Pilot Archive

Thread: POB Ships Suggested fixes to make them effective again.

BelarrnSorak
Wed Jun 08, 2005 8:47 am
#14

my thoughs on how to improve the life span of the POB's is to have lite, med, heavy parts, small fighters could only have light versions of parts a-wins, tie's, jfs med ships would be bombers and x-wings, and heavy would be the POB's


damage modifyers would be applide to these parts so a light blaster dose less damage to a med sheild but a med engine would not have the speedand YPR to match the light engines


kinda follow what i'm sayin?




Name: Drawde
Profession: Bounty Hunter
Faction: Imperial


Name: Ageo
Profession: Medic
Faction: Imperial

Dorjhe
Wed Jun 08, 2005 2:41 pm
#15

Yeah misunderstood I thought you were saying "instead of." The idea of increasing fire rate would mean POB ships would be much more deadly and a lot more dangerous to attack, thus increaseing thier survivability. However if you can't hit your attacker well... As far as the guns on the falcon fireing in 2s i'll have to go watch it agian. Good thing I have a dvd drive on the comp.
Dorjhe
Wed Jun 08, 2005 3:02 pm
#16

Alright It appears we are both right. Luke kills first tie with dbl blasts the entire rest of the fight the falcon shoot 1 bolt per barrel in a much faster sucession. So it seems the Falcon's turrets can be switched for more dmg vs greater chance to hit. Meanig more bolts in the air vs 2 tight bolts but much more likely to both hit.


Note when the Ties are flying towards the gun watch the bolts they are clearly 1 being fired at a time, as they pass over the eyeball on the right side. You I'd never noticed before but watching in slow mo some of the shots of the falcon nothing on it moves. The turrets don't track or fire or anything. Interesting, amazing what you can see when you take the time to slow it down


Also for refference A New Hope, Ep IV.


1:35.10 double blasts


1:35.27 Single


1:35.29 double


1:35.42 single


1:35.57 single


1:36.02 single


Loki_Ashaman
Wed Jun 08, 2005 4:38 pm
#17

Hmm... now that would be an interesting concept, being able to switch a turret from slow deadly attack to a rapid fire mode without changing the weapons out.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Feynan
Wed Jun 08, 2005 5:01 pm
#18

Suggestion:


First off, yes, double the effectiveness of the Elite components. I don't see why not. The POB ships are MASTER LEVEL SHIPS, they should be UBER (for lack of a better word)!.


Second, with Capitol Ships coming out, I think the role of the current POB ships should be changed.


Pilotable Capitol Ships, such as Corvette's and such, should have many turrets (10+) that fire lasers. POB ships should change to, essentially, missle boats. Change the turrets so that they fire ordnance instead. Now the POB ships have 5 ordnance slots, and you know what, that's deadly. That makes them sleek little deadly machines. Let's face it, when pilotable capitol ships come out, what's the point of the current POB ships? They are too large of a target compared to fighters, and they won't have enough firepower to sustain that damage like a capitol ship will. They'll be cannon fodder. They need a seperate role, and I think this is it.


It'd add a nice dimension to large-scale battles now. You have your standard fighters flying around, with one capitol ship from each side duking it out, launching more fighters. Then you see a POB ship, these are the things that are generally most deadly to everyone, as, if they get the opportunity, they can deal a very damaging blow to a capitol ship.They'd be something you'd want in battle, but theywould keep strategy in battles since you cannot have too many POB ships because then you don't have enough fighters to cover them, and you can't have too many fighters cause then the Cap Ships will blow away all the fighters.


Each "type" of ship needs something their good against and something that's good against them. Under the current system, it would be:
Cap Ships > Fighters

Fighters > Nothing


Under my suggested system it'd be:

Cap Ships > Fighters

Fighters > POB ships

POB ships > Cap Ships



Colonel Feynan Forsythe
Alliance Ace Pilot
Yalton
Wed Jun 08, 2005 6:27 pm
#19



Feynan wrote:
Suggestion:
First off, yes, double the effectiveness of the Elite components. I don't see why not. The POB ships are MASTER LEVEL SHIPS, they should be UBER (for lack of a better word)!.
Second, with Capitol Ships coming out, I think the role of the current POB ships should be changed.
Pilotable Capitol Ships, such as Corvette's and such, should have many turrets (10+) that fire lasers. POB ships should change to, essentially, missle boats. Change the turrets so that they fire ordnance instead. Now the POB ships have 5 ordnance slots, and you know what, that's deadly. That makes them sleek little deadly machines. Let's face it, when pilotable capitol ships come out, what's the point of the current POB ships? They are too large of a target compared to fighters, and they won't have enough firepower to sustain that damage like a capitol ship will. They'll be cannon fodder. They need a seperate role, and I think this is it.
It'd add a nice dimension to large-scale battles now. You have your standard fighters flying around, with one capitol ship from each side duking it out, launching more fighters. Then you see a POB ship, these are the things that are generally most deadly to everyone, as, if they get the opportunity, they can deal a very damaging blow to a capitol ship.They'd be something you'd want in battle, but theywould keep strategy in battles since you cannot have too many POB ships because then you don't have enough fighters to cover them, and you can't have too many fighters cause then the Cap Ships will blow away all the fighters.
Each "type" of ship needs something their good against and something that's good against them. Under the current system, it would be:
Cap Ships > Fighters
Fighters > Nothing
Under my suggested system it'd be:
Cap Ships > Fighters
Fighters > POB ships
POB ships > Cap Ships





Interesting idea. Vettes aren't capitol ships. They are escort sized vesseles. So it should be:
Escort > PoB
PoB > Fighter
Fighter > Escort

There are two turbo lasers on the vettes. The waist guns that are always pointed to the front. These would be ment to kill vessels larger then a fighter. So the Turbo Lasers kill the PoBs and leave the turrets on teh vette as they are. Make the Vettes slow on rolling and ALL YPR. This means fighters could get in under it and kill the bottom gun and then kill every thing else. Now iy you ahve a PoB under it to kill the fighters the it becomes a lot harder.

With this some thing else occured to me. When I first read about making the turrets like machine guns I was thinking that would ruin the balance against fast targets. I know there isn't any balance at this time for them. But if they can shoot that fastand the Elite components were upgraded they would be able to wipe out masses of fighter in PvP very easily.

So make the PoBs the fighter killers. Give then 2 guns in each turret. The gunner sets there firing to fire and cycle. This will result in a machinegun like affect if you get soem guns with a fast refire.

My alt makes some mark 5 guns with a refire of .251. These with the fire button set to fire and cycle makes it seem like a constant stream of fire. BUT it needs 2 guns in each turret. If the elite guns are double/halved to make them twice as effective as they are then they will ahve a refire of .125ish.... That is 8 shots in one second.
alyris
Wed Jun 08, 2005 8:22 pm
#20

Ok, new idea. What about if the POB's had a weapon system simular to the launchers? In that you'd only have to get a lock, and actually fire the turret. So, one the system locks on a ship, all you would have to do is hit the fire button. Once the fighter broke lock, it would fire manually. I know this might sound silly, but actually getting a lock might be challenging enough, and it would put much needed power into the multi man ships. Sure it might not be as challenging as flying a fighter, but honestly, those good at flying should be doing just that, and leave task like firing a turret for less talented players. I know there would certainly be more interest in manning a turret if it were easier. Just a thought.



Kirsha - Kettemoor


ravingbantha
Wed Jun 08, 2005 8:38 pm
#21

All this talk about POB's not being fast or nimble.... well lets look at what we have to drawn on from the movies... The Millenium Falcon, it's really the only POB we get much visuales on. Now yes it was highly modified, but then again, what ship isn't, But it in some instances outran fighters, out manuevered them (yes his pilot skills came into effect) but his ship still had nice manueverability and could take a hit.



The POB ships in this game are slugs, manuever live a frozen wad of pudding on Ice, and no matter how good your piloting skills are your going to get ponded by a few teir 5's. I agree that we need some nice items that make these ships desierable. Perhaps we are jumping the gun and what Shipwrights have now is just a taste of components to come, but for now we have 4 ship frames that are nothing more than just "cool" to have.


padren
Wed Jun 08, 2005 8:41 pm
#22

The largest obstacle to making POB ships able to survive PvP fighters is they would become supertanks in PvE combat.

As long as we have two sets of rules, where player ships have low shields, low armor, high damage weapons, vs PvE ships of the same types with super high shields, high armor, and very weak weapons (which I understand was done to tune PvE enjoyment and playablility and not getting popped in 2 seconds of lag) we will have some strange factors to work around.


We want POBs to have a chance against a player in a fighter, but at the same time its a game where a single fighter can solo an ISD on its own without breaking a sweat.


I like all the ideas - and I hope we get POBs fixed. My concern is if we do not take into account the PvE implications the devs will barely change a thing. Other than lowering the wave counts, and shifting NPC values to more match player ship values, I am not sure if we will ever have a balanceable system.


One concept, would be making a range of 'warship components' that have the stats to make POBs better at combat, but they draw serious attention of the imperials (and rebels in rebel controlled areas) and when installed, prevent JLS missions from engaging. I'd consider auto/pvp status for using them but that may be too harsh, especially since even with them a POB wouldn't stand up to much of an attack.





Padren Talisan - Starsider pilot
Padrig Talsani - Corbantis
zounds_klaxons
Wed Jun 08, 2005 9:02 pm
#23

just found this on the JTL forum, and, i thought it was a pretty good suggestion:

(parnellofbria wrote
Solutions:

1. 2 guns per turret
2. 1 capacitor per turret
3. triple or quadruple shields
4. triple or quadruple the armor
5. wider swath of the blaster bolts... bigger hit zone
6. turret tracking vector stays vectored while pilot is turning (see planetside turrets... another game by soe)

(i especially like number 6)



Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
Br-10n
Wed Jun 08, 2005 9:21 pm
#24



Sylia wrote:

--------------------

Instead of dual shields and 2 more armor slots just increase the stat on the Elite Components. All of them.

-------------------

Best suggestion I've heard .... they need to be ELITE , not just high end.






There's a glitch with asteroid resources not being calculated for crafting stats correctly. So anything made with asteroid resources is much much lower that it should be. *IF* they ever get that fixed, we should see in increase in effectivness.

The POB shields should just have one HP stat, and they should have two shield slots, front & back like they do with armor. Also, I've seen the one cap per weapon a couple times, and maybe 2 blasters per turret.

One more thing... The M60A3 I bossed around when I was in the Army (in the 80s) had full turret stabilization. That means you can point the gun at something, and when the driver turns, it stays pointed at the same place. You'd think starships would have the same thing. Of course that would be a little complicated by the limited arc of fire. (BTW, you had to be careful on the old M48 tanks, if you turned the turret 7 times counter-clockwise it would come unscrewed and fall off).



Sekundar Lapsus

Bria/Corellia

= Teras Kasai Master - Master Shipwright - Almost CorSec Ace Pilot =
IL-Vec
Thu Jun 09, 2005 9:29 pm
#25

I'd actually like to see it in a method that when the POB ship is crafted you can have say 1-2optional slots for "over driver's" more would be drastically overpowering


these over drivers modify the ships components that are loaded into it that specific ship


first you'd get variety because not every ship would have same modifiers


examples:


a sheild modifier would multiply both max and regen by a multiple of 5-10.


weapon modifier could double to triple damage output and halve refire rate.


engine modifier would add 50-200 to PYR modifier essentially making it almost as maneuverable as an X wing(ala the falcon)


capacitor modifier would add a 4X mod add in cap OL and Ctss4 you can always fill sheilds as fast as DI will let you basically still a sitting duck though w/o support


ordanance/counter measure bay allows for crates of ardanance to be loaded but would require a player to load from inside ship at a control panel


general overload increases ALL systems output bya small amtin a beneficial manner this would not stack with other overdrivers


NOTE this WOULD stack with all existing droid programs


I'm leaning towards only one overdriverbecause shield + cap one = camp anything with ctss4


feedback? flames? suggestions for modifing it?


also I'd see implementation as space looted optional component enhancers from NPC pob and bigger style ships and asteroid resources for stand schematic requirements





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