Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
RE: Guilds owning Cap Ships
I like this idea, and tying numbers of CS in space to guilds, but with the addition of a guild needing a minimum number of members before being eligible (like 30 or 40) and by doubling that number the guild can get a second ship, and so forth. That way, large guilds of 100 members won't just split off into 20 mini guilds so they can have more capital ships.
MyrddinSidhe wrote:RE: Guilds owning Cap Ships
I like this idea, and tying numbers of CS in space to guilds, but with the addition of a guild needing a minimum number of members before being eligible (like 30 or 40) and by doubling that number the guild can get a second ship, and so forth. That way, large guilds of 100 members won't just split off into 20 mini guilds so they can have more capital ships.
OMG to all guild people where r ugonna get the min crew when theres only guildmembers allowed?
I admit i didnt read all of these post, so i dont know if this has been said.
I would like to see huge shipyards like from the books/movies withlots of shipwrights working together to create capital ships and launch them into space. So maybe with all the resources and money that would go into them, very few would be around to keep it realistic. So maybe a big guild could order 1 or 2 constructed to make the GCW look better. Also most big ships just dont look good, make them have living quarters and stuffs!Just my idea anyway
First of all, we would need super-capital class ships to make living-quarters feasible. Corvettes are meant for mobile space combat, not living in. Stations are for city type content.
Second, this is content. For content to be content, it should be usable. I don't want to see capital ships added if I cannot use them. They shouldn't be limited, they should be something that any group with a master pilot should be able toenjoy, not limited to some rich ground-combat character.
Third, I found a small number of people supporting stock (non-modifyable) ships. All those people are now treasoners to the shipwrights. I don't want to be stuck flying the freighters which I spent countless hours escorting at a cruising speed of 100 for endless duty missions.
I do support FP purchasablestations which count for the GCW in space....yes, a GCW line.
I fanatically stand that these cap ships should be 100% craftable. Shipwrights got royally screwed with the release of ROTW. If these ships are quest driven, shipwrights will be screwed even more. I don't care about the resource requirements, I just want the choice.
To make these effective, Group sizes must be de-nerfed.
atat9619 wrote:
OMG to all guild people where r ugonna get the min crew when theres only guildmembers allowed?
Message Edited by Qlint on 06-08-2005 02:56 AM
Message Edited by MyrddinSidhe on 06-07-2005 01:26 PM
JediNg wrote:
Why not just make them player owned, but you can't launch them until you have a full group (to operate the ship) and only after you launch can you invite additional people for turrets, people for repairing, people for defending against boarding parties etc?
That would work good if there were tousands of people trying to go in space but that is not the case. If you require more than one person on board for those things to be flyable, you will never see them in space.
ajag wrote:
JediNg wrote:
Why not just make them player owned, but you can't launch them until you have a full group (to operate the ship) and only after you launch can you invite additional people for turrets, people for repairing, people for defending against boarding parties etc?
That would work good if there were tousands of people trying to go in space but that is not the case. If you require more than one person on board for those things to be flyable, you will never see them in space.
Message Edited by JediNg on 06-08-2005 02:35 AM
ajag wrote:
Yes, in intrepid it is hard to find people around to join you for anything.