Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

MyrddinSidhe
Tue Jun 07, 2005 2:11 pm
#131

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.





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atat9619
Tue Jun 07, 2005 5:15 pm
#132



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?



^4Battlefield SF>SWG
bootface
Tue Jun 07, 2005 5:40 pm
#133


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

CommTampers
Tue Jun 07, 2005 8:55 pm
#134


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.





Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
Dragonboy101
Tue Jun 07, 2005 10:11 pm
#135

id say victory class SD for Imps its a smaller verson but its probably still to big
Qlint
Tue Jun 07, 2005 11:55 pm
#136






atat9619 wrote:



OMG to all guild people where r ugonna get the min crew when theres only guildmembers allowed?





When we get ours, I will gladly give you a ride to it in my Nova Courier!

Message Edited by Qlint on 06-08-2005 02:56 AM



Qlint Iistwud (Pronounced Klint East would)
Master Artisan, Master Droid Engineer, Master Pilot
Hard Corps
MyrddinSidhe
Wed Jun 08, 2005 12:19 am
#137




I haven't read all the pages, so sorry if this has been said.


Boarding craft and points of entry: All capital ships should have some sort of landing craft multi-passenger ship so they can transport a boarding party to a disabled capital ship, that way you don't have to lug around a YT-1300 inside your vetteas a boarding craftThese ships have a docking tube that can be attached at so many points on a CS, depending on the size. A SD might have four possible points of entry (makes it harder for defenders) in addition to the main bay. A Corvette will only have two (on either side). So, once a ship is disabled, you still need to disable or destroy the guns covering the entry point you wish to use.


Auto pilot: I agree that a single player should have a lot of trouble defending a CS, but he/she should still be able to put the ship on autopilot and then check into a gunner's slot.


Capital Ship Pilot Profession: How about adding an elite pilot profession above Master where the certs can be included? Add a new mutli-passenger XP that gets gained whenever you pilot a MP ship (some accumulation can happen in the normal pilot tree). I'm not saying this needs to be a 18 box tree, but maybe a 5-6 tier/box tree.


One more thing: did anyone else notice in the video that the bridge was a scene out of ESB with the bounty hunters gathered by Vader? I wonder if this means that a timeline jump could come with the addition of Hoth and Bespin as planets/gas zone + mining colony?

Message Edited by MyrddinSidhe on 06-07-2005 01:26 PM



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ajag
Wed Jun 08, 2005 1:55 am
#138

I cant believe you all want these ships restricted. if they are restricted to guilds, You will never see them in space. Not only it is hard to get a guild organized into participating in such and event, but in order to have a small fight between 2 capital ships it would require for 2 guilds with the allowed members to be online at the same time and decide to launch at the same time. If this is the case, teh devs would be wasting their time coding all this. Might aswell spend that time fixing bugs. Anoter reason these cannot be guild aligned, is because there are some people out there that are not guilded for X reason. It would be unfair to them to leave them out of such content. Let anyone who wants one own it as long as they prove themselves let it be through quests, prestige, cash or faction. When people want to limit content is just so they can brag about it when they get it. So what if there are 20 capital ships out there (which there will not be since they are useless solo)? how does it bother you in any way? As a matter of fact, instead of having the devs spend all that time coding the guild ownership/rights code, let them spend that time focusing on coding the capital ships right and fixing the existing POBs.




AJAG
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I'll kick your... *Player left*
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-I support the wholesale slaughter of Rebel terrorists...You can too!

JediNg
Wed Jun 08, 2005 2:03 am
#139

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?



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
ajag
Wed Jun 08, 2005 2:24 am
#140






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
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
SToD

-I support the wholesale slaughter of Rebel terrorists...You can too!

JediNg
Wed Jun 08, 2005 2:35 am
#141






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.









Your server must have a poor pilot community lol. Lots of people on my server would jump at the chance to get aboard, if these things were live.

Message Edited by JediNg on 06-08-2005 02:35 AM



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
ajag
Wed Jun 08, 2005 2:39 am
#142

Yes, in intrepid it is hard to find people around to join you for anything.




AJAG
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
SToD

-I support the wholesale slaughter of Rebel terrorists...You can too!

JediNg
Wed Jun 08, 2005 3:18 am
#143






ajag wrote:

Yes, in intrepid it is hard to find people around to join you for anything.










Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
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