the SAME AI as the computer players get. This actually makes the ship decently useful for solo-ing missions and makes it difficult (although not impossible) for a single player to take the ship on. Maybe we can add a master level program called "automatic turret control."
3. Give human controlled turret operators a damage bonus of some kind (dependent, perhaps, on skill level). I have yet to find a human who is anywhere near as accurate as the AI.An experimental blaster with a 50% bonus should be sufficient to take on multiple Tier 4s, which the multiplayer ships are incapable of doing now.
4. The operations chair is nearly useless. Either add a bonus to the operations chair (lower cooldown on special moves), or give the pilot the ability to perform special moves (perhaps at a cost - higher cooldown).
This is all to say that the turrets and systemsneed to be engineered in such a way that a solo player can be somewhat effective with the ship (enough so that traveling to Dathomir station for a routine run is not an enormous risk to your very expensive chassis).Furthermore, there need to be clear incentives to make the ship multiplayer if the ship is capable of taking 2-4 Tier 4's solo through turret AI.
monochromered
Sun Nov 07, 2004 4:20 pm
#2
Great ideas. I think MPS should have some level of usefulness (ie, pilot controled turrets)if there is not one else on board, butit should only be 100% effective when it is fully manned.
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