Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
These must be guild owned. We cannot allow capital ships to be player owned.
Idea 1:
We need a new structure for player cities that allows a guild to park / launch a capital ship from.
Idea 2:
We need to be able to have players dock. We need to be able to have players board a ship mid flight. Landing with 20 people on board will cause issues.
Idea 3:
We need to be able to board ships. Engage in PVP, maybe take over a ship. However there needs to be a point to this.
Idea 4:
Capital Ships should require a huge ammount of resources to build and operate.
Radioactive to power the ship / Fuel Rods.
Idea 5:
The crew of a capital ship should be able to interchange components internally. (GunTurrets, Missile Points,Shield Generators) with a time penalty to getting them operational. It may pay to use a shipwright as the engineer.
Idea 6:
Piracy. Steal Components / Empty Cargo Holds.
Well for me only guilds could have a capital ship, one for every 30 members.
10 people at least just to launch it to space.
My idea for a capital ship, like a star destroyer or the big ones used by rebels in episode 6, is make it so that 30 people can be onboard, 10 managing the ship, 10 in ship defence crew (to kill any invaders) and 10 as pilots who can use their fighters to engage enemy starship and enemy fighters.
Just imagine you are in sector x beeing pursued by a enemy stardestroyer and realize that its better to stand and fight, The ship admiral would brief the pilots about attack plans, the crew would allways be working as to keep the ship operational and manning the big guns, defence crew could try and board the enemy ship, or just stay and prevent boarding parties.
If this is managed we will have epic battles and we will be playing the space part of star wars galaxies as I think everyone dreams.
Montya_Quatun wrote:
just a quick fyi, those of you saying an ISD wouldnt fit in space are wrong each sector of space (that means planetary sector) is 16km x 16km x 16km (x axis y axis z axis). So you would be talking about a huge spacial volume area per sector where in Star Wars a star destroyer is about 1,000m long. In game it may be a little larger than that in game measurements but it easily would fit in a planetary sector and run around without hitting a sector boundry. Of coursewe'reassuming they havent scaled down the ships which they have.
Corvettes handle the sectors very well and all in all an ISD isnt that much longer than a corvette only a few hundred meters. And besides theres always the ISD-II which is the smaller variant. Theres also one other point the entire space game has been scaled around the larger ships already if you have ever been to deep space you will notice a starfighter does not look very big next to a Star Destroyer even the multiplayer ships are quite small comparitively.
1) C. Corvette is 150m long
2) ISD is 1600m long
It would take 10, thats TEN, vettes lined up in a row to equal the length of an ISD. This also means that it would only take 10 ISDs lined up to go from one end of a sector to the other. Suddenyl 16Kx3 is a lot smaller. And the ISDII is not smaller than the ISD. It is the same size, and has newer equipement. It is the Victory SD and VicII that are smaller versions of the ISD.
Message Edited by KJFett3 on 06-08-2005 08:48 AM
Higginsis wrote:
Neb B's would be my choice for the other smaller sized capital ship. A small crew could work it, just not at full capcity, and it wasn't much bigger than a vette.
The problem is really neither were that faction specific (both imps and rebels used them) but in the films we only see them in rebel hands. There not much else of a iconic Capital ship other than the ISD, which is far to big (and laggy) to be workable.
Unless there's a mid sized craft i't not familiar with.
If the Nebula - B's arent faction specific, let the Neutral pilots use them. Why should the Smugllers Alliance be left out? If they are really going to add more content for smugglers ground side, this could be a great way to tie in more ground/space player generated content.
I think people are bringing up valid points about the whole "should it be only guild owned or not" argument....I think we first need to see exactly which capital ships will be available to us before we make up our minds as to who should own what....and I understand that this is a star wars video game, but i think the idea is to make things as realistic as possible...at least as realistic as you can get WITHIN THE STAR WARS UNIVERSE. The fact of the matter is very rarely would one ever see ONE person owning his or her own correllian corvette, unless he or she was high ranking politician (like Bail Organa for example) or something along those lines. And I don't think any one person would ever be able to own a mon calamari cruiser.....of their very own......A corvette, maybe...
As was stated before, the devs are trying to instill the "teamwork" aspect of the game. So no....I don't think someone who is unguilded, or not part of some greater faction should be able to just go out and pick up a shiny new ISD. Thats just not realistic within the game. Thats the idea behind guilds, power in number, and I think that guilds should be rewarded for their participation in the team aspect of the game.
Maybe a master politician could have a deed to a corvette....that profession could certainly use a boost...and it would make sense... <------------------ (me thinking out loud)
Message Edited by Kyyrtek on 06-08-2005 11:53 AM
Kyyrtek wrote:
Higginsis wrote:
Neb B's would be my choice for the other smaller sized capital ship. A small crew could work it, just not at full capcity, and it wasn't much bigger than a vette.
The problem is really neither were that faction specific (both imps and rebels used them) but in the films we only see them in rebel hands. There not much else of a iconic Capital ship other than the ISD, which is far to big (and laggy) to be workable.
Unless there's a mid sized craft i't not familiar with.
If the Nebula - B's arent faction specific, let the Neutral pilots use them. Why should the Smugllers Alliance be left out? If they are really going to add more content for smugglers ground side, this could be a great way to tie in more ground/space player generated content.
Neb-Bs were made for the Empire, but for some reason, it had a problem with crew mutiny. Most crews that broke off from the Empire went to the Rebellion, but some went off on their own or joined Pirate groups. Some of them that sent off on their own became privateers for the Rebellion. Not apart of the Rebel Navy, but still working against the Empire and making loads of creds.
The Neb-B would be a good ship for the Privateers...or any faction for that matter. In a way, I think we could use 4 cap ships. One that is specific to a faction, then the Neb-B that could be used by anyone.
In conclusion, a guild could very well live out of its cap ship. Moving from system to system. In additon to all of this for the Cap ships, guilds with functioning Cap ships would find a shuttle added to the roof of all their guild halls that would provide shuttling to the cap ship no matter where it is located as long as it is not in combat. Moving to a Cap ship in this fashion does not move any of the members ships tho, so they would be unable to fly off the cap ship unless leaving in an MP ship or calling the shuttle and returning to a guild hall they select. Only guild members would have the ability to load to the cap ship in this fashion. Non-members would also be able to land with a Cap ship of another guild, but only if they are added to the admit list. Unguilded can remain unguilded, but sponsered by a guild, and would have all the benefits of helping on the ship, but not be tagged.
- they should be Player owned much like bases are on the ground. basically they'll be mobile bases in space. they would have a number of NPCs on board to defend from a boarding party. but also require a skeleton crew of 8 Players to operate.
- 1 captain. pilots the ship.
- 1 engineer. acts as the co-pilot running droid progs and the like.
- 6 turrets. all manned. no NPC gunners.
any additional crew members would work doing repairs, coordinating tasks and targets, assisting the NPC defenders, or launching their own fighter ships to defend the capital ship from an attack.
- Players should be able to land and launch their own fighters from the capital ship. they would be designated as "Fighter Pilots" by the ship's captain, thus linking those players' fighters to the ship. or perhaps the pilots would have to launch from the ground, rendezvous with the ship and request landing on the ship.
depending on size (if they give us capital ships of varying size) a capital ship should be able to hold anywhere from 6 to 12 fighters at any time.
(the issue of what happens to the fighter ships if they're on a capital ship when it is destroyed has come up. i suggest all associated fighters be placed back at the nearest starport [or space station if they ever make landing on space stations a feature], but with some damage taken)
- capital ships should be bought using a LOT of faction points. and maybe also take up a certain number of Player lots. taking up lots is a good way to prevent everyone from owning one.
- shipwrights must NOT be left out of the picture. they should be able to build special capital ship class components or special capital ship component repair tools. or both.
- capital ships (and the current smaller POB ships) should be able to be boarded and destroyed from the inside by Players AND NPCs. there should be cases of PvP boarding and PvE boarding.
- Players can purchase NPC controlled capital ships to patrol certain space sectors. these would act like PvE bases on the ground, providing content for PvE players. they should also be boardable and destroyable by attacking players.
- capital ships should somehow count towards the GCW. just like their ground base counterparts, the amount of capital ships of one faction or the other should count in the GCW. perhaps they should count towards an overall "score" since they are mobile, and not placed in on space sector.