Pilot Archive
Thread: Multi-Player ship Operation Guide V1.30(updated 08-26-05)
scooter1300
Tue Nov 09, 2004 12:11 pm
#14
Great guide, btw for all you rebels this works for the Nova as well.5 million mass available, and i can only seem to use 1/5th of it 
Tellahane
Tue Nov 09, 2004 12:45 pm
#15
PBandJedi wrote:
Tellahane,
Repairing the conduits seems to have worked themselves out, although we're getting alot (and I mean 1-2 people alot) of crashes/LD's per jump now. That's starting to get pretty frustrating. That and the stupid plasma leak klaxon-- I swear I heard that damned thing in my sleep.
I was never able to successfully use guild:name for admin on my ship; individual adminning works fine however.
Here's how I run the Grocery Getter:
-I pilot the ship and fire the missiles. Oh how I love to annoy the crap out of my turret gunnersI'll do spot healing and wound control if needed.
-My co-pilot is a 4333 privateer who is able to see all of my flight computer programs on CTL-A>Astromech. She's also extremely handy to have there for her combat tricks. She's also a doctor.
-My PA Shipwright is the engineer, spending most of his time gaping like a slack-jawed yokel out of the front canopy, remarking at how pretty everything is. I think he's spent too much time chained to his crafting station.
-The only time my turret gunners notice that is anything is wrong is usually after the capacitor has been shot out. The rest of the time they're laughing maniacally as they rail away at everything that moves, or doesn't, in range, or not. I <3 my gunners.
-I may have a couple of folks along for the ride, but they usually get bored quickly. Of course once the damage starts coming in, they're cowering behind me on the bridge. Maybe I should decorate the Grocery Getter.
We took out a vette last night in Deep Space. Sure its guns were already down and there were only two BWings and an AWing left from the escort. It was great practice otherwise
-Caucab
Caucab Eegoir
Some Bounty Hunter or Something
Talusian Knucklehead, Esquire
Karth D'Santh
Professional Bounty Hunter Content
Imperial Pilot Ace
Yes its hard for those who don't get to gun because they get bored, but when the battle starts and you start taking damage thats where the fun kicks in. finding something to do untill then thats a tough one. I'll look through and test some more stuff this afternoon when i have the time and put up the rest of the update i had lost *fumes* and include some of this information for me. How long did it take you to take down the vette? i went in with me and 1 other aggressor once(i was in an aggressor) to deep space and we practiced the run and got it down to a 10 minute strike, but with what i have planned out my strategy with the decimator i think i can reduce that time to 3 minute in and out strike given enough people.
Tellahane
Tue Nov 09, 2004 3:04 pm
#18
GadonThek wrote:
Nice guide mate, although I do take issue with one thing: The Decimator is more of a light Torpedo Frigate than a heavy bomber.
I would also recommend you add the position of "Commander" to your list. Its always handy to have someone directing the actions of the entire crew, the Pilot already has enough on his hands flying and firing missiles.
I have thought about the commander thing theres 2 problems with it. 1 only master pilots can fly it so since theres still not an over-bundance of pilots its hard to get 2 pilots in both seats, and two you have to be in either pilot, op seat, or the 2 gunners to target ships and see whats around in the hip, so its hard to be a commander unless your in one of those seats. If i had to pick which would be incharge i would put myself in the op chair give orders and let another master pilot fly the ship. Interesting idea though, ill play with it sometime if i find another master imp pilot whos not busy
Tellahane
Tue Nov 09, 2004 3:06 pm
#19
I'm gonna add a features list that includes some of this things like the loot goes into the loot container and such, if anyone has any more of these useful tips reply with em ill throw em on. As well anyone whos rebel or a privateer can you tell me which set's of your specials you use the most and why, as well as the benefit they may have to a multi-player ship and ill in-corporate that into the guide.
PBandJedi wrote:
Tellahane,
Anyway, some of my lessons learned:
-You need to admin the crew so they can repair effectively
-Loot is dropped directly in the loot bin on the lower levels of the ship
-The co-pilot can use all of the droid programs you have installed as well as their specials-- a privateer as your co-pilot is a beautiful thing, between the IFF scramble and EMP combat tricks
-Enjoy the stay, its a hell of a ride
-Caucab
Caucab Eegoir
Some Bounty Hunter or Something
Talusian Knucklehead, Esquire
Karth D'Santh
Professional Bounty Hunter
Imperial Pilot Ace
Draconicius
Tue Nov 09, 2004 3:42 pm
#20
Tellahane... have you tried having multiple co-pilots for extra tricks... and also as extra engineers?
I was wondering if the "trick" like IFFscramble and Bomberstrike can be used in quick succession since they are different players "tricks"
Example :
Co-pilot 1 launches bomberstrike
Gets up
Co-pilot 2 takes a seat and does IFFscramble
Yet another co-pilot does emp pulse... all the while the copilot/engineers are repairing the ship and keeping specials active.
Or is therea cool-down time in regards to tricks executed in a ship?
If there is NO cooldown time.... multiplayer ships may prove more usefull than I previously thought.
Tellahane
Tue Nov 09, 2004 4:28 pm
#21
Draconicius wrote:
Tellahane... have you tried having multiple co-pilots for extra tricks... and also as extra engineers?
I was wondering if the "trick" like IFFscramble and Bomberstrike can be used in quick succession since they are different players "tricks"
Example :
Co-pilot 1 launches bomberstrike
Gets up
Co-pilot 2 takes a seat and does IFFscramble
Yet another co-pilot does emp pulse... all the while the copilot/engineers are repairing the ship and keeping specials active.
Or is therea cool-down time in regards to tricks executed in a ship?
If there is NO cooldown time.... multiplayer ships may prove more usefull than I previously thought.
I'll run the double-bombstrike idea tonight, i don't have a privateer to me available tonight but ill try to hire one and test that as well. As well as stacking like a bombstrike1 and 2 and report back how well it does.
OdiousEncounter
Tue Nov 09, 2004 4:44 pm
#22
Ooh, that sounds fun. Maybe I'll go for an MP ship after all.
Now I just need to go find 7 people to be my friends...
lexington23
Wed Nov 10, 2004 1:23 am
#23
Add a master entertainer to your crew haha
That will keep them entertained till there is action
Tellahane
Wed Nov 10, 2004 1:56 am
#24
lexington23 wrote:
Add a master entertainer to your crew haha
That will keep them entertained till there is action
Maybe ill add the stand-up-comic requirement..hehe
garyttu
Wed Nov 10, 2004 8:39 am
#26
Another big issue with the mp-ships-
If you are running a Tier 3/4 mission for someone in your ship and it requires a dock....
If they start the docking operation it always says the 'pilot name' completed a docking operation and it ends up not completing so the mission cannot go on...the only way to get by this is for the mission-runner to be piloting the ship and they are uncertified for it...
Is there another option/workaround or is this a straight up bug?
Big-G
Message Edited by garyttu on 11-10-2004 07:42 AM