Pilot Archive

Thread: Special Modifications

werehere
Thu Sep 08, 2005 4:16 pm
#14

WEll what would be nice is a droid computer mod for pob ships were you tell it to follow all wps in a quest or just fly straight with no pilot .
uselessn00b
Fri Sep 09, 2005 3:48 am
#15

Nice idea... but i can hear the complaints about another IR2 launcher on my oppressor already



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Palimor
Fri Sep 09, 2005 10:02 am
#16

I want to build my own space station



-----------------
Palimor
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"Imperials aren't people to me, they are just NPC's with weird AI chips installed." - Criminalus

macnider123123
Fri Sep 09, 2005 1:24 pm
#17

I'm loving this idea. Sign me up!



...has mastered the Pilot profession

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FalinMor
Fri Sep 09, 2005 1:57 pm
#18






Rhu wrote:

Meh. I initially considered extra blaster hardpoints as other special modifications but decided against making said suggestion for three reasons.



  1. A bit of extra work would be required of the modelers and later the rendering engine to allow more weapon configurations on a ship. Since missiles come into existance hovering in front of the ship and there are no discernable weapon mount on the ship model, this would be less of a problem.

  2. It is incredibly overpowering. Like my stench. I really need a shower. But seriously... extra weapon mounts would just have everyone going to the shipwright, REing a mess of level 5/6 guns, and turning their ships into lag-generating rapid fire gatlingcannons. Missiles? Not so much. Slow refire, limited ammo, limited utility.

  3. Monkeys.

But that's just what I was considering. If you want to try to debate it the other way, great. It'll keep this thread bumped.







Not so sure about #2, actually. Remember, it'd be giving them another weapon slot, but NOT giving them the extra mass the other weapon will need.


It might be a problem on the heavier fighters if they're not careful, but I'm not sure.
Obed
Sat Sep 10, 2005 12:34 am
#19






FalinMor wrote:

Imagine a POB with turrets AND two player-controlled blasters. That would be fantastic.


-Falin







That's totally what I'd do with my decimator! Four Level 10 guns coming from one ship... yeah, baby!




Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
Itet
Sat Sep 10, 2005 12:42 am
#20

it's a working idea, and I agree, Decimator/YT/Nova should recieve equal treatment. It's not exactly hard to do for them either, look how "easily" they added the Cargo Hold option to the list of parts for the ships.....



Glawk (of Lok) Mon Cal Weaponsmith
Itet >
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Master Shipwright
Retired Ace of RSF, Inquisator, Black Epsilon, Storm, RSF, CorSec,
Smuggler's Alliance, Havok Squad, currently Vortex Squad 3322


Rhu
Sat Sep 10, 2005 12:43 am
#21

Meh. I initially considered extra blaster hardpoints as other special modifications but decided against making said suggestion for three reasons.



  1. A bit of extra work would be required of the modelers and later the rendering engine to allow more weapon configurations on a ship. Since missiles come into existance hovering in front of the ship and there are no discernable weapon mount on the ship model, this would be less of a problem.

  2. It is incredibly overpowering. Like my stench. I really need a shower. But seriously... extra weapon mounts would just have everyone going to the shipwright, REing a mess of level 5/6 guns, and turning their ships into lag-generating rapid fire gatlingcannons. Missiles? Not so much. Slow refire, limited ammo, limited utility.

  3. Monkeys.

But that's just what I was considering. If you want to try to debate it the other way, great. It'll keep this thread bumped.


Olaff421
Sat Sep 10, 2005 4:19 am
#22

I'm really liking this idea. I like the idea of pilot controlled guns. The thing about the POB's is that you can't fly it like a fighter cause you gotta keep em pretty steady so your gunners can actually hit stuff. If the pilot has a gun they will still have to fly like a normal POB if they want to keep thier effectiveness or the turrets won't be able to hit squat. So the pilot controlled guns will be used mainly if they have a slw moving ship in front of them and not trying to follow those insanely fsat JFS's around, let the turrets take care of them.


I'm not very experience with the whole POB thing. I've been a gunner, but never really flown one in combat. Don't you need a co-pilot for the droid commands? If so, make a modification so the pilot can run his own without jumping up, running CtSS, then getting back in the pilot seat and hoping they arent already dead. If I'm wrong about that, then just blame inexpierience.





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Obed
Sat Sep 10, 2005 9:50 am
#23

After noobing around in my VT-49 last night, I think I'd rather have some more maneauverability (especially in the increase/decrease of speed area) than an extra couple of gunpoints. If I can get that thing to juke like a fighter, I'm sure a couple of seasoned gunners could turn her into a deadly, deadly force.


I've put a Level 10 gun in my Heavy TIE... holy crap that thing hits hard! If the New Order could fly anything remotely like that with TWO Level 10 guns (operated by my gunners), that'd be sweet.






Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
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