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Thread: Death and Multi-Player Ships

StressLess
Sun Apr 24, 2005 7:11 am
#1



Having just recently flown my YT-1300 for the first time I was wondering how death and being destroyed work aboard a multi-player ship? If the ship is destroyed are all the players aboard her going to show up at the space station with massive wounds, but other than that, none the worse for the wear (like a pilot in a solo craft would)? Or does everyone get taken out by plasma fires from ruptured conduits and die do to depleted HAM long before the ship is decimated by enemy fire and blows up? Does the pilot get the eject button on-screen, or does he have to run down the hall and use the one eject lever there?


The knowledge base article on the MP ships talks about different conduit repair kits for the different types of conduits, but I've only seen a generalized conduit repair kit. Did they drop the specialized conduit repair kits and just didn't update the KB article? The KB article also states that one can actually swap components while in space using the access panels for each component, was this changed as well?


And lastly, what are the current issues concerning multi-player ships? The plasma alarms was in a patch a couple of months back but most of the messages you find in a forum search complain about that!! Hundreds of messages, but no




-- "I don't play this game because I WANT to play with other people, I play this game because every time I log in, the universe is different BECAUSE it is constantly being changed by other people (this is the basic way any Soloist thinks, if you understand it you understand WHY someone would pay the same money as someone who likes to group but instead chooses to solo)! Multi-Player is what brings the SWG world alive (real people, other players, make SWG so wonderfully dynamic). I just don't treat SWG like it was a chat room, I don't play to socialize and I resent forced grouping!"
SheenaBrelya
Sun Apr 24, 2005 8:50 am
#2

Death in a POB ship depends on your status. If you are in a 'station' (turret/pilot/ops) then your death would come when the ship blows up and would be treated like the death of a single seat fighter pilot. If you are not in a ship station then you are treated much like you would be on the ground - triple incap is possible, cloning and insurance, all that fun stuff.

One type of Conduit Kit. There are both specialized component repair kits and an all purpose component repair kit.

Most people seem to believe plasma alarms have been fixed. The fix did require the owner to re-deed the ship before it taking affect, though.

Shona
StressLess
Mon Apr 25, 2005 1:03 am
#3

Thanks for the info.


So with iminent death looming,the Devs managed to find a way to disincent the repair ability that MP ships give you?So the ship goes downbecause no one wanted leave thier station and risk the triple incap and resulting item decay... Great..


It would seem to me that there are two types of death in space, one at the hand of another player in the group and the other thru the ship being taken out. It would make sense that it would be quite easy to distiguish between these two types of deaths and deal with them individually. If you die in a duel, it should be treated like any death - but if you die in ship vs. ship combat there shouldn't be a distinction as to whether you were at a station or not! Death from a plasma conduit is a ship vs. ship death!


I can imagine that death on a MP ship is handled this way due to each MP ship being treated as an instanced ground zone and is not actually handled by the JTL code. When you're in a station, you're pure JTL, but when wandering the ship you are ground instanced (and subject to the ground rules, JTL and the ground game are distinctly two different games!!). But it must be tied to JTL to deal with plasma conduits and other damage issues (and the loot box). It's this link to the JTL code that could be used to deal with death in a JTL way. If the death involved a player, let it thru to the ground based coding. If not, then use the JTL code to process it (like loading the player object to a death station in JTL and processing it thru the JTL code as you would any other staion, transparently to the player). If the character dies this way and the ship survives, he has the wounds to show for it but is grounded in same way as if kicked off the ship.



The other thing I think would make the MP ships much more user friendly is to have the station controls for each station assigned to the pilot unless that station is manned, with the turret home position being forward facing. I can't see any self-respecting pilot of one of these ships NOT rigging it for one-man operation when it's HIS life that depends on it!! Maybe that's one of the things you could spend Prestige Points on, the one-man YT-1300 ability!!




-- "I don't play this game because I WANT to play with other people, I play this game because every time I log in, the universe is different BECAUSE it is constantly being changed by other people (this is the basic way any Soloist thinks, if you understand it you understand WHY someone would pay the same money as someone who likes to group but instead chooses to solo)! Multi-Player is what brings the SWG world alive (real people, other players, make SWG so wonderfully dynamic). I just don't treat SWG like it was a chat room, I don't play to socialize and I resent forced grouping!"
SheenaBrelya
Mon Apr 25, 2005 8:45 am
#4



StressLess wrote:
So the ship goes down because no one wanted leave thier station and risk the triple incap and resulting item decay... Great..



I have been part of a lot of MP ship events. I have crewed and I have Piloted in them. I have never heard of a crew member refusing to leave station to be part of damage control. If I ever did, I would have to carefully consider whether or not to ever be part of a crew with that person in the future.



StressLess wrote:
The other thing I think would make the MP ships much more user friendly is to have the station controls for each station assigned to the pilot unless that station is manned, with the turret home position being forward facing.



They are Multi-Player Ships and I personally have no problem with making so that a single person can not run that many systems alone.

Shona
StressLess
Mon Apr 25, 2005 2:45 pm
#5






SheenaBrelya wrote:





StressLess wrote:

So the ship goes down because no one wanted leave thier station and risk the triple incap and resulting item decay... Great..





I have been part of a lot of MP ship events. I have crewed and I have Piloted in them. I have never heard of a crew member refusing to leave station to be part of damage control. If I ever did, I would have to carefully consider whether or not to ever be part of a crew with that person in the future.






StressLess wrote:

The other thing I think would make the MP ships much more user friendly is to have the station controls for each station assigned to the pilot unless that station is manned, with the turret home position being forward facing.





They are Multi-Player Ships and I personally have no problem with making so that a single person can not run that many systems alone.

Shona




I'm real happy to hear that there aren't a lot of problems withcrew about leaving their stations for damage control. I would have thought thatthis would have been the one of the problems a captain might face.


On the soloing MP ships, remember SWG and JTL aren't training simultations. You are using virtual assets in a virtual universe, and within this universe those assets are real to it's inhabitants(and within this universe our characters are real, if you wound them don't they bleed? To us it's virtual, to them it's death, you got to think INSIDE the box). Most of the issues with taking any item in the universe and really making it your own are technical, there is just so much that can be made virtual.


With that in mind, I most certainly WOULD set up the YT-1300 to becapable of flying solo if I could truely make it my own and it disturbs me that the reason for not doing so is NOT technical but a design decision that is poorly thought out and implimented! I understand there are tradeoffs in virtual space, but this isn't one of them. I can not see ANY self-respecting captain of a YT-1300 (or any MP ship for that matter) not wanting the ability to solo should the need arise (what if your crew isbusy withconduit fires, you can still save the ship, but no -you can't run the droid command to shunt cap to shields and buy that precious few seconds to jump to hyperspaceand your Operations Officer is handling plasma leaks in the cockpit and not at his station so he can't do it either!! Multi-Player DOESN'T mean we have to DIE TOGETHER!!).


If a station is empty, the pilot should have control of it. The home position of the turrets should be facing forward. And if there's an Operations Officewho isalso a Master Pilot, he should get control of piloting if the pilot leaves his seat (the Operations Officer is sitting in the Co-Pilot seat!! The Operations seatis actually the one BEHIND the Co-Pilot seat - if you're sitting in the chair you should do the job!). All of this not only makes sense but adds to the operational ability of the ships, and as I've stated before I really don't believe ANY self-repecting pilot who REALLY wants to make it back to port would have it any other way!!


It's not as if this would make these ships uber, heck it takes almost 500m to slow from full speed to a stop position (and a little longer distanceto get up to speed). These things just are NOT as nimble as a single-player ship and their real power is that the turrets can be manned and have a 160 degree (or so) arc of fire and can load the biggest and baddest shields, reactors, weapons and armor!! Making them able to operate solo would not unbalance anything in JTL!! And if you do something like trade Prestige Points for the ability to solo a MP ship, wouldn't that make sense that a more experienced captain would have this ability (and give a reason for Presitge Points to actually exists)?





-- "I don't play this game because I WANT to play with other people, I play this game because every time I log in, the universe is different BECAUSE it is constantly being changed by other people (this is the basic way any Soloist thinks, if you understand it you understand WHY someone would pay the same money as someone who likes to group but instead chooses to solo)! Multi-Player is what brings the SWG world alive (real people, other players, make SWG so wonderfully dynamic). I just don't treat SWG like it was a chat room, I don't play to socialize and I resent forced grouping!"
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