Pilot Archive
Thread: Multi-Player ship Operation Guide V1.30(updated 08-26-05)
- 3 Ordance slots instead of 2 for the YT-1300
- can go overt in any system. Opposed to the YT-1300
- very good visibility due the cross shaped layout.
- imp ships show red.
- difficult to navigate through the interior compared to the YT (several rooms, narrow corridors)
- less style while dogfighting as opposed to the YT
- hard to find 'matching' furniture
- HUGE target, much larger than both the YT and the Deci. The hit profile on the Nova is unbelievable.
- Better Gunner visibilty and angle of attacks
- Smaller Ship shape making it harder to hit
- Better looking interior even though its not shaped right(the gunner turret ladder is supposed tobe centered, its not even close)
- More fun to dogfight/fly in then the big hulking decimator
- Repairing panels are easier to navigate and find for the engineering crew
- 2 static chairs in the cockpit that anyone can use
Con's
- Only privateers can man the operations chair, no rebel or imperial pilots
- Only 2 ordnance launchers instead of 3
- All faction enemy ships will appear as yellow not red, unless in deep space making it harder to target
- You can't go overt in space in this craft no matter what. Not even for deep space ***(this seems to be tied directly to your crew, will test further but seems that if you have a privateer manning ops chair it won't let you overt status, whereas solo you can.)
- Gets the full 3 ordnance launchers instead of 2 like the yt-1300
- Both imperial and privateers can man the operations chair
- Can go overt in this vehicle in any system
- Rebel ships will show up as red to even privateer gunners. Allowing for easier targeting
Con's
- Bigger and fatter, looks a lot uglier when dogfighting with it.
- Harder interior to navigate to find and repair panels or conduits
- Because its bigger its easier to be hit.
- Gunners have less visibilty because of the long front(mainly bottom gunner)
- No other static furniture, crafted furniture doesnt "match" the interior well.
- Gets the largest cargo capacity for minerals
- Anyone can use this ship!
- Can go overt in this vehicle in any system(but strongly not recommended!)
- Can equip the most powerful mining lasers
Con's
- Bigger and fatter, looks a lot uglier when dogfighting with it.
- Harder interior to navigate to find and repair panels or conduits
- Because its bigger its easier to be hit.
- Gunners have extremely less visibility then any of the other 3 pob ships
- Not good in dog fighting, not good for fighting in general
- engine overload 3 - must have. Good average boost with less of the damage, and won't disable weapon systems.
- weapon overload 3 - must have. Currently bugged(gives less energy per shot then more) but won't slow engines down.
- Shunt to shields 4- must have. As long as your capacitor is overloaded you are very set.
- reactor overload 3- as nesseary. nice to have for situations when the reactor gets damaged and some stuff gets disabled.
- capacitor overload 3- very handy since it raises capacitor regen and max energy. more energy = more shields regened per shunt.
- shield adjust/reinforce - as nesseary. Shield reinforce is very useful for making an assult onto another slow moving vehicle, giving more power to the shields.
Space Mining with PoB's and Y-8!
First to start off I'm going to focus on the y-8 and you will understand as i go. A lot of people i've talked to all agree that the y-8 is a useless mining ship and i strongly dis-agree after playing around for awhile...first in order to get the y-8 ship to mine you need the following requirements:
- You need the pilot inside the pilot chair(mining lasers will cease mining the second the pilot gets out of the chair.
- You need to equip the "elite mining laser(y-8 only) into your weapon slots(all 3 of em).
- You need a y-8 only cargo hold(the small holds 5000 i think the large holds 15000 not sure).
- You need 2 gunners! =p
- Possibly an ops chair person for doing shield shunts in areas where you might get attacked by bandits a lot.
Once your setup to mine you can head out to your first asteroid i'd suggest carbonaceous in naboo system or other tier 1 systems to start off. First of all don't bother chasing asteroids down, right now the asteroids are infinate spawn meaning they will always be there if you blow it up another spawns etc... Point your main laser at the asteroid form about oh 2-300m away, and fire one shot, let the first asteroid chunk pop out. Watch the direction that the chunk goes, ROTATE do not turn your ship so that at least 1 of your gunners has a very good firing area in that direction(yes this means that sometimes your rear gunner may get bored sometimes your top gunner does). And then just fire at an even pace. Have your top/rear gunner shoot the large chunks primairly and then get what little ones he can while its within range, use 3rd person and make sure to keep popping out chunks so the gunner can immidietly switch to the next chunk once the asteroids get out of range.
Now wow this sounds like a pain in the butt but it is somewhat faster then just a fighter, that is if you have a good gunner *wink*
But hey thats the y-8 what about the other pob's! Good question here we go:
The other pob ships like the nova, decimator, and the yt-1300 all have 2 turrets and decent visibility in almost 360' angles... so you have a better chance of getting asteroids using the stationary method above.. lets run through the requirements:
- Pilot again must be sitting in the Pilot Chair
- Equip 2 class 3 mining lasers(yes the ones from the fighters can work in pob's)
- Have an ops chair if needed and of course 2 gunners..
- The large cargo hold for(pob only) is about 3500 which still is better then a fighter.
Again with the y-8 method park yourself outside the asteroid about 2-300 meters, have your top or lower gunner fire 1-2 shots and see where the first chunk goes, then rotate your ship so that both gunners can shoot the same general direction of where the asteroid goes and designate one gunner to pop out chunks as you go.
Well mitoh thats all fine and dandy but its still only slightly faster then my fighter but takes more people and work! And this can be true in most cases..but hey put them all together and you got yourself one really fast mining operation. For example, put a y-8 set up on the asteroid, then align say 2 pob ships on either side but further out from the asteroids, or even put them about 5-600m out at the direction the asteroid chunks will fly off, bam as the ones get away from the y-8 you got 2 setsof sentry turrest picking them off as they come into range, far far more efficient then a fighter...and much faster...but even with sentry turrets mining lasers don't usually do enough damage to handle tier 4-5 bandits effectively(can take like 10 minutes just to kill 4) and they have a smaller range the any other weapon...so make sure to keep 1 or 2 fighters incase a chunk or two gets away or at the least escorts for the mining convoy, as i've stated plenty of times in this guide a pob isn't appreciated at its most without somewhat of a fighter escort =)
- Ordnance Panels Built into the ship as well. This would have 2-fold ability. One would be to repair it. The other would be to allow members of the crew to re-load the ordnance once it ran dry, mid-flight.
- Countermeasure panel. There isn't one that i have found and would be needed.
- Droid Interface panel. Also something i haven't found yet, perhaps this one could be built right into the cockpit area.
- More things the non-chair crew can do to keep busy. While en-route to various missions it can be very very boring to sit there and not do anything for a majority of the fight. Even when the MPS starts taking decent damage to the point things need repaired. It only takes a few more shots before the whole thing is destroyed anyway. Increasing the armor of the ship can help to a degree. However having a system where a player can plug into a pannel or run through some basic gui items attached to various panels like shields or weapons, can cause a slight increase in power or better efficiancy without causing any dmg to the item etc...
- A BattleStations Alarm!. There are times when a 2nd alarm for when the ship engages in combat would be handy and realistic among the pob ship to notifiy the crew to go to battlestations!
- On-Board Repair droids(Idea by: Moricky). Have Droids with special de made repair modules where you load them up with the repair kits, and when the ship components take damage, the droid would automaticlly go to the panel and start reparing it at X rate, for X multiplier of the repair kit. These droids should either be placed as a part of the ship, or made to work from any players who call one out anywhere on the Multi-player ship.
- On-BoardDroid Power Boosting. Have Droids with special DE components that allow members aboard the ship who aren't manning a gunner or ops chair position to hook their droids up to specific devices to further boost their capabilities at a somewhat large cost to the droids power ability, requireing alot of droid batteries or a power droid to be running around recharging these droids.
- Docking Ability between ships. This is a big one. All 4 Multi-person ships including the sorosuub, as far as i know, have docking hatches in some form. Pilot owners should be able to add a name to a different list in the ship. The name would have to be the pilot owner of the opposite craft. Both would have to come to a hault, and then they could dock with each other. On the inside of the ships, at the docking hatch there would be a terminal that would open up. This terminal is nothing more then transfer to the other ship. Nothing spectacular needs to be done. Thus the characters can load into the opposing craft instead of dealing actually connecting the two in some way. This can also provide player content out the wazoo. Capturing ships, even perhaps npc' ships for non-space loot provided theres some heavy duty npc's guarding their ship on the inside... as well as transfering personell or loot if a guild should decide to move to a spot and camp it for loot they could turn it in to a MPS, to hold untill a sorosuub or some other ship could come buy and take a load of supplies back to a planet for home base. Of course as well as with this anyone not in an mps should be able to dock but the only thing they can do is transfer items to and from inventory to a loot box or a transfer box within that mps.
- Optional Storage space components. 75 inventory is ok for a ship, but add in furniture, supplies and other storage you can fill that up rather quickly, thus as the ship collects loot theres no room for in the loot box. IDEA: Allow for optional storage components that add 75 inventory for a max of 2 extra spaces, each one would take 1 extra lot from your house lots but would allow you to have bigger space for loot furniture and supplies. These components of course should cause the max mass of the ship for components to reduce as well.
- Optional hard-points. On the both the VT-49 and theYKL-37R theres 3 forward ordnance and 2 gunnery turrets, 2 ordnance for the YT-1300, These ordnance slots should turn into optional hard points for either forward weapons, missile ordnance, possibly more countermeasure launchers, or in some cases depending on the physical design of the ship, the option to add another turret lot. I would remove both escape pod launchers on my ship in a heartbeat if i could attach a lateral turret to each side leaving me only 1 ordnance lot.
- Customizable soro-suub. I've looked the soro-suub out up and down inside and out, and it looks like it was originally designed to first, have a top and bottom gunner turret, as well as a rear turret in the top back. Theres 3 what looks like forward gunmounts on the bottom. Lando was able to customize his sub to have weapons and what not, i think we should have the ability to modify our sub's at one huge cost, one it should cost close to 100k to turn it into a modifiable deed, and it should be no longer in-vunerable when you do so. Of course it will still remain un-redeedable and un-tradeable as it is a veteran reward. The sorosuub should have the same thing as the decimator or the nova cruiser with one difference, 3 turrets, 2 top 1 bottom, no ordnance launchers, but 2-3 forward guns. I think it should be slower then a decimator and nova cruiser with all that extra equipment and turrets but still should be customizeable.
- MPS REWARDS. Prestige experience is mostly to completely useless, I've loaded up almost 10 mil on my imperial pilot and it starting to stack on my privateer alt. We should have the ability to max out our prestige xp and turn it in to get a rare reward ship. For the privateer they should get the yt-2000 model ship or some other corellian transport, the imperial should get some form of an imperial gunboat, where as the rebels would get their rebel gunboat. All the turrets being man-able, the gunboat would have ordnance launchers as well, nothing more then a bigger step up of the mpships we have now, just more firepower, more armored, and much slower(500 top speed with a 103 engine for example).
- Pilot: When doing a bombing run on a heavilly armed target, fire all 3 of your ordnance at the exact same time. Bind them to the same weapons group especially. Though it doesn't increase a whole lot, it does do a bit more damage then if you fired them seperatly.
- Operations Officer/Pilot/Gunner: Use the weapons overload 3. This decreases the charge per shot, and increases damage to the gunner turrets. It also increases the damage done on your ordnance as well! Overcharge 4 is pretty much useless as it increases the damage significantly, but at huge cost to your capaciter. It also disables your ordnance no matter what.
- Pilot/Operations Officer: During escort missions, use engine efficiancy in combo with weapons overload. Match speeds with your escort. If you have a decent enough engine you can use efficiancy and still keep up with speed. This extra power will go into all of your other systems including shields.
- Multiple Operations Officers: You can have one sitting down, call a bombstrike or some other non-droid ability. Then get up, and have a 2nd member sit down and use theirs. As far as this was written, the timers are tied to the player, and not to the ship. However using 3 eweapons or ethrust etc will not stack as far as how much power they do, just on how long they last.
- Ship Owner: It's always helpful to place down repair kits for the corresponding panels right below, or right infront of itas a last chance emergancy, incase your engineers get killed.
Message Edited by Tellahane on 08-25-200510:48 PM
Message Edited by Tellahane on 08-25-2005 10:49 PM
Message Edited by Tellahane on 08-25-2005 10:50 PM
Kazag
GuidoDerezo wrote:
Can you still fly the decimator solo just as a pimp ride?
Kazag
I would also recommend you add the position of "Commander" to your list. Its always handy to have someone directing the actions of the entire crew, the Pilot already has enough on his hands flying and firing missiles.
PBandJedi wrote:
Tellahane,
Have you noticed that some plasma conduits just won't repair no matter how much you patch them? We /bugged it last night after scrambling to and fro, only to have the leaks stop damaging our Grocery Getter after a jump, even though visually they hadn't abated. We're also having a lot of problems with people loading on to the ship, with lots of crashes; it seems to be people with slower connections or plagued with lag.
For the up and coming masters, multiplayer ships ARE the bread and butter of some of the best times you'll have in JTL. You can also bug your pilot to take you off to Deep Space to see the ISD up close and personal
Anyway, some of my lessons learned:
-You need to admin the crew so they can repair effectively
-Loot is dropped directly in the loot bin on the lower levels of the ship
-The co-pilot can use all of the droid programs you have installed as well as their specials-- a privateer as your co-pilot is a beautiful thing, between the IFF scramble and EMP combat tricks
-Enjoy the stay, its a hell of a ride
-Caucab
Caucab Eegoir
Some Bounty Hunter or Something
Talusian Knucklehead, Esquire
Karth D'Santh
Professional Bounty Hunter
Imperial Pilot Ace
I noticed this in the first few runs of my ship. Though i don't know what has changed but in my runs last night and some today, when i had a plasma leak it fixed itself fine. When i repaired it anyway. I'm wondering if the best way to run it is to have another master pilot jump in and fly once i take it up and hve myself run the operations station as well as run around and repair things if its an owner issue. I do admin everyone on my crew as a default, though i tried has anyone been able to set like a guild:MOD on their admin list and have it work?