Pilot Archive

Thread: I think some of you are missing the point of the MP ships...

Bacon00
Tue Mar 22, 2005 3:16 am
#1

I've been reading through these boards recently, and the main complaint I read is that the MP ships aren't powerful enough, and should be at least 3x more powerful than they really are.


Now, I agree with this to some extent. They aren't very powerful, and a group of 4 or 5 would be MUCH better off just going up in single fighters and blowing up anything they wanted for hours on end.... if their only intention was to be as powerful as they could be.


However, that isn't much FUN. To me, anyway. The single-fighter-group thing is OK, but it gets a bit tedious. You're fighting everybody else to get the loot, and if somebody else is in some uber-ship, you aren't gonna get much loot.


In the MP ships, you're all in one place and the loot is put in a box and you can argue over it later. Also, it's EXTREMELY HELLA (yes, I said extremely hella) fun to go up in MP ships with a full crew and take on The Warlord in Dath or Teir 4/5 YE-4's. I can spend HOURS doing that and I don't get bored. At all. Having to ditch Ops (where I man the F5 button, which shunts the cap to the shields, lol) and run back to repair the engines so we don't get blown out of the water never gets old, and is quite the thrill. Also the ability to bring back your ship from the brink of destruction and go blow the hell out of whatever nearly killed you is very rewarding.


I think you guys are focusing too much on the "OMG I MUST PWN EVERYTHING AS QUICK AS POSSIBLE" aspect of the game, and less on the "Am I having fun?" aspect of the game. MP ships are a blast. Go up with a good crew, and I garuntee you'll actually feel like you're playing a Star Wars game - a feeling I don't get when I stand in line in Coronet to buff so I can go kill hundreds upon hundreds of animals for really no apparent reason. I didn't see Han and Chewie out Biz Natch hunting or grinding out Quenker missions, drinking brandy and munching down Synthsteak. I did see Han andChewie blasting TIE's in space and doing emergency repairs on their heavily modified (aka droid programmed) ship, however.


You guys aren't playing SWG for any other reason than you want to have fun. Why else would you play? It's an escape from reality (a very, very time consuming and addicting escape.... lol), and a lot of you around here are losing sight of this.


And, on a lesser note, I think not making the MP ships "auto-own" everything makes you actually learn some skill. You need good gunners, a good pilot, a smart ops officer (btw - Ops is horribly fun in big firefights, granted you have some good programs loaded), and a quick repair guy to do well.... creatingMP-ship-only items like the Death Star Laser or somethingwith absurdly high mass isn't the way to go... it'll just make space that much more "l33t-dud3 only" and that much less fun.


I say beef the MP ships up just a tad - maybe give them a 15-25% damage mitigation -and leave it at that.





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TomoRainer
Tue Mar 22, 2005 4:16 am
#2

To a degree you're right in that fun is where you find it, but multiplayer ships do have significant limitations that prevent them from being nearly as fun as they could be. For instance, right now Starsider's got a week-long RP event going wherein numerous smugglers are trying to transport goods to Lok through an Imperial blockade of the planet. Yesterday me and the two others I was flying with stumbled over a player-piloted YT-1300 on its way to the Lok space station, but the battle was over as soon as it had begun; a single one of us in a TIE Advanced disabled their ship in one pass. We had some fun ordering them to follow us to the space station as their crew sneakily repaired and tried to blast their way out, but we disabled them again in no time at all. That a solitary light fighter can take down a fully-crewed POB ship so quickly puts a big old block in front of the kinds of things creative players could be doing with them. They're just too weak.

And that's in an RP event where we're trying to give them a fair chance to repair and escape. In straight PVP, these ships are instadeath for everyone in them. There's no way to have fun in one when you're such a fat, inviting, lightly armored (relative to the power of any players' blasters) target. It's no challenge at all to give them one good strafing run and then plow through the debris on your way to a more dangerous target.

I agree these ships can be way fun with a good crew and under the right battle conditions, but those conditions are so narrow it's discouraging to ever take a crew up in the first place. It's just frustrating to have a class of ship with so much potential and have so few chances to ever use it.







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ImpDoc_001
Tue Mar 22, 2005 6:02 am
#3

I've only gone up as a gunner on a MP ship, so I really don't have a clear idea of the differing roles each crewman has. Is there a guide on MP ships, regarding crew responsibilities and what they can do? I tried a search but it said too many searches were already in progress, try again later.



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Ratape
Tue Mar 22, 2005 6:52 am
#4

I swore there was a link to the MP Ship guide in the FAQ, but either I can't find it or Mono accidently forgot to re-add it when he redid the FAQ. Try doing a forum search on "Multiplayer Ship Guide".



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AythenGallo
Tue Mar 22, 2005 7:26 am
#5



TomoRainer wrote:
To a degree you're right in that fun is where you find it, but multiplayer ships do have significant limitations that prevent them from being nearly as fun as they could be. For instance, right now Starsider's got a week-long RP event going wherein numerous smugglers are trying to transport goods to Lok through an Imperial blockade of the planet. Yesterday me and the two others I was flying with stumbled over a player-piloted YT-1300 on its way to the Lok space station, but the battle was over as soon as it had begun; a single one of us in a TIE Advanced disabled their ship in one pass. We had some fun ordering them to follow us to the space station as their crew sneakily repaired and tried to blast their way out, but we disabled them again in no time at all. That a solitary light fighter can take down a fully-crewed POB ship so quickly puts a big old block in front of the kinds of things creative players could be doing with them. They're just too weak.

And that's in an RP event where we're trying to give them a fair chance to repair and escape. In straight PVP, these ships are instadeath for everyone in them. There's no way to have fun in one when you're such a fat, inviting, lightly armored (relative to the power of any players' blasters) target. It's no challenge at all to give them one good strafing run and then plow through the debris on your way to a more dangerous target.

I agree these ships can be way fun with a good crew and under the right battle conditions, but those conditions are so narrow it's discouraging to ever take a crew up in the first place. It's just frustrating to have a class of ship with so much potential and have so few chances to ever use it.




Although I agree in spirit, the problem is not that MP ships are too weak. The problem is that high-tier player weapons are far too powerful for PvP. The differences in weapon and shield strengths between the tiers of pilot skill need to be toned WAY, WAY down if the Devs hope for space to ever have any sort of authentic feel to it. I consider myself to be a very good pilot. I should not get pwned in a dogfight just because someone else's ship is "higher level" than me. I recognize that different ships should have different characteristics, but right now that is based entirely on the gear on your ship instead of on the ship itself (as it should be). I'm sorry, but there's no reason in Hell that an engine should put out the same max speed on both my A-Wing and my B-Wing. If anything, the different chassis should all come with their own inherent handling values (and I'm not talking about inertia, I'm aware an a-wing and b-wing *turn* differently) and the equipment you loot or buy should add BONUSES to those base values. But I digress.

As for the weapons, it's the same problem we run into with the ground game. Rather than make the AI harder at higher tiers, the Devs simply up the numbers: shield points, armor points, weapon damage, speed and turn rates, etc. In essence they crank up the speed and beef up the mobs. It's the cheap and lazy way to make the high-end dogfights tougher. As a result, high-end player weapons must be beefed up accordingly in order to "balance" with the much tougher mobs. However, shields don't get nearly as much of boost 'cause it's not needed as much. The end result is player ships which have weapons much more powerful than their shields in order to balance with high-end NPCs who have shields that are much more powerful than their weapons.

High Player Offense <------> High NPC Defense = balance

Now what happens when you take that matchup and apply it to PvP?

High Player Offense [b]<-----[/b] Low Player Defense = [b]FIRST SHOT WINS[/b] (unless defending ship is from a higher Tier, in which case the lower-Tier ship never had a chance )

So as you can see, currently player ships are balanced (at least challenge-wise) against NPCs, but extremely unbalanced against each other. The only possible solutions are to bring player/NPC offense and defense in line with eachother across the board, or institute a damage mitigation vs. player weapons only for all ships. Either way, I'd very much like to see PvP dogfights last more than four seconds. With the system the way it is right now, PvP in space is nearly non-existant.



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DarkBShadow
Tue Mar 22, 2005 7:34 am
#6

j00 the wookiee known as bacon.

ya MP ships are fun the play in as but the PvE aspect no one is really complaining about. it is more of the PvP aspect of them. one POB ship has no chance verse a fighter. unless by some miricle the fighter misses you when it is coming head on and your people in the turrents hit them dead on 3 or 4 times. that is the only problem i have with them.



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DarkBShadow
Tue Mar 22, 2005 7:53 am
#7


AythenGallo wrote:


TomoRainer wrote:
To a degree you're right in that fun is where you find it, but multiplayer ships do have significant limitations that prevent them from being nearly as fun as they could be. For instance, right now Starsider's got a week-long RP event going wherein numerous smugglers are trying to transport goods to Lok through an Imperial blockade of the planet. Yesterday me and the two others I was flying with stumbled over a player-piloted YT-1300 on its way to the Lok space station, but the battle was over as soon as it had begun; a single one of us in a TIE Advanced disabled their ship in one pass. We had some fun ordering them to follow us to the space station as their crew sneakily repaired and tried to blast their way out, but we disabled them again in no time at all. That a solitary light fighter can take down a fully-crewed POB ship so quickly puts a big old block in front of the kinds of things creative players could be doing with them. They're just too weak.

And that's in an RP event where we're trying to give them a fair chance to repair and escape. In straight PVP, these ships are instadeath for everyone in them. There's no way to have fun in one when you're such a fat, inviting, lightly armored (relative to the power of any players' blasters) target. It's no challenge at all to give them one good strafing run and then plow through the debris on your way to a more dangerous target.

I agree these ships can be way fun with a good crew and under the right battle conditions, but those conditions are so narrow it's discouraging to ever take a crew up in the first place. It's just frustrating to have a class of ship with so much potential and have so few chances to ever use it.




Although I agree in spirit, the problem is not that MP ships are too weak. The problem is that high-tier player weapons are far too powerful for PvP. The differences in weapon and shield strengths between the tiers of pilot skill need to be toned WAY, WAY down if the Devs hope for space to ever have any sort of authentic feel to it. I consider myself to be a very good pilot. I should not get pwned in a dogfight just because someone else's ship is "higher level" than me. I recognize that different ships should have different characteristics, but right now that is based entirely on the gear on your ship instead of on the ship itself (as it should be). I'm sorry, but there's no reason in Hell that an engine should put out the same max speed on both my A-Wing and my B-Wing. If anything, the different chassis should all come with their own inherent handling values (and I'm not talking about inertia, I'm aware an a-wing and b-wing *turn* differently) and the equipment you loot or buy should add BONUSES to those base values. But I digress.

As for the weapons, it's the same problem we run into with the ground game. Rather than make the AI harder at higher tiers, the Devs simply up the numbers: shield points, armor points, weapon damage, speed and turn rates, etc. In essence they crank up the speed and beef up the mobs. It's the cheap and lazy way to make the high-end dogfights tougher. As a result, high-end player weapons must be beefed up accordingly in order to "balance" with the much tougher mobs. However, shields don't get nearly as much of boost 'cause it's not needed as much. The end result is player ships which have weapons much more powerful than their shields in order to balance with high-end NPCs who have shields that are much more powerful than their weapons.

High Player Offense <------> High NPC Defense = balance

Now what happens when you take that matchup and apply it to PvP?

High Player Offense [b]<-----[/b] Low Player Defense = [b]FIRST SHOT WINS[/b] (unless defending ship is from a higher Tier, in which case the lower-Tier ship never had a chance )

So as you can see, currently player ships are balanced (at least challenge-wise) against NPCs, but extremely unbalanced against each other. The only possible solutions are to bring player/NPC offense and defense in line with eachother across the board, or institute a damage mitigation vs. player weapons only for all ships. Either way, I'd very much like to see PvP dogfights last more than four seconds. With the system the way it is right now, PvP in space is nearly non-existant.




but the thing is i have tons of fights in space that last longer vs pilots. 2 shots and my DI is dead and the third my ship is gone. these dog fights as they are vs players are realistic and hard. you need to know what you are doing and how to fly. It is based on skill rather then weapon streagth and shielding.(and i get my arse handed to me all the time ) Yes most fights will last 4s why? because the pilot in one of them does not know how to efficently fly or is not seeing if their is a human player in DS or Kessel with him. but fighter vs fighter is not the problem i see combat like that is fine. it is Fighter vs any other types of ships sort of ships that is the problem. Fighter vs. bomber if not a head on attack bomber has next to no chance. Fighter vs POB ship = one blown up POB ship with the fighter walking away without a scratch. this should not be

the only way i can see this getting changed without really changing how the system currently works is by adding a hitpoint system to ships. this number would be a constant for every type of ship. like all a-wings would have 1 hit point to them. a bomber like a y-wing would have 3-4. a bomber like a B-wing/Krayt would have 5-6. and a POB would have 10-15 or something like that. these hit point numbers would only be applicablewhen it is a PvP and woud not come into effect for PvE.

the hit points would basically be after your shields and armor goes down the hit point would absorb the full impact of the damage. but it would lose one point on it. and after all hit points are gone your componets get hit. this hitpoint value can not change and the only way it will recharge is if you are not fighting anything for 5-10minutes. Alternitavly if you land/repair(jumping out of DS will do this as well) your hitpoints on the ship will get recharged to max. this i believe will encourage more people to go up into DS in their POB ships or bombers. It would give variety to what you fight against and increase the difficulty of POB ships and give them a fighting chance in PvP. it is just a tought and i know most people won't like the idea of a Hit point system. but I had this idea awhile ago and i believe with some tweeking it could work.

Message Edited by DarkBShadow on 03-22-2005 12:52 PM



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Ratape
Tue Mar 22, 2005 8:05 am
#8

I would like to remind DarkBShadow that Star Wars glactic fights have nothing in common with true to life dog fights. This is not supposed to be realistic in that since. The rules of Science Fiction state that any small fighter will have a helluva time taking out a larger ship unless that ship is unarmed. Why? Because the larger ship can have heavier equipment that is more powerful.

If you want a comparison in real life military terms it is more along the lines of a destroyer vs. a PT boat. Even that anology isn't very accurate. If you want to talk about bombers think about the b-wing, tie-opressor, y-wing, and the firespray. MP ships aren't bombers, they're gunboats (well, they're supposed to be to some extent).



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quadpers0n
Tue Mar 22, 2005 8:50 am
#9




i'd like to remind ratape that no simulation game, space or otherwise has the "dogfights" you are requesting. the fact is you don't want a dogfight at all, you want a boxing match. there's an incredible depth to the current JTL PVP combat, with the exception of when it comes to PVP in POB ships. you are correct there should be values and differences in ships, however there IS already. the problem is the POB ships inadequacy in PVP automatically takes away the heavy fighter's primary role.


but that is not what you are talking about, the fact is you don't know what you are requesting. there's many faucets to space PVP now and the "dogfights" you are asking for amount to effectively discounting 50% of what the current dogfighting entails.


let's focus on a scenario that i find myself bringing up ad nauseum to discount these flawed arguements.





you and I meet in space. like every other pilot out there unfamiliar with tactics, you fly directly at me, hoping for the "first shot wins" scenario to unfold. just outside of gun range i boost, put a move on you and fire 2 shots into your cockpit. you fired the first shot perhaps, however your blaster fire missed me completely, and i crushed you with superior aim and good tactics.





in JTL currently i was rewarded for my impressive move by you blowing into a thousand pieces. in the boxing/ground game hybrid you describe nothing happens. you turn, i turn, and unless i hit you in the front again (as opposed to the rear) my move in the start had nothing more than a pyschological effect.





here's another scenario:





you and i meet in space, you are flying along hunting for prey. i'm flying along completely high on grass. i'm not even looking at the radar, in fact i'm admiring the pretty colors, overt and totally oblivious. you detect me, you rush in, you fire 3 shots at me.





in current JTL i hear the blaster fire, maybe if i'm lucky react, and perhaps we manuver on each other. in your game, those 3 shots do nothing, i turn and we manuver on each other, my obilivity and your stealth are both uttery discounted as affecting the battle. if there was some sort of immense time sink associated with dying in space i'd probably see your point of view, but the fact is that there is not. you'll be back up and running in a few seconds, a minute tops.





you speak about why players don't PVP, and here's a point i made on another thread to back up the fact that damage reduction isn't the point...





i meet a player in space, while flying my kihraxz. i have a level 5 gun that is essentially junk. it takes me 5 shots to kill a player at least. more if they have their reward shield and a good cap. how many players have i killed in that thing that decided they wanted to try PVP out and come back for me?



one. out of maybe 15. that average holds with the average of players killed while flying my oppressor, which is a 1 shot kill every time.


the amount of shots you died to is a minor factor. POB ships inadequacy and confused fighter roles resulting from that inadequacy is the true problem. even if you made pvp 500 hits people would not come out to play. why? quiz your server board and find out. there's so many reasons. the biggest reason of all is the FACT that a majority of this game does not PVP regularly, a majority of this game does not play space regularly. why should we expect to see massive PVP in space? or rather, why should we blame it on a nebulous reason that may or may not have alterior motives anyway?





the answer is we shouldn't. instead we should be encouraging other pilots to embrace the notion that if someone points their guns at you, that's bad. here's ways to avoid it. then we should educate them about how the PVP zone works. you'll find PVP pick up when you start doing that, it has on my server.


edit: apologies for the formatting... i don't know what is going on with it.

Message Edited by quadpers0n on 03-22-2005 10:00 AM



-meeuki


lumpini
Loki_Ashaman
Tue Mar 22, 2005 9:15 am
#10






Ratape wrote:
I swore there was a link to the MP Ship guide in the FAQ, but either I can't find it or Mono accidently forgot to re-add it when he redid the FAQ. Try doing a forum search on "Multiplayer Ship Guide".






Its still in the stickies, look in the cool threads post, half way down is a POB Operations guide. Good stuff man.


While easily killed in PvP, the MP ships are fun for PvE - spent nearly 2 hours in Deep Space this weekend, and my crew had a total blast until we found a freshly spawned group of B-wing... complete with their missiles ready to fire.





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RSQViper
Tue Mar 22, 2005 9:23 am
#11

Being in an MP shis is fun, you're right. But they need to be more effective as well. If all the devs ever adjusted was the turrets being on a gyro system I would be happy. The turrets should act independantly from the craft so the pilot can maneuver. You shouldn't need Teamspeak to be effective and since you can't "feel" the ship turn you don't know it's going to. The gyro system would make MP ships MORE fun as well as MORE functional.


The other suggested upgrades like being able to reload missles in space and the extra capacitor, also the forward firing pilot gun would also make the MP ships MORE fun as well as MORE functional.


I don't see the down-side.



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psikobunny
Tue Mar 22, 2005 9:32 am
#12

Please, let's not turn this into yet another thread on PvP flaws in JtL, the need for damage reduction in PvP, or whatever. The OP made a valid point, and it's been replied to adequately by the people who want MP ships to be improved enough to be commensurate with the manpower invested. None of us dispute that MPs are fun in PvE, its just we want to see them useful as more than target practice in PvP. No reason to gofurther offtopic into PvP than that.



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Zanholo
Tue Mar 22, 2005 10:44 am
#13

They are too weak, plain and simple, especially in the shields/armor area. They don't need a giant upgrade in weaponry, just defenses. I won't even consider wasting my time getting a crew together and going into battle in one until their defenses are increased.



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