Pilot Archive

Thread: Y-8 3 : ISD nil

WingZero890
Sun Sep 04, 2005 4:53 pm
#14

Nice, cant wait for those componets to hit the 'real' servers. (not to get off topic, but thats also pretty sad that a mining vessel can take out an Imperial Class Star Destroyer)



Mesacho al'Thor

Elder Shipwright/Elder Merchant

Keep Flyin'
Logan074
Sun Sep 04, 2005 5:07 pm
#15

So if the star system was removed, is there any way to advance to the "gold" SGW status next to posters names? I believe it was for 3.0 star average, correct




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WingZero890
Sun Sep 04, 2005 6:14 pm
#16






BuzzBot wrote:






WingZero890 wrote:
Nice, cant wait for those componets to hit the 'real' servers. (not to get off topic, but thats also pretty sad that a mining vessel can take out an Imperial Class Star Destroyer)





If you outfit the mining vessel for combat, why can't it be effective as a fighter? Plus, a skilled pilot (person who started this thread obviously is) can make almost anything work, I mean, look at Dwarf and Leaph. (No ill intentions meant with this post ).





Let me rephrase that, its pretty sad that anything we currently have in game can destroy the star destroyer 1 on 1. (not a flame)

Message Edited by WingZero890 on 09-04-2005 09:15 PM



Mesacho al'Thor

Elder Shipwright/Elder Merchant

Keep Flyin'
BuzzBot
Sun Sep 04, 2005 6:19 pm
#17






WingZero890 wrote:






BuzzBot wrote:






WingZero890 wrote:
Nice, cant wait for those componets to hit the 'real' servers. (not to get off topic, but thats also pretty sad that a mining vessel can take out an Imperial Class Star Destroyer)





If you outfit the mining vessel for combat, why can't it be effective as a fighter? Plus, a skilled pilot (person who started this thread obviously is) can make almost anything work, I mean, look at Dwarf and Leaph. (No ill intentions meant with this post ).





Let me rephrase that, its pretty sad that anything we currently have in game can destroy the star destroyer 1 on 1. (not a flame)

Message Edited by WingZero890 on 09-04-2005 09:15 PM



Ahhh, your point is crystal-clear now! Yes, I agree, it is rather rediculous, but before they fix that, they need to fix the fact that the Reb station is currently invincible.



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quadpers0n
Sun Sep 04, 2005 6:23 pm
#18

it would be viritually impossible to design an ISD that couldn't be destroyed 1 on 1. increase it's gun strength significantly and no group of players could take it out because they would all die in 3 hits. increase it's aim and the same thing would happen. increase it's shields and it would just take longer, give it escorts and it would just take longer.


maybe through some kind of hack mechanic you would make it so you need other pilot decoys to enable pilots to do strafing runs, but cmon, that's just cheese. the ISD is not a PVE target, it's meant as a point of reference for people to PVP around, and a wierd metagame for deep space.




-meeuki


lumpini
BuzzBot
Sun Sep 04, 2005 6:25 pm
#19






quadpers0n wrote:

it would be viritually impossible to design an ISD that couldn't be destroyed 1 on 1. increase it's gun strength significantly and no group of players could take it out because they would all die in 3 hits. increase it's aim and the same thing would happen. increase it's shields and it would just take longer, give it escorts and it would just take longer.


maybe through some kind of hack mechanic you would make it so you need other pilot decoys to enable pilots to do strafing runs, but cmon, that's just cheese. the ISD is not a PVE target, it's meant as a point of reference for people to PVP around, and a wierd metagame for deep space.





Hmm, how about making it manuever through DS a fair amount? Not sure how much harder that would make it... I do see your point. It would be extremely hard to make it extremely hard. LOL



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JanuHull
Sun Sep 04, 2005 6:30 pm
#20

*drool*



Janu Hull
CertifiedjWing Nut
CFA

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

Attacca
Sun Sep 04, 2005 6:46 pm
#21

I dunno...think of the corvettes, as soon as you add in a few more players the turrets have to divide their power. Even a bomber strike makes them much easier. What if the ISD/Station were the same way? Very accurate and powerful until you split up thier shots at more than one target?





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...has mastered the Pilot profession
Are you a pilot and not using Droid Commands?

JanuHull
Sun Sep 04, 2005 6:49 pm
#22

Frankly, they need to flush Freedom Station down the sewer and get us an MC80 Mon Calamari cruiser out there. THEN make'em maneuver.



Janu Hull
CertifiedjWing Nut
CFA

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

BuzzBot
Sun Sep 04, 2005 6:51 pm
#23






JanuHull wrote:
Frankly, they need to flush Freedom Station down the sewer and get us an MC80 Mon Calamari cruiser out there. THEN make'em maneuver.





That works for me.



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quadpers0n
Sun Sep 04, 2005 7:12 pm
#24


even if they increased the guns accuracy and forced you to bring diversions, there's about 5 ships out there that have a really low % chance of being hit. make it difficult for them, and what happens to the ships that have an extremely high chance of being hit? key to taking out an ISD is a light fighter? odd mechanic.


i'd love to see the ISD manuver to a climatic battle with a mon cal. to reduce lag from a contest like this, chop off half the ISD's guns and nix the hack where it shoots through itself.


imo the fix to the ISD is to have it's shield systems vulnerable to a torpedo class weapon, or a massive fighter assault (talking combined output of 10 or 20 fighters, or else it regens). this isn't going to make the ISD harder, just delay the inevitable long enough to discourage faction farming efficiency.


i also think the current system in DS should be scrapped. it's not fun, it really makes no sense, i mean why highlight the fact that the zone has walls by having ships fly around and bounce off of them in trajectories that are pointless? at the very least nix the rebel base, introduce cap ship variety and make them travel in sensible flight patterns across the zone with a hyperspace jump at the ISD side. fashion a metagame around this and make imperial spawns meet up with rebel cap ship spawns at different points on their route for sorties, and make it hard ffs. why do gunboats in DS move on rails? just to entice imps to come farm them? that's silly, instead of making a boring cash incentive for a zone put some thought into it and make it fun. i'd much rather be assaulting a vette or transport guarded by a gunboat that actually gave chase than blowing up row after row of mindless boats.






-meeuki


lumpini
Red-Dwarf
Mon Sep 05, 2005 3:10 am
#25




BuzzBot wrote:


Plus, a skilled pilot (person who started this thread obviously is) can make almost anything work,




/tiphat BuzzBot


Thanks


Later today I will more than likely be doing some more runs into DeepSpace, I already have a few people wanting a trip and Sencom has enough prestige for a few runs there




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NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
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Azarken
Mon Sep 05, 2005 3:21 am
#26

have you tried its mining capabilites with its new setup reddwarf?


Kinda curious what sort of setup you used and how quickly its pulling in the resources.





Azarken Talamasca

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