Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
CommTampers wrote:
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.**
We have factories to make the modules and parts in the 21st century. We have DRYDOCKS to make the SHIPS in the 21st century. In Star Wars, they have factories to make the parts and SPACE DOCKS to make the ships. Notice that no where in anytime frame, in any alternate universe, is a factory used to make Capital ships. Factories ARE used to make fighters tho. Notice that a space dock would have to be in space, notice we dont have space docks, notice we dont have lots in space. Noticing a pattern here?
Thanks for playing though. ![]()
Guild ownership seems a bit harsh on players that belong to a non space orientated guild. I am a member of a ground based guild. we only have 2 master pilots. I would be really gutted if i had to leave my guild to be able to use capital ships.
what i an sugesting is a similar system to guilds but runs seperatley. How bout the ability to form and join a squadren just like a guild but it would be space orientated. you could be a member of a guild and a squadren and the 2 would never have to meet. A new player structure like a squadren hanger could be usedin a similar way to aguild hall or even a space station. I find it hard to get in touch with other pilots and i feel that allot of the pilots are spread thinley accross the guilds. this would allow pilots to get together and work together and not interfear with there ground game.
Im not sure i am for or against the idea of guild or squadren ownership attall but i am defenetley in faivor of a new squadren system.
Message Edited by Djyn on 06-11-2005 05:15 AM
Djyn wrote:
Guild ownership seems a bit harsh on players that belong to a non space orientated guild. I am a member of a ground based guild. we only have 2 master pilots. I would be really gutted if i had to leave my guild to be able to use capital ships.
what i an sugesting is a similar system to guilds but runs seperatley. How bout the ability to form and join a squadren just like a guild but it would be space orientated. you could be a member of a guild and a squadren and the 2 would never have to meet. A new player structure like a squadren hanger could be usedin a similar way to aguild hall or even a space station. I find it hard to get in touch with other pilots and i feel that allot of the pilots are spread thinley accross the guilds. this would allow pilots to get together and work together and not interfear with there ground game.
Im not sure i am for or against the idea of guild or squadren ownership attall but i am defenetley in faivor of a new squadren system.
Message Edited by Djyn on 06-11-2005 05:15 AM
As was said before you should be able to from squadrons and to advance to the next level ship you would need to have a shipwright with you. This would involve shipwrights like me . We would be able to maintain th eintegrity of the ship and operate complex systems on the ship.Do not confine us to that tho i am a master ace and all of us can fly lol. My favorite ship is the mon calimari ships .THey have great shields.
kazzabez master shipwright and corsec ace
bria server
1. do a long quest.
2. Get a reward SCHEMATIC and have a master shipwright craft it (would take massive amounts of steel etc..)
3. Need to have a certain amount of prestiege to add the control device to your datapad.
4. You cant fly the ship alone, to evenlaunch it you would have to have a certain number of people in a party.
Not
Not sure what else you would have to do, but its a start!
not sure if this was mentioned or not. Here's what I think:
1) add new elite branches off of Master Pilot, one for captital ship(at 4,x,x,x) and one for Gunnies(same). In between they would get better snubs, parts, ect. NOTE: can only be one branch at a time, include a 1 week cool off after leaving one branch. Both shall require master pilot and large quests and exp
2) Can't get one form a chassis builder, only a captial ship/ gunnie builder high up in the ranks of the Empire, Rebelion or Crime
3) min of 1 milllion credits for the capital ship( + prestige) and 500k for a gunnie (same)
4) new, larger areas of deep space that require a capaital ship to get there, make use of hanger bays, ect.
5) gunnies would basically be the larger of the POB's
6) if the Capital Ship dies: loss of Faction points, some prestige, and a 500k repair cost
I love the idea of captial ships, but all i'd want my self is a vette. These are the conditions i wouldn't mind seeing. I added the gunnie thing because i've heard people say they want one. WEll, this is all i can think of for now.
Elestan of Sunrunner
Ok, I support the guidl thing since i am the leader of a JTL oriented guild, but I don't really want to talk about how you get it as much as what I would liek it to be like.
First off it should be decoratable, but only in certain places. Have a lounge aread, then crew's quarters, then Captain's Quarters. I believe that there ought to be a set crew or roster, big enough so that there is usually a big enough group online to take it out for combat, and let each crew man have, say, 6-10 item placement rights. Then have a cantina/medcenter/hangout area where architects, doctors and entertainers can place. Then have the Captains room have a bit more for item placement and have a few things already there an immobile, like a bed or desk or soemthing. Of course I am biased because I would end up getting that room, btu I thinkt hat it ought to really emphasize the difference between the crew and officers.
Then I imagine halls with gunnery instalations on either side. Have a few NPCs maybe just milling around that don't do anything- would be fun for roleplaying. Have two guns on the front and back be liek regular POB ship guns, low damage meant for engaging fighters. The broadside guns will be heavy and slow but VERY high damage for taking on other capitol ships. Although unlikely, even a glance from one of these guns will disable or destory a fighter.
Also, neat things just to spice up content, like smugglin comprtments or destroyable/slicable door locks for boarding party deternece would be great. It would be a lot of fun crewing on of these things if there wascontent.
Also, as for keeping them suspended in space, there could be an indefinite hyperjump thing, where you activate the hyper drive and basically are in an instanced middle of nowhere until you are done decorating or whatever, then come back to lightspeed. Just an idea.
I agree with everything besides guild based make it were you can form squadrons and have ahanger as base a guild can just put one down and everyone who wants to join can join. I disagree with larger the guild the larger the ship because ok if you have 10 people who fly and 100 people in guild i do not want them to havea isd . A squadron must be active a laeat 2 or 1 time a week were the crew launches and fights for awhile once at full crew another time at minimum per week.
Faction point requirements.....even for neutral pilots?
Group required for launch.....what if I just want to decorate it?
make it so you cannot decorate it but only put down a sw crafting station. Also instead o f faction points for neautral there must be a new system for that.