Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

alyris
Thu Jun 09, 2005 1:29 pm
#183

One of the requirements I'd like to see in being able to fly one is, master all 3 of the pilot professions from your chosen faction. Just a thought. It might get more people in space who have mastered and are done with jtl.



Kirsha - Kettemoor


Dorjhe
Thu Jun 09, 2005 1:29 pm
#184

smkelly SNUB fighters!! Snub snub snub!
Demievil
Thu Jun 09, 2005 1:45 pm
#185

Not wanting to write the huge tomeslike the people before.. but in deep space you have 2 ships a isd and maybe a moncal frigate they both spawn at other ends of the system area and can be boarded and controlled.. To access higher ship functions/ranks you need to have a high prestige rating both ships are vulnerable to pvp boarding once they have been disabled. Getting tome like =/

You have a large npc crew base.. which would despawnslowly once a player assumed their post.

The ships cannot be destoyed by snubfighters only disabled to allow for boarding. Its not ideal.. but judging by soe's service record.. give the people what they want has never been their motto



NGE
You must unlearn what you have learnt.
werehere
Thu Jun 09, 2005 2:55 pm
#186

CApitol shipsshould be numerous but the problom is balanceing it because you have to get people to man them .


solution 1 ffer something cool so people master , then realize coolness of space.


solution 2: make spacestions were people can rent places to sell stuff .plus speacle spots for sw because we a poor unless we work nonstop restocking.


cool thing : make a cool hanger building for sw only so they can load things into ships ma not launch or travel just undeed load stuff in then redeed for custom orders .Plus have a crafting bonus.


solution 3:add new planet like mon calimarie just very small and have place were capitol ships can land or shipyards in space for them to repair and load stuff . only place can load and repair. people will want to explore. New species for sw mon calimari with bonus for craftings sw stuff.


solution 4: make a new profession for pilots so they can fly capitol ships


and a new profession for master sw and aces were you master both then are able to repair capitol ships on mon calimari but takes awhile to do so.



werehere
Thu Jun 09, 2005 3:17 pm
#187

just to get something out there are 5 chairs on bridge in video.now back to playing row



Aceses
Thu Jun 09, 2005 4:10 pm
#188

Just a few more comments.

Player owned - yes

Capital Ships - yes, but the corvette isn't one. Its 150m long, not that much bigger then the Y8 or the vet reward sub. I want large capital ships, as shown in the video, and a revamp to POB ships - the corvette is simply a better and bigger POB and they are need much better armor and shields arcoss the board

Guilds - NO. Lets not make this into EQ were large guilds tried to lock out content. Oops already happens, that was why they dumped the citywarn functions. Guilds (not all mind you) have already proven they will attempt to control content and grief others.

Overpowered - No way. I don't know about you but if someone said "Please take this ship into this deep space combat zone, and by the way EVERY pilot in there has shot down one just like this - most solo" I would have to ask about ways to insure and clone in space.

Lets remember Capital ships will be theme parks in space and what we all want is a fix for POBs ships with a few new larger ones toss into the mix



Owehip, Akas, and Lofam on TC Prime
Fear leads to anger, anger leads to hate, hate leads to power
Peeter-Griffin
Thu Jun 09, 2005 5:35 pm
#189


Heres my response the your ideas






Aceses wrote:
Just a few more comments.

Player owned - yes
Freaking yes! I want a moncal cruiser to call my own!



Capital Ships - yes, but the corvette isn't one. Its 150m long, not that much bigger then the Y8 or the vet reward sub. I want large capital ships, as shown in the video, and a revamp to POB ships - the corvette is simply a better and bigger POB and they are need much better armor and shields arcoss the board
There should a wide variety of capital ships. There should be a new captainprofession where you get certifications for new capital ships, just like pilot.This profession should require master pilot to get.The corellian corvette or something smaller should be the first one. I think a gunboat would be suitable but it shouldnt be a starter ship because that is unfair, you should need to buy it. You would work your way up to eventually owning an ISD or moncal cruiser, or a freelance equivilent. Also, each skill box should take 10 times as much captain exp as pilot took pilot exp so you cant just grind captain for 24hrs without sleep, hop in your ISD and fly through deep space blasting everything you see. To get captain exp, you actually have to be in your captial ship, and all the exp your NPC gunners should go to you, and PC gunners exp should either be split if they are also a captain, or go to you if it is usless to them.



Guilds - NO. Lets not make this into EQ were large guilds tried to lock out content. Oops already happens, that was why they dumped the citywarn functions. Guilds (not all mind you) have already proven they will attempt to control content and grief others.
I agree with this, if the captain profession (if it exists) takes a lot of time and patience to get, then you still wont see hundreds of capital ships out there because it takes so long. Also, if it takes so long there wont be all master captains out there, you might see people in all sorts of ships, corvettes, gunboats, nebulon B frigates, and the occasional ISD or moncal cruiser.



Overpowered - No way. I don't know about you but if someone said "Please take this ship into this deep space combat zone, and by the way EVERY pilot in there has shot down one just like this - most solo" I would have to ask about ways to insure and clone in space.
Buh? I dont get it lol



Lets remember Capital ships will be theme parks in space and what we all want is a fix for POBs ships with a few new larger ones toss into the mix
Maybe we will get capital ships to own someday if they have (or so it seems from the movie) implimented the way to control capital ships (or just hyperspace a corvette) it is possible.





Had to explain something better

Message Edited by Peeter-Griffin on 06-09-2005 06:37 PM



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No comment...


Peeter Griffin, Ahazi
Master Artisan, Master Architect
I suppourt a pre-NGE SWG!!!
werehere
Thu Jun 09, 2005 6:14 pm
#190

along with a captin profession there should be a new sw profession for those master sw like me were yu get exp so you can work on larger ships like title master tech.I would like to see elite elite professions for master sw and pilots like me.


i would like to say in books corsec is aligned with empire but secretly helps rebels. so can they use reb and imp ships or have there own because they could use a imp ship attack imp. I think they should have their own. please think of ships fo rit

Lorianna_Aliishyn
Thu Jun 09, 2005 11:58 pm
#191






BHM wrote:

A few things:


To prevent capital ship wars, they should require:


-Master Pilot


-Huge amount of Prestige points


-Very high rank (maybe new ranks like admiral, which should also cost prestige and involve new space quests)



If a Capital ship is disabled, it should cost a a lot to repair it.


One should be able to (say) disable it THEN /doc, get on board, fight the players and do something like base busting. If a ship is disabled from inside, it should take x days to repair it. I know that this might be very hard to code, but it would be cool..


Basically, capital ships are extremely cool, but we don't want to see 200 Vettes in space fighting each other and 0 starfighters.


Turrets should be manned, no npcs firing from turrets. It should take 7 or 8 persons to pilot/shoot/repair the vessel.


I don't like the "borrow" option, but I really don't want to see 200 Vettes at the same time..








/bump on all points



Lt. Cmdr. Lorrianna Aliishynn _________________________________

"Vigilo Astrum"

_________________________Imperial Naval Intelligence, Naboo Det.

Peeter-Griffin
Fri Jun 10, 2005 12:05 am
#192

I've heard so many opinions on wether or not capital ships should be guild owned or not, thatI just dont care which way it goes anymore. I have a big guild, so if it was guild owned that would be no problem for me because we would probably have our ship. If it wasnt guild owned, i would try and get my cap ship asap, and then have guild members come on board. It doesnt really matter in my opinion. But if they were guild owned then there are a lot of small guilds out there, not very many large ones so you might only see like 20 capital ships on one server, maybe 50 at the absolute most. And with the time it takes to get a large ammount of people together to pilot it, a PC capital ship would be a rare sight, although there are supposed to be lots of them. Just like one person said, if there werent that many people out in space with the release of JTL, there probably wont be that many with capital ships.


Also, there are people who would hate the idea of capital ships, as long as they dont sway the dev's opinions on wether or not to include them and make them player owned, there will still be people out in fighters. Also, being in a fighter sounds like it would be really cool if you could dock with the capital ship, because you could still be on it, and make it more realistic with a squad of fighters docked in the hangar.


But one idea to reduce the chance of making there be hundreds of capital ships out there (it could happen because people have most likley all tried being a pilot at one time or another and would be thrilled to see capital ships) if everyone can get them is to do one of these things.


  • Capital ships, if they are able to be crafted should take up massive ammounts of recources, and cost millions. This way, maybe guilds will own them unofficially because everyone would have to pitch in to help with the cost. Although there are going to be people with millions, maybe billions of credits. Doesnt sound realistic? How rich is bill gates? I bet he owns a few yachts and private jets.

  • A minimum ammount of people should be required to launch a capital ship, such as 6 or 8 including the captain. Instead of seeing an ISD with one person on board. Even if NPC crews were implimented, a computer AI just couldnt do the tasks like various operations chairs or other things on the brige, PC's would need to be there.

  • If the ships are quest accuired, there should be a new profession that has tiers like pilot, but take weeks at a time to do a tier (a captain profession should be hard so everyone doesnt have capital ships, you never see thousands of captains in star wars, there are only a skilled few) so patient skilled people would be at the helm of a capital ship.

  • Quest rewarded capital ships a master pilot can fly? NO! Thats too easy, something harder like a new profession has to be implimented.



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No comment...


Peeter Griffin, Ahazi
Master Artisan, Master Architect
I suppourt a pre-NGE SWG!!!
JoKen_Jash
Fri Jun 10, 2005 12:24 am
#193

Guys, guys, guys!


Everyone is freaking out thinking that these things are gonna be so common that they'll basically fill every sector. As has been mentioned, these things are going to take an obscene amount of people and teamwork to operate. If you don't like group flying, go grab a fighter and kill things, these ships simply will not be for you. That said, capital ships will turn a lot of solo people off. These things don't need to be guild owned, though I support the idea of making guilds around them. Having them guild owned will only make it so that no one will get them. You guys say that there are lots of guilds out there. Except for one thing. Go look at your guild registry on your server forums. How many space oriented guilds are there on your server that have more than 20 active members? I'm probably on the luckiest server as far as that goes, Starsider has a few dozen. And although other guilds may use their capital ship occasionally, I'll bet you they won't be very active. So the maximum ships that I'm ever going to see on my server is what, 6? 8 maybe? What's wrong with that picture?


There aren't many non-guilded people out there anymore either. So new guilds are going to have an impossibly difficult time growing. And don't even get into the "rare as jedi" argument, no one is going to bother doing a space grind the length of the jedi grind just to get a small to medium sized capital ship.


If we start putting restrictions on these ships, they're going to become as rare as getting struck by lightning in a cavern twelve miles into the ground on a sunny day.





JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
smkelly
Fri Jun 10, 2005 12:41 am
#194

As for the Jedi argument, it's not the same thing. there should be large fleets of capital ships and blockade runners.


As for the Argument that a larger ship should have better accuracy, I say no. Watch EP 4, huge ship but bad accuracy against stunt fieghters. They should have very high hit points and high damage capability, but not be able to pick off a fighter at 1000 M. Effective defense would only be about 500-800m any closer and the fighter has the advantage of evasion. Look for Capital ship on Capital ship battles, and yes they should hold fighters for those large scale battles. That would be the whole point of a capital ship anyway.
Sir-monkey
Fri Jun 10, 2005 12:42 am
#195

Make them guild controlled. As a guild gets larger,the guild leadercan 'purchase' a capital ship. (although it can only be piloted by a master pilot.) Perhaps also consider perma-death for the ship. (Although if this is going to happen, we need some real shields and armour. It'd be another bombshell if one could be one-hit killed by a single player fighter). Perhaps make it so the ship is destoryed in a similar way to the corvette, buy disabling sub systems


Consist of several guns (about 6 I was thinking), eaach have to be manned individually.


Also (the highlight), an engineering station... This is needed to power any of the components (so the ship needs at least two people to even fly). But the added bonus is that the engineer can allocate power to certain system. This'll make use of the super-heavy loot reactors. For example, a shield would run at normal stats for 100% power, but would increase stats by 1% for every 2% extra power. So shields running at 200% power, would have 150% standard stats. The reverse would be true for underpowered. A shield at 50% power would fail to function at all


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