Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
Cool Idea but I dont think anyone will use them.
If I had one it would just collect dust in my Data Pad like my other POB ships.
You will never find a crew to man it and even if you did it will be worthless in combat just like all the other POB ships.
Cool Idea but thats about it.
I have no problem with SW or even other crafters making sub components and modules for Cap ships. I DO have a problem with them making the actual ship.This is because of one very specific detail. Capital ships are huge and require spacedocks and many, many, MANY people to produce. Just as you say, "in both SW, and Real Life, are major undertakings for Governments and Corporations."I see that to be a reason that a few crafters on Naboo lets say, should not be able to actually make the ship. I can see them being able to make an engine, or sheild, guns etc, but the hull? No. and I think Crafters will be making loads of creds off the modules anyway that not making the hull will have not affect their bottom line one bit while keeping some balance to the whole Capital ship realm.
Khelly wrote:
I think I have been able to come up with a way to make capital ships a very viable market for Shipwrights, but to also include Armorsmith, Weaponsmith, Architect, Droid Engineer, and Artisan into the equation as well as keeping the market within realism and effectiveness on a player driven economy. To start with, a Capship would need to be looked at like any other complex device made in SWG, Sub-components. What this means is basically that a Capship, in order to be spaceworthy, must have a drive/Propulsion Module, a Habitation/Crew Module, and 3rd, whatever its intended mission role is to be Module. This being taken to example you could have a Weaponshousing, Drive Section, Crew section, Cargo section, Defensive Section, Electronics section and so forth. These individual module types and their roles would be constructable only by those in a logical existing Profession Class, such as Architect for the crew module... This module would require already exsisting types of Archi made things in certain quantities and resource values to create the end product which would be the Crew/Bridge module of a future ship. So at this point in time we have a single module, say it takes several factory ran subcomponents (furniture, plumbing, wiring) etc that in total ran upto 50-100k in the various amount of 'stuff'...well our Archi/Shipwright still canot build the completed item, they must also aquire any other desired or required sub-sections of their future vessel. IE: I build my own Crew section and supply my own SW created POB Hull parts for the deed, I still must obtain a drive sub-section, a weapons sub-section,(if I want it to be a military ship that is) to construct the final deed. Next, I now have my 3 sub-components, I can now build my Blueprint but all is not complete yet. I must now take myBlueprint to the ship chassis guys in every Starport. Once there, He takes my Blueprint, assigns me a price depending upon the complexity of the ship I am creating, Then creates the ship deed in the inventory. Complexity basically meaning the hull frame which determines its exterior look, and the amount of sub-hull sections allowed to be fitted.
What it all boils down to is a very large and complex pyramid scheme, but in this instance, one that works=)
I think Capital Class vessels should take a group effort to create, as Player crafters could form their own 'Companies' in order to most effeciently manufacture said vessels which, in both SW, and Real Life, are major undertakings for Governments and Corporations.
I've been brainstorming this for some time. So I welcome any thoughts as to regarding construction ideas etc..
I would rather see the ships capturedin space, but the process needed to take them require the destruction of the major modules of the ship, then a SW to "repair" it to the point that it can be hypered to a home system like Naboo/Tat/Cor and then be able to dock with the Space station to have the modules stripped and replaced by player made modules for the ship to be operational again. I dont have any problem with the ships staying in space while not in use, and do have a problem as you with them docking at a shuttleport. I do not want to deploy to a cap ship by going to a terminal and launching my cap ship. If they restrict the ships to guild owned, the ships could be allowed to exist in space at all times. this would result in space having cap ships lumbering/drifting around at all times. There is ample room in all the sectors to allow that. A guild could doc their ship in Dath or in an asteroid feild in Kessel, etc. etc. With ships limited to 400-450m, I can see that being a perfect size, and make it possible to allow cap ships to be more prevelant in the space enviroment. As for abandoned Ships, A ship would reamain in space as long as the guild exists. If a guild never logs back in, then the ship would become a derelict. This is not a bad thing, and adds to the game. Shoot, they could make it so that if no one in the guild logs in for 2 months, the ship goes "overt" and is able to be boarded and seized for use in another guild....or even destoryed....removing it from the game, or just forced into hyperspace awaiting its owners return.
Peeter-Griffin wrote:
What if you would make all the components, make a blueprint then give it to the chassis dealer, then you wait a few days or a week to get the capital ships, he would say something like "making a capital ship takes a long time to do, check back in a few days to see if im done" and every time you go back he would give the percent ammount of the ship that is finished. And maybe to make it like he's making it from a space station, you would launch your ship when he's done,comm the station and your ship would hyper in in front of you so you could dock on it and take over.
Also, capital ships could never land in a starport and i would hate to see them floating in space when they arent being used. If there was NPC crews then you could launch any other ship from the planet, and then call the ship like you would a vehicle on land and it would hyper in in front of you. When its not there, it would just be... somewhere else, but not anywhere in the game dormant because that makes lag and you would get the problem of ships floating there forever because people leave the game, just like abandoned houses in player cities.
Personally I think SD's and Rebel capital ships should be perm overt. As long as they fix the issues dealing with POB ships. There should be risk vs reward involved with these. There has to be a reason for these ships to be in the game.I don't see any real reason other than for pvp battles for them to be in the game. These are war ships, make no mistake about it.
Kirsha - Kettemoor
Peeter-Griffin wrote:
O, ur taking if the ships were guild owned, ithink if cap ships were guild owned then they should definetley sit in space, and become derilect or NPC if there arent guild members logged on for a long time. But what about if the guild was disbanded? Where would the ship go if the former members didnt quit the game? Would it go to the leader? Because then its player owned. I think the ships should be player owned, and remain in the datapad until it is called in space. If the ships were guild owned, and remained in space, what if it was like the middle of the night (for north america) if there werent any members in austrailia or europe or whatever, although i think theres europe servers, and does austrailia even have swg? Who cares lol, anyways what if nobody from the guild was on and the ship got attacked? If someone was on they would probably get an automatic email, tell or system message, then they could go defend it, but NPC attacks would happen frequently unless the ships didnt move around and werent parked near a spawn, but what if PC's attacked it when nobody is on and it gets destroyed? It would be able to hold out for perhaps 10 - 15 minutes against fighters, not long against another capital though. Its just not fair if you get attacked and cant do anything about it. Ships should just be player owned, be called from space and remain there until sent away or the player logs off. It would have a lot less problems.
Also what is with all this talk of rank? Some of us may not be part of the military, and what kind of rank would a bunch of illeagl terrorist have? Can't they just make up stuff however they like and all run around claiming to be in charge
Really, not all players PvP (most don't according to SOE) and a large number are non-faction. Let make sure these larger ships (they are not captial class ships) will be availabel and in space. Why make an AV-21 for space?
Message Edited by Aceses on 06-10-2005 05:32 PM
Aceses wrote:
Let make sure these larger ships (they are not captial class ships) will be availabel and in space.
Message Edited by bickillon on 06-10-2005 03:17 PM
bickillon wrote:
Aceses wrote:
Let make sure these larger ships (they are not captial class ships) will be availabel and in space.
Huh?Do you mean have large non-combat ships? Yeah, there are plenty of +100m size vessels that could be made available.Message Edited by bickillon on 06-10-2005 03:17 PM
No I am talking about combat ships. The corvette isn't a capital ship, the mon cal and ISD are captial ships, and from what was show at fanfest it was a player taking/stealing a corvette.
I think we will be able to fly these oversized POB ships and the capital ships will be space theme parks and more space stations then ships.
So lets talk about making player POB ships better regradless of fighter/gunboat/frigette/destroyer class ship.
Lets face it, the POB shields need to be more like 8-10k and armor in the 6-8k for them to work well in PvP. I think guns are fine but they need to be able to tank more. Actually the NPC values on the corvette may be just right.
Now my comment about the risks of flying one, when every pilot in deep space has destroyed one (many solo) I can just see myself in the pilot seat as someone hits gun 5 then starts for the shields...
KJFett3 wrote:
I have no problem with SW or even other crafters making sub components and modules for Cap ships. I DO have a problem with them making the actual ship.This is because of one very specific detail. Capital ships are huge and require spacedocks and many, many, MANY people to produce. Just as you say, "in both SW, and Real Life, are major undertakings for Governments and Corporations."I see that to be a reason that a few crafters on Naboo lets say, should not be able to actually make the ship. I can see them being able to make an engine, or sheild, guns etc, but the hull? No. and I think Crafters will be making loads of creds off the modules anyway that not making the hull will have not affect their bottom line one bit while keeping some balance to the whole Capital ship realm. That's why we use factory support in the 21st century.
Khelly wrote:
I think I have been able to come up with a way to make capital ships a very viable market for Shipwrights, but to also include Armorsmith, Weaponsmith, Architect, Droid Engineer, and Artisan into the equation as well as keeping the market within realism and effectiveness on a player driven economy. To start with, a Capship would need to be looked at like any other complex device made in SWG, Sub-components. What this means is basically that a Capship, in order to be spaceworthy, must have a drive/Propulsion Module, a Habitation/Crew Module, and 3rd, whatever its intended mission role is to be Module. This being taken to example you could have a Weaponshousing, Drive Section, Crew section, Cargo section, Defensive Section, Electronics section and so forth. These individual module types and their roles would be constructable only by those in a logical existing Profession Class, such as Architect for the crew module... This module would require already exsisting types of Archi made things in certain quantities and resource values to create the end product which would be the Crew/Bridge module of a future ship. So at this point in time we have a single module, say it takes several factory ran subcomponents (furniture, plumbing, wiring) etc that in total ran upto 50-100k in the various amount of 'stuff'...well our Archi/Shipwright still canot build the completed item, they must also aquire any other desired or required sub-sections of their future vessel. IE: I build my own Crew section and supply my own SW created POB Hull parts for the deed, I still must obtain a drive sub-section, a weapons sub-section,(if I want it to be a military ship that is) to construct the final deed. Next, I now have my 3 sub-components, I can now build my Blueprint but all is not complete yet. I must now take myBlueprint to the ship chassis guys in every Starport. Once there, He takes my Blueprint, assigns me a price depending upon the complexity of the ship I am creating, Then creates the ship deed in the inventory. Complexity basically meaning the hull frame which determines its exterior look, and the amount of sub-hull sections allowed to be fitted.
What it all boils down to is a very large and complex pyramid scheme, but in this instance, one that works=)
I think Capital Class vessels should take a group effort to create, as Player crafters could form their own 'Companies' in order to most effeciently manufacture said vessels which, in both SW, and Real Life, are major undertakings for Governments and Corporations.
I've been brainstorming this for some time. So I welcome any thoughts as to regarding construction ideas etc..
I think that skyths are too good for swordsmen to use because **fill in bougus reason.**
Explosives are too good for commandos because **they are too deadly.**
Armor is too much for low combat level people because **it evidently requires a lot of skill to get dressed in armor.**
Aceses wrote:
bickillon wrote:
Aceses wrote:
Let make sure these larger ships (they are not captial class ships) will be availabel and in space.
Huh?
Do you mean have large non-combat ships? Yeah, there are plenty of +100m size vessels that could be made available.
Message Edited by bickillon on 06-10-2005 03:17 PM
No I am talking about combat ships. The corvette isn't a capital ship, the mon cal and ISD are captial ships, and from what was show at fanfest it was a player taking/stealing a corvette.
I think we will be able to fly these oversized POB ships and the capital ships will be space theme parks and more space stations then ships.
So lets talk about making player POB ships better regradless of fighter/gunboat/frigette/destroyer class ship.
Lets face it, the POB shields need to be more like 8-10k and armor in the 6-8k for them to work well in PvP. I think guns are fine but they need to be able to tank more. Actually the NPC values on the corvette may be just right.
Now my comment about the risks of flying one, when every pilot in deep space has destroyed one (many solo) I can just see myself in the pilot seat as someone hits gun 5 then starts for the shields...
You had best go back and read the pages before you. The Corvette is 150m long. Anything over 100m is a capital class ship. Some of us have posted that about 10 times on these threads and people are still not catching on.
CORVETTE = CAPITAL SHIP
There, maybe people will notice now. /rolleyes