Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

TomoRainer
Sun Jun 05, 2005 5:09 am
#1

Update: As of late September 2005, it was stated that player-controlled capital ships were merely a demo as opposed to anything that would certainly be in-game at some point. Despite promises and numerous implications to the contrary, this statement has not yet been clarified or expanded upon, and so at this point I'd take them to be true: we may not ever see player-controlled cap ships in game.

Whether it's still worth discussing, then, is up to you. I'd encourage you to do so in case we ever do see them, but please temper your optimism with the latest status the SOE staff has given us.



Well, as of Fanfest today, we know they're on their way. Here's a thread running down the specifics of what was shown in the demo, and here's another discussing some of what they're thinking on them at this time.

Oh, and what's that? Here's the video.

With that said, I'd like to hear what you guys think in terms of player-controlled capital ships--what their role should be, whether they should be owned or borrowed, how hard it should be to obtain one, the sorts of modifications you'd want to be able to make to them (if any), ways to prevent or limit griefing, etc. Anything under the sun is fair game on this one. As always, though, keep it constructive; this is a combination of brainstorming, wishlisting, and concern-airing, and while debating each others' comments and ideas is fine, remember we're not the ones creating these things. There isn't really anything at stake here, so keep it cool.

As a general warning, this isn't exactly an addition we're going to see in the next publish, though they've definitely already done some work on it. On top of that, I'd imagine the mechanical restrictions on player-controlled capital ships could end up being pretty tight--so while I'm sure we'd all love to run the helm of a Star Destroyer, I wouldn't get hooked on the idea.

Anyway, everything on this front is still probably a goodly ways off, but it kind of looks like we're in the lucky position of knowing about a future addition before all the details have been set in stone. If that's the case, I'd love to be able to take some recommendations to the devs in the near future.

Message Edited by TomoRainer on 10-11-2005 12:35 AM







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


duurron
Sun Jun 05, 2005 5:11 am
#2

1st and woo!



////C o - M a r U d e r\\\\


.:: RebForce :: Commando ::.
"Don't center on your anxiety. Keep your concentration on the here and now where it belongs."


Pwned by GarVa, and proud of it!
BHM
Sun Jun 05, 2005 5:39 am
#3

A few things:


To prevent capital ship wars, they should require:


-Master Pilot


-Huge amount of Prestige points


-Very high rank (maybe new ranks like admiral, which should also cost prestige and involve new space quests)



If a Capital ship is disabled, it should cost a a lot to repair it.


One should be able to (say) disable it THEN /doc, get on board, fight the players and do something like base busting. If a ship is disabled from inside, it should take x days to repair it. I know that this might be very hard to code, but it would be cool..


Basically, capital ships are extremely cool, but we don't want to see 200 Vettes in space fighting each other and 0 starfighters.


Turrets should be manned, no npcs firing from turrets. It should take 7 or 8 persons to pilot/shoot/repair the vessel.


I don't like the "borrow" option, but I really don't want to see 200 Vettes at the same time..





Andros Celsum ~ Master Bounty Hunter ~ "It is better to be feared than loved, if you cannot be both."

DrendalKahn
Sun Jun 05, 2005 5:44 am
#4


Some quick thoughts:


For the capital ships themselves, I think that...


  • They should be player owned.

  • They should be extremely hard to get, involving both strenuous ground and space missions. I don't want to see this as somethinganyone can bang out in a day.

  • Have to be a Master Pilot andColonel to fly. Make something up for neutrals.

  • Modifications should be given through quest-rewarded schematics. Throw a bone to thepoorSWs here.

  • Gunnersshould control "bridges" instead of specific guns. That way they can control several weapons at once. This is mostly for effect.

  • They should take a full crew to even function. One player cannot even begin to run half the crap necessary to survive (like I can running laps in my YT ).


They should have a specific role. I think it should be as a GCW juggernaught in space.


I'd like to see planetary control applied to JTLS, and I think these ships would provide TONS of opportunity for content in these situations.


Some points I'd make on this issue:


  • You don't have to be overt to fly one.

  • You do have to be overt to participate in "taking over" a system, much like blowing SF bases on ground.


    • Certain ships can only be attacked by overts. This includes the interceptors that protect whatever determines control of the system. That way a covert capital ship can't just sit there and obliterate the escort while others take out the base or whatever.


Like I said elsewhere, it's important to have limiting factors on them. I still want a reason to fly my Nova. Here's some disadvantages I can think of:


  • Cannot insta-travel between planets. I'd argue further that you'd have to park them at a faction-controlled stations.

  • Cannot hyper to enemy-controlled core systems. They'd first have to be secured. Outerworlds are fair game. (Assuming the "planetary-control inspace" ideastated above).

  • Make them utterly useless in combatif controled by a single player.

And ummm.... that's all I can think of now.




DRENDAL KAHN


Geevo
Sun Jun 05, 2005 5:58 am
#5






TomoRainer wrote:
Well, as of Fanfest today, we know they're on their way. Here's a thread running down the specifics of what was shown in the demo, and here's another discussing some of what they're thinking on them at this time.

With that said, I'd like to hear what you guys think in terms of player-controlled capital ships--what their role should be, whether they should be owned or borrowed, how hard it should be to obtain one, the sorts of modifications you'd want to be able to make to them (if any), ways to prevent or limit griefing, etc. Anything under the sun is fair game on this one. As always, though, keep it constructive; this is a combination of brainstorming, wishlisting, and concern-airing, and while debating each others' comments and ideas is fine, remember we're not the ones creating these things. There isn't really anything at stake here, so keep it cool.

As a general warning, this isn't exactly an addition we're going to see in the next publish, though they've definitely already done some work on it. On top of that, I'd imagine the mechanical restrictions on player-controlled capital ships could end up being pretty tight--so while I'm sure we'd all love to run the helm of a Star Destroyer, I wouldn't get hooked on the idea.

Anyway, everything on this front is still probably a goodly ways off, but it kind of looks like we're in the lucky position of knowing about a future addition before all the details have been set in stone. If that's the case, I'd love to be able to take some recommendations to the devs in the near future.

Message Edited by TomoRainer on 06-05-2005 05:11 AM




Owned or Borrowed: Owned


Modifications: Engines / Sheilds only ... weapons keep at what they are on NPC Vettes


I would also like to see if an enemy has a qualified pilot (that can fly the corvette) then maybe allow them to steal it (as a backup). If the losing party loses their Corvette then maybe let them go get another one (begging for a second chance).


Crew Requiremens 8+. I would say that the only way the shields would work without people actively manning the shields (co-pilots) is if the pilot walks over to the terminal to activate both shields (primary and secondary...one at each station). Make it inconvenient to fly solo, make it impossible to defend solo. All Pilots/Co-Pilots must be Ace Pilots of similar faction (Smuggler Alliance ok with Rebels, RSF ok with Imperials)


Ideally:


1. Pilot
2. Co-Pilot 1 (Primary Shields)
3. Co-Pilot 2 (Secondary Shields)
4. Co-Pilot 3 (Flight Computer)
5. Flight Operations Officer (Manages Shuttle Bay/Traffic of friendly ships boarding & leaving)
6. Engineer 1 (Manages/Repairs Reactor)
7. Engineer 2 (Manages/Repairs Engine)
8. Engineer 3 (Manages/Repairs Primary Shield)
9. Engineer 4 (Manages/Repairs Secondary Shield)
10. Engineer 5 (Manages/Repairs Weapons)
11. Engineer 6 (Manages/Repairs Weapons)


12-18. Turret Operators (Gunners)

19. Communications Officer (Designates Suggested Targets and tries to keep everyone on the same page)

20-25. Flight Surgeons (Heals Crew as needed)

26-50. PvP - Defends the ship from boarding party


51-75. Pilots on board ready to defend/attack (Can launch their ships to join the battle)


All Turrets must be controlled by a person, pilot has no offensive capabilities.


Also, keep in mind that one thing that makes the Ace mission (somewhat) challenging is working around the gunships and the fighter escort. They need to do the same thing with player-owned. Let tactics win out, if I have a group of 20 Corvettes blockading an area (say the Rebel Space station blocked by 20 Imperial Corvettes) then it should take A LOT of firepower to conquer it.


I would also suggest any repairs that need to be made (except 25% engine repair) can only be made at the appropriate station in deep space & that it should take time (not instant repairs). For example, a 2 minute timer for each component (1 at a time):


Damaged Rebel Corvette flies / spawns at Dantooine Space Station. They repair the engines to 25% and fly to the Rebel Deep Space Station.


At the Rebel Deep Space station in Dantooine, they select "Deep Space"


Once in Deep Space, they fly to the Rebel Station and communicate with the station.


Station asks which component do they want to repair?


- Options include all damaged items


- Pilot selects primary shields


- Pilot waits 2 minutes


- Pilot selects secondary shields


- Pilot waits 2 minutes


(continues until completed repairs...but no decay)


I would also say hyperspacing out of the sector does not repair capital ships. I would like to see a little risk of the ship just sitting there.








Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
shankmaster
Sun Jun 05, 2005 6:07 am
#6

Woot that sounds killer! Make more space quests



Wettham - Dark Jedi knight
Sireen Ravena - Master Dancer/ ID//Master Alliance Pilot

stupidjedi12345
Sun Jun 05, 2005 7:05 am
#7




I have been looking forward to this for a long time it could really spice up the GCW in space if done right. If done wrong it could ruin it.


Ships


First of all only the smaller capital ships from the films and EU should be included (I don’t want to see millions of star destroyers floating around).


Secondly it needs to be done in a way so that fighters do not become useless. Capital ships should be given different roles. E.g. Anti star fighter capital ships which excel at shooting down fighter with fast tracking light guns but pretty much useless against capital ships. And heavy capital ships that are good at taking down the light anti star fighter ships and against other s hips of it own kind but have trouble against skilled star fighter pilots.


Ship that could be included?


Rebellion


Corellian Gun Ship ( Anti star fighter)


Nebula B frigate or assault cruiser? (Heavy capital ships) Not sure if they will be too big for player ships?


Imperial


Lancer Frigate (anti star fighter)


Carrack cruiser (heavy capital ship)


Freelancer


? (Anti star fighter)


Marauder class corvette? (Heavy capital ship)


And of cause the correlian corvette, but that such a cool ship every side should get it .


Cost/ availability


There need to be some high cost or limiting factor to prevent everyone getting one.



  1. Maybe take up lots?

  2. High resources cost if crafted or insane faction point cost?

  3. A system implemented so that only guild can get the larger capital ships?

Also a new factional navy rank system should be included were your rank determines what ship station you can man and if your higher enough if you can captain one or not.


Mass/ system


I’m not too sure on this one.


I would like to upgrade my ship and modify it to some degree but I think capital ship roles should be fixed.


Crew.


All star wars capital ships have large crew. And would be hard to crew them with just players. So I think a npc crew would be the way to go. They could control systems and guns that players haven’t crewed.



Boarding


This would be a fun ideal once a ship disabled. But should only be temporary as I would hate to spend millions on a capital ship to have it taken from me 10mins later.


Message Edited by stupidjedi12345 on 06-05-2005 07:06 AM

Message Edited by stupidjedi12345 on 06-05-2005 07:07 AM



Eci Kosi Commander of space division cSa Non respec Master bounty hunter/ master rifleman

Former KDS
Marvin5
Sun Jun 05, 2005 7:11 am
#8

Make it work like a city


AAdmiral (mayor)


Then recruits of different ranks, let it start as a smaller ship and when the crew grows you can buy new chassis


Admiralactually does nothing except for buying stuff and managing the crew, he can give some member the title of captain and give control of the ship to them


The Captain must be Ace pilot, and if the ship would be pvp enabled he would be required to have a imp or reb rank to control it (the higher rank, the larger crew he can control)


Mayby the ship can be upgraded every week if the crew roster is big enough.


Some positions must be manned for them to work, such as guns, navigation and engineering, it should be useless if crewed only by the captain but should be able to operate very poorly with only a small crew.


Make it so that artisans of different kinds give bonuses when manned in a station, armoursmiths (utter hull armour and shields), weaponsmiths (guns), architects (hull structure), bio engineer (bio atmosphere), docs (medbay), shipwright (managing flightdeck and fighters, or can fill all positions).


Make some crew positions replacable with driods, if a droid engineer is omboard


Make the ships give nearby friendly fighters bonuses to shield recharge or strenghth


The ship should be able to hyper but takes a few mins to do so, else its travels very slooooow.


When docked into a capitol ship station the captain can de-assemble the ship and the crew is loaded into the station.


If the captain wanna assemble the ship he just travels to the station and assembles it, then sends invite to all in the crew roster who can shuttle to the ship.



Combat...


These ships should be slow and lumbering so dogfighting are a no-no


The fighs capital ship vs capital ship should be decided by best fighter pilots supporting the ships and torpedo bombers, else its the crew manning the stations or the purchased parts. Strategy is a important bit, as the boadside if the ships should be the most powerful part when fiering.


Ships could have several hardpoints but some weapons like larger torpedoes or anti capitol ship guns should be only be good against other larget ships, making it hard to decide if you are gonna fit it with huge guns or smaller ones to fight off enemy escorts and using own fighters to deal the damage.


Boarding partys!!! The ships should be able to lauch boarding torpedoes or multi player ships could board the ships with a small crew of 3-5 ppl in each pod. They would have to fight npc soldiers and players. A well timed boarding party can take over the ship fast, but it should be damn hard. It should be used as an tool to disable certain parts, such as engines or shields.


When you are destroyed....


If you do not escape in a pod (you have 1-3 minutes before it goes boom) you just wake up in the capitol ship station, wounded alot..

If you escaped by pod you are automatticly transferred to the station or starport of your choice,


The ship takes damage on the parts that was most badly hit and is gonna have to take repairs, the captain just assembles the ship at the capitol ship station and loads the crew, then the ship must be rapired from inside (and mayby outside by fighters with welding lasers). It should take about 10 minutes to get in in shape, but the ship is not cleared for launch for 20-40 minutes after being assembled after a explosion, so we wont have zerging ships. the timer is decided on the captains skills and the size of the ship...


Well.. thats it...


Some ideas, feel free to discuss or borrow them


/benah




Benah Sakura - Always a smuggler, always a pistoleer
hafnia
Sun Jun 05, 2005 7:15 am
#9


Nice idea


make some new zones exclusive for the capital ships, where they can fly covert for all of us who enjoys a little "sunday-flying". When you have got used to it, then you can go overt and enter the"core"systemsto duke it out


I think it is important when (and if) the capital ships come that space is divided into different zones, so you can chose between PVE and PVP -and between fighter vs fighter or fighter vs capital and the other way round, so you have a zone for each type of combatand one or two for all out war


They need to be soloable, this is only a game not "americas army" converted into space combat, before posting that it needs 100 crewmembers please remember this is only a game. I also believe that if you need 10 just to fly this thing then 8 is going to do really boring stuff - and after one tour with nothing to do you will never go up in a 'vette again - please keep that in mind also.


But if you are 20 or so in the crew thenyouwould win every time you go up against a solo-flyer - basically it has to be fair both ways.


You will not need a master ground combat skill to get a capital ship, how many fighter pilots is also a navy seal in their spare time? I cannot remember any such type in the movies or in the EU - if they decide you have to some combat then let be some boxes in the marksman profession (thats the beginner one right? )


Remember the shipwrights, let them craft some stuff whatever it will be


quests - it could be really cool if they made some more story-driven quests to play with after you have aquired the 'vette.


'vette? Only a 'vette - why not 5 or 10 different ships now they are making them? or perhaps just make one standard type and then let the shipwrights build different modules for it, so if you wanted a really offensive type you would install that - orif you wanted a huge engine you could install that in expense of other stuff? I know the mass system is there but this other system should give the ship customization a little more edge


Ok that is my opinion and i do not decide anything, so if you disagree just tell why, so we can keep this thread to the point




chimaera europe
Hafnia & Lillefix - rebel ace pilot & imperial t4 cadet
stupidjedi12345
Sun Jun 05, 2005 7:22 am
#10







Marvin5 wrote:

Make it work like a city


AAdmiral (mayor)


Then recruits of different ranks, let it start as a smaller ship and when the crew grows you can buy new chassis


Admiralactually does nothing except for buying stuff and managing the crew, he can give some member the title of captain and give control of the ship to them


The Captain must be Ace pilot, and if the ship would be pvp enabled he would be required to have a imp or reb rank to control it (the higher rank, the larger crew he can control)


Mayby the ship can be upgraded every week if the crew roster is big enough.


Some positions must be manned for them to work, such as guns, navigation and engineering, it should be useless if crewed only by the captain but should be able to operate very poorly with only a small crew.


Make it so that artisans of different kinds give bonuses when manned in a station, armoursmiths (utter hull armour and shields), weaponsmiths (guns), architects (hull structure), bio engineer (bio atmosphere), docs (medbay), shipwright (managing flightdeck and fighters, or can fill all positions).


Make some crew positions replacable with driods, if a droid engineer is omboard


Make the ships give nearby friendly fighters bonuses to shield recharge or strenghth


The ship should be able to hyper but takes a few mins to do so, else its travels very slooooow.


When docked into a capitol ship station the captain can de-assemble the ship and the crew is loaded into the station.


If the captain wanna assemble the ship he just travels to the station and assembles it, then sends invite to all in the crew roster who can shuttle to the ship.



Combat...


These ships should be slow and lumbering so dogfighting are a no-no


The fighs capital ship vs capital ship should be decided by best fighter pilots supporting the ships and torpedo bombers, else its the crew manning the stations or the purchased parts. Strategy is a important bit, as the boadside if the ships should be the most powerful part when fiering.


Ships could have several hardpoints but some weapons like larger torpedoes or anti capitol ship guns should be only be good against other larget ships, making it hard to decide if you are gonna fit it with huge guns or smaller ones to fight off enemy escorts and using own fighters to deal the damage.


Boarding partys!!! The ships should be able to lauch boarding torpedoes or multi player ships could board the ships with a small crew of 3-5 ppl in each pod. They would have to fight npc soldiers and players. A well timed boarding party can take over the ship fast, but it should be damn hard. It should be used as an tool to disable certain parts, such as engines or shields.


When you are destroyed....


If you do not escape in a pod (you have 1-3 minutes before it goes boom) you just wake up in the capitol ship station, wounded alot..

If you escaped by pod you are automatticly transferred to the station or starport of your choice,


The ship takes damage on the parts that was most badly hit and is gonna have to take repairs, the captain just assembles the ship at the capitol ship station and loads the crew, then the ship must be rapired from inside (and mayby outside by fighters with welding lasers). It should take about 10 minutes to get in in shape, but the ship is not cleared for launch for 20-40 minutes after being assembled after a explosion, so we wont have zerging ships. the timer is decided on the captains skills and the size of the ship...


Well.. thats it...


Some ideas, feel free to discuss or borrow them


/benah






I liked the bit about boarding were you board to destroy certain componants on ships. And I like the ideal of using POB ships as boarding transports, might give some some use in PvP. .


Also like the idea with the repair delays, would be a relly good idead to stop ships instantly rejoining the battle. And being a large ship of course its gonna take a long time too repair. I think it also a good ideathat the players within the ship have to make repair them selfs rather than let the game do it all for them.

Message Edited by stupidjedi12345 on 06-05-2005 07:24 AM



Eci Kosi Commander of space division cSa Non respec Master bounty hunter/ master rifleman

Former KDS
TheIcikMusician
Sun Jun 05, 2005 7:36 am
#11

There should only be a maximum of 3 captial ships per system. thus disabling the idea that there will be no player ships out there.

They should at least cost 5 million in resources to build, and have specific resources and parts, so these are harder to obtain. An extensive quest is definatly needed, one that should take at least 2 weeks - month to complete. The player should also have to find the quest giver. Thats right, no hints, no nothing.


There needs to be a "Player Capital Ship Registration Terminal", the options are "List current capital chips", "register a new capital ship", "Register yourself with another capital ship".

List - It would just list all the names of the current capital ships, and their owners. if you selected one, it would show its entire current crew.

Register new - would give an error message if there were already say, 10 capital ships registered. Each ship can only be registered for a month, and after that they heve to wait another month to be able to register again.There is also an option to "notify me when a spot is ready", so that you can know when a spot is availible.


There has to be at LEAST 2-5 player ships in the system before going there. This also helps prevents having lots of vettes and no starfighters.


I will post more ideas as i think them up



Nali-dun Haso <LXB>
(Master Swordsman)
CANCELED 12/01/06
Icik Ce-Iwa <LXB>
(Master Musician)CANCELED 10/29/05
Reason
of cancelation: A certain company that does not listen to its
customers. Those who forget history are doomed to repeat it.

VtheDrake
Sun Jun 05, 2005 7:38 am
#12


Some really nice ideas, I'd really love to see this too. But its kinda scary as well. Everyone will get one that can get one, just to have it. I wouldn't like seeing so many. So my only idea I'm going to throw out there.



Only a guildleader can have a capitol ship. Its a reward for being the guildleader, and for being in a guild.


And maybe somehow tradable or whatever. But only one capitol ship per guild.


Should make guilds cooler, and PvP tons funner. And each guild having their own would be sweet. But thats just my idea.

DarkHelmet-TIO
Sun Jun 05, 2005 7:45 am
#13

Hiya Tomo,


I would LOVE this system to include PAs. Since the beginning, TIO has always wanted a Star Destroyer to call its own. I have even stated I would NEVER leave the bridge if we had one


But if that does not come, I could settle for a Dreadnought. Guild controlled Capital ships would be ideal.


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