Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

Marvin5
Sun Jun 05, 2005 8:05 am
#14






stupidjedi12345 wrote:




I liked the bit about boarding were you board to destroy certain componants on ships. And I like the ideal of using POB ships as boarding transports, might give some some use in PvP. .


Also like the idea with the repair delays, would be a relly good idead to stop ships instantly rejoining the battle. And being a large ship of course its gonna take a long time too repair. I think it also a good ideathat the players within the ship have to make repair them selfs rather than let the game do it all for them.


Message Edited by stupidjedi12345 on 06-05-2005 07:24 AM




Well i stole most ideas I had of Games Workshop tabletop game Battlefleet Gothic, which is a good reference for this, huge lumbering ships slowly turning, unleasing salvo after salvo at eachother. Swarms of fighters dogfihting around it all and boarding partys saying prayers in the pod before breaching the hull emerging with guns blazing, siezing the engine room, disabling them until they are overrun by the defenders.


that is how it should be....


/benah





Benah Sakura - Always a smuggler, always a pistoleer
JanuHull
Sun Jun 05, 2005 8:38 am
#15

All I gotta say is we'd better get a LOT more space to work with. We're going to have a LOT of these things coming out and we're going to need room.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Rogue03
Sun Jun 05, 2005 9:20 am
#16

Well, If they are going to be "aquired" after a mission, maybe have them initially only usable after having a shipwright+droid engineer+architect team craft new "operation stations" to replace the ones "damaged or destroyed" from the boarding operations. one station per player operated station(using current model, operations chair, turret stations, a new engineering station for limited remote repairs. they should not require more than 1 group to operate, as it appeared in ep 3 that a vette isnt terrible big(specially considering it fits inside an ISD hanger). I think there should be an option on each turret control panel to be able to slave its controls to 1 other turret(limit 1 slaved per station, max 2 operated by a single station, and LOS restrictions), or since there are 7 turrets, there'd be 4 turret stations, 1 controlling 1 turret, 3 controlling 2 turrets.. that way, there'd still be pilot, ops, 4 turret operators, and 2 engineers/1 engineer, 1 medic. there might/should be a medical facility room with a medic droid available for healing wounds(if no doc is around, and not as efficient as a doc, but more effecient if working in tandem). they must retain their 1k weapon range like the npc's do.


ideas for turret station construction components, but not being an architect/de they might add their appropriate sub components...

the station could be modular, replaceable, have a spot for a capacitor, and weapon, perhaps even its own shield(since current shields are not much more than an annoyance in pvp, this would allow them to soak an additional hit, basically), armor. components in these stations can only be loaded/unloaded from the ground, but can be repairied in space. the stations can be detached from their place in the ship to accomplish this.......


more ideas later

Kevie
Sun Jun 05, 2005 10:39 am
#17



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.






i agree with this, also have them work similar to the current multi-player ships in that they are mostly useless without a lot of people to man them

obviously we couldn't outfit a star destroyer with 20 thousand people, but are we getting smaller capital ships like the dreadnaught, victory-class etc. to balance with the corvettes? mon cal cruisers aren't in this time period (lol but neither are B-wings)




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-

sas-quatch
Sun Jun 05, 2005 10:56 am
#18



Marvin5 wrote:
Make it work like a city
A Admiral (mayor)
Then recruits of different ranks, let it start as a smaller ship and when the crew grows you can buy new chassis
Admiral actually does nothing except for buying stuff and managing the crew, he can give some member the title of captain and give control of the ship to them
The Captain must be Ace pilot, and if the ship would be pvp enabled he would be required to have a imp or reb rank to control it (the higher rank, the larger crew he can control)
Mayby the ship can be upgraded every week if the crew roster is big enough.
Some positions must be manned for them to work, such as guns, navigation and engineering, it should be useless if crewed only by the captain but should be able to operate very poorly with only a small crew.
Make it so that artisans of different kinds give bonuses when manned in a station, armoursmiths (utter hull armour and shields), weaponsmiths (guns), architects (hull structure), bio engineer (bio atmosphere), docs (medbay), shipwright (managing flightdeck and fighters, or can fill all positions).
Make some crew positions replacable with driods, if a droid engineer is omboard
Make the ships give nearby friendly fighters bonuses to shield recharge or strenghth
The ship should be able to hyper but takes a few mins to do so, else its travels very slooooow.
When docked into a capitol ship station the captain can de-assemble the ship and the crew is loaded into the station.
If the captain wanna assemble the ship he just travels to the station and assembles it, then sends invite to all in the crew roster who can shuttle to the ship.
Combat...
These ships should be slow and lumbering so dogfighting are a no-no
The fighs capital ship vs capital ship should be decided by best fighter pilots supporting the ships and torpedo bombers, else its the crew manning the stations or the purchased parts. Strategy is a important bit, as the boadside if the ships should be the most powerful part when fiering.
Ships could have several hardpoints but some weapons like larger torpedoes or anti capitol ship guns should be only be good against other larget ships, making it hard to decide if you are gonna fit it with huge guns or smaller ones to fight off enemy escorts and using own fighters to deal the damage.
Boarding partys!!! The ships should be able to lauch boarding torpedoes or multi player ships could board the ships with a small crew of 3-5 ppl in each pod. They would have to fight npc soldiers and players. A well timed boarding party can take over the ship fast, but it should be damn hard. It should be used as an tool to disable certain parts, such as engines or shields.
When you are destroyed....
If you do not escape in a pod (you have 1-3 minutes before it goes boom) you just wake up in the capitol ship station, wounded alot..
If you escaped by pod you are automatticly transferred to the station or starport of your choice,
The ship takes damage on the parts that was most badly hit and is gonna have to take repairs, the captain just assembles the ship at the capitol ship station and loads the crew, then the ship must be rapired from inside (and mayby outside by fighters with welding lasers). It should take about 10 minutes to get in in shape, but the ship is not cleared for launch for 20-40 minutes after being assembled after a explosion, so we wont have zerging ships. the timer is decided on the captains skills and the size of the ship...
Well.. thats it...
Some ideas, feel free to discuss or borrow them
/benah






i like all of this. but i would only change one thing.


i would make them like guild halls. but instead of 5 members have a 8-10 member minimum.

that way the players could truly build a "navy" for thier faction.

player A: your in a spaceguild?
Player B: yes i am a lt on the star destroyer RebelKiller
player A: sweeeeeet how do i join
player B: well you see our guidlines are.........



Sas-quatch
~R-E-F Armorsmith~
Ardessa Baid
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CommTampers
Sun Jun 05, 2005 11:40 am
#19

There will bemayhem to pay if the devs screw over shipwights.....................AGAIN!!!!!!!!!!!


Cap ships is a great place to be pro-choice


Devs: don't leave shipwrights out of their moneys' worth.




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
CommTampers
Sun Jun 05, 2005 11:42 am
#20






sas-quatch wrote:





Marvin5 wrote:

Make it work like a city


A Admiral (mayor)


Then recruits of different ranks, let it start as a smaller ship and when the crew grows you can buy new chassis


Admiral actually does nothing except for buying stuff and managing the crew, he can give some member the title of captain and give control of the ship to them


The Captain must be Ace pilot, and if the ship would be pvp enabled he would be required to have a imp or reb rank to control it (the higher rank, the larger crew he can control)


Mayby the ship can be upgraded every week if the crew roster is big enough.


Some positions must be manned for them to work, such as guns, navigation and engineering, it should be useless if crewed only by the captain but should be able to operate very poorly with only a small crew.


Make it so that artisans of different kinds give bonuses when manned in a station, armoursmiths (utter hull armour and shields), weaponsmiths (guns), architects (hull structure), bio engineer (bio atmosphere), docs (medbay), shipwright (managing flightdeck and fighters, or can fill all positions).


Make some crew positions replacable with driods, if a droid engineer is omboard


Make the ships give nearby friendly fighters bonuses to shield recharge or strenghth


The ship should be able to hyper but takes a few mins to do so, else its travels very slooooow.


When docked into a capitol ship station the captain can de-assemble the ship and the crew is loaded into the station.


If the captain wanna assemble the ship he just travels to the station and assembles it, then sends invite to all in the crew roster who can shuttle to the ship.



Combat...


These ships should be slow and lumbering so dogfighting are a no-no


The fighs capital ship vs capital ship should be decided by best fighter pilots supporting the ships and torpedo bombers, else its the crew manning the stations or the purchased parts. Strategy is a important bit, as the boadside if the ships should be the most powerful part when fiering.


Ships could have several hardpoints but some weapons like larger torpedoes or anti capitol ship guns should be only be good against other larget ships, making it hard to decide if you are gonna fit it with huge guns or smaller ones to fight off enemy escorts and using own fighters to deal the damage.


Boarding partys!!! The ships should be able to lauch boarding torpedoes or multi player ships could board the ships with a small crew of 3-5 ppl in each pod. They would have to fight npc soldiers and players. A well timed boarding party can take over the ship fast, but it should be damn hard. It should be used as an tool to disable certain parts, such as engines or shields.


When you are destroyed....


If you do not escape in a pod (you have 1-3 minutes before it goes boom) you just wake up in the capitol ship station, wounded alot..

If you escaped by pod you are automatticly transferred to the station or starport of your choice,


The ship takes damage on the parts that was most badly hit and is gonna have to take repairs, the captain just assembles the ship at the capitol ship station and loads the crew, then the ship must be rapired from inside (and mayby outside by fighters with welding lasers). It should take about 10 minutes to get in in shape, but the ship is not cleared for launch for 20-40 minutes after being assembled after a explosion, so we wont have zerging ships. the timer is decided on the captains skills and the size of the ship...


Well.. thats it...


Some ideas, feel free to discuss or borrow them


/benah









i like all of this. but i would only change one thing.


i would make them like guild halls. but instead of 5 members have a 8-10 member minimum.

that way the players could truly build a "navy" for thier faction.

player A: your in a spaceguild?
Player B: yes i am a lt on the star destroyer RebelKiller
player A: sweeeeeet how do i join
player B: well you see our guidlines are.........



Imagine the LAG!!!!!!!





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
Mubaar_Nix
Sun Jun 05, 2005 11:45 am
#21

with a change as major as this you are going to HAVE to allow hard core roleplayers such as myself (including factioned RPers) the ability to fly and crew these ships in such a way as to not be griefed by every oppositly aligned nutball in the galaxy can take pot-shots at you.



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In memory of Stormtrooper Detachment Epsilon,
We refused to become a shadow of our former self, We walked away from the NGE, our heads held high!
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InfluenzaSWTA
Sun Jun 05, 2005 1:02 pm
#22

On the subject of adding new capital ships for this:

The artist who made the Sorosuub Luxury Yacht and Y-8 Mining Ship was at the Art & Music forum at Fan Fest. Someone asked how long it took to make the Y-8, and he replied 3-4 months between modeling, texturing, producer review, and modifications based on reviews. Now imagine if they were to add a lot of new capital ships... that's a lot of work, and it's not guaranteed that SOE has enough artists with the right abilities to pump out more than 1 or 2 ships for this addition.

So I'd only put money on seeing the Corellian Corvette, and would accept slight odds on a Nebulon B.

However, I had the chance during the early ROTW beta (when only CU testers were let in) to talk with the Y-8 artist... he was flying around Kashyyyk, and we got to talking about his job. I asked if the Y-8 was really as big as it looked (this was before the mining quest was fixed, so no one had really seen one). When he said "yes" I replied that he'd made a lot of people very happy, to which he said "wait till the next expansion" . I prompted for more, but only got "I can't say, but let's just say I won't be able to beat this one (in terms of model size) after its in game". So there's a decent chance at least one new ship will be deuted with this, and that it will be in a new expansion, not a free addition.



---------
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JanuHull
Sun Jun 05, 2005 1:13 pm
#23

I would like to see a Nebulon B as well. There are a number of smaller capital type ships that can be added.


Corellian Action VI heavy freighters- nice big ships that the smuggler lords like to make into private cruisers. Tallon Karrde had one.


Gallofree Yards Medium freighters (the transports the Rebels used to escape Hoth)


Corellian Gunboats (2/3 the size of the Corvette).


Carrack class light cruisers


Lancer class frigates - this is an appropriateone, its not a big gun boat, its a picket vessel designed to handle starfighter screening.


Give us Player versions of the gunboats and the Lambda shuttle


Let us have player versions of the cargo freighters and passenger ships already in the game.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

SnowHe4rt
Sun Jun 05, 2005 1:48 pm
#24

Loving the idea... would be great. A few thoughts:

1) I don't think the crew should be required to be any larger than 10 people. Sorry, more than that is just unrealistic. This way you'll have someone piloting it, can have someone manning the ship's systems, and then a bunch of people taking care of the weapon turrets and maybe one or two other systems, like internal security or whatever. Actually, I'm not even sure you should "require" a minimum crew, but just make it nearly impossible to fight/defend the ship without a decent sized crew.

2) Limit the number of ships that can "dock / board" to 3 or 4 ships. This way people attacking the ship will be effectively forced to use a PoB ship in order to land enough people to take the 'vette over, but will still leave enough slots for the pilots flying starfighters to dock as well.

3) Force the ship to accept PvP as soon as it launches, subject to the following point.

4) Limit the number of possible attackers to one GROUP (not sure how that would be coded... perhaps something similar to the way missions are coded, so that pilots outside of your group can't take your mission-assigned kills). This way, the people piloting the vette won't be unfairly overwhelmed, and the people attacking the 'vette won't have their "kill" or boarding/capture opportunity stolen or griefed from them.

5) Speaking as a shipwright, this should not be craftable but rather a mission-acquired quest item or something like that. Instead, shipwrights should have the opportunity to upgrade various systems. Another possibility is to require a player shipwright to repair damage to the ship's internal systems... perhaps a station can do minimal repairs (up to 25% of the ship's basic systems) but for a full repair you need a shipwright? (Just a brainstorm idea there.)

6) These should be owned... otherwise I have trouble seeing why people would go through what ought to be a very difficult mission just to "borrow" one. But ownership should be restricted, as others have said. Perhaps it could be linked to guilds/player-associations with a required maintenance fee???

7) Because of the possibility of "boarding" these craft and taking them over, there should be a ground component to the quest to acquire one... a high level ground quest. This will (hopefully) ensure that the people who wind up acquiring a 'vette also have a realistic ability to defend it against boarders who are combat lvl 80. People who want to board a vette should have a reasonable fear that the people crewing the vette will be able to successfully defend it agains tall but a highly skilled task force... this will hopefully also limit excessive numbers of people attempting to grief the current owners.

That's all for now... awesome idea though... hope this comes to our desktops soon!

~Snowy



Ekou Wepi
Bothan Commando, Freelancer, & Shipwright
The Munchkin Commando from Hell ("Surrender Imperial scum, or I'll bite your ankles!")
Meplorium
Sun Jun 05, 2005 2:17 pm
#25

Sounds like it is time to upgrade the computer, again. O well.


Technically here they need to be kept small and rare. The crews needed even for the current ships are hard to fill, anything larger would be difficult. On top of that the mission should cost a lot of prestige points and faction points, the mission itself should be costly.


Aside from that this would be a cool feature. PvP both outside and inside would be neat. Frigates and small mon cals (require mon cal species to pilot) would be neat to see. Corvettes is a good logical start. They already have the interior done and the exterior everyone that plays in space knows. Still would like to see more from there.





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Zilod
Sun Jun 05, 2005 2:43 pm
#26

a lot of time ago i made a post about capital ship, not just as uber ships to use and to fly around but as mechanic for strategical and difficult missions for whole guilds, i will give a loot at my history and bump it/link here

Message Edited by Zilod on 06-05-2005 11:55 PM

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