Pilot Archive
Thread: Aye aye Cap'n an idea on an elite pilot prof
*Edited so as not to offend
Message Edited by Aciam on 06-16-2005 06:18 PM
Even if you set the price at 25 million credits(avoiding using resources here), it still wouldnt be enough. There are people there who can powergrind many millions. Plus this method caters to the power grinders, in that they will be the only ones who can afford them.
How about a counter-proposal.... These ships are permanently stationed in deepspace and are afflicated with a specific guild. They have a long vulnerability time during which period they can be attacked/destroyed or captured by other guilds. They can also be moved (slowly) to assist in attacking other capital ships.
They come fitted with a "standard" arsenal that can be upgraded if the owninbg guild wishes (or not).
That way, those who do not wish to compete in an event where they could lose their own credits, they dont have too. And even those who do, simply lose an item they captured anyway. No real loss.
Plus, putting them in deepspace means that we dont all have to look at them whenever we leave correlia. Under this system, we could probably stretch to using a correlian corvette instead of a Gunboat.
Alyxian wrote:
Baynemuim wrote:
Now, you have your shiny new corvette, but what hoyou need to be the leader of a guild (let's say you are) now, you have to find a crew amongst your guild.
I dislike this, a lot. you will get splinters of PA's all over the place just for more cap ships
- what about the PA's who's leader does not care about space?
- Why would you want them captain? What purpose does it serve other than to make them very rare as many guild leaders already have very busy in game schedules
- Why would you want current guilds of 50+ members to become 10 guilds of 5 members each just so they can get 10 cap ships? You know it will happen.
- Why would I not be able to recruit crew form other people I know who are faction aligned? Makes not sense at all
No, what they need is an Elite class, not a guild mechanism. It needs to be hard to get and space based, but honestly, no harder than padawan. I mean really, being a ship captain should be easier than that.
How to get the XP for this Elite class and for the novice box of it specifically? Well, this is actually an easier path than you might think, but would require some game mechanic rework.
Background:
- Elite class should have varying levels of cap ships, small for tier 1 and 2, medium for tier 3-4, and a large for Master
- Ships should cost a lot, but should be sectioned so you do not need 25 million of Qullasdjhrhdsksjdffsdfdedrt Biotech elomiom talusian mountain region steel for it. (mentioned in an above post)
- Shipwright crafted, preferably space hangar to craft them, and have some realtime construction times. Possibly even an Elite class for SW, lots of ideas around that too.
How to get XP to become this Elite Class:
- Requirement, Fix POB ships, and make mission content for POB ships
- Then, after Master, all XP aquired in POB ship combat would give you the new class XP.
- This makes it a logigal progression, you became fighter ace, now you are commanding a small gunboat type, after that you get Novice Captain (call it that for clarity in this post) and the cert for the next size up in POB ship, XP can now be gotten in either your current POB at a decelerated rate, or in the new Cap ship you are certed for.
This process would take time, would take grouping, would make you a CAPTAIN, not a PA leader who may have great skills to lead a PA and even ground raids, trying to command a ship. It would make you have to get bigger and bigger crews, command more and more people on your ship, and make your teams actually useful if they work together more.
my $0.02
I do like the POB idea, and you perhaps just need to be in a guild with a certain number of members, say, 20, maybe 30, but not a guild leader. This is meant to be a reward for larger, more active PA's. And I'm sure you could recruit from outside the guild. And, I did sugest the modular idea, and reccomended the hanger idea as well.
So, no creating of tiny little PA's just to get a ship. You'd have to be a higher up guild member to get a ship for the guild, say, like the leader gives them the position of captain and then they can get and command a ship for the guild.
I really like the idea of capitol ships, especially since i am the leader of a pirate guild and it would be awesome to have one. I think their ought to be *some* restrictions on them- like one per guild, and no larger than a vette, and a minimum crew to do anything besides decorate- but I do not think that devs should hand them out or that they should be stealable. From the movie, it definitely is lookin' like you steal it. Thing is, this should be an equal opportunity thing- any guild should be bale to have one. Otherwise it won't be fair. And people will not liek having their ship stolen- that would suck. I have already stated my ideas for the cap ships in other threads, btu I liek the proposal, as long as every guild can have ONE ship. You upgrade as you go along.
Oh, and I think the guild leader should be the "owner" of the ship, but I am biased of course :-D
Pirates FTW!
Baynemuim wrote:
I do like the POB idea, and you perhaps just need to be in a guild with a certain number of members, say, 20, maybe 30, but not a guild leader. This is meant to be a reward for larger, more active PA's.
Why? Who cares about PA's? Not the JTL devs, that is for sure. No guild wars, no PA stations, nothing.PA's have nothing to do with space at this point. Why should a guild of 30+ ground gamers and 3 pilots warrant a capital ship, and a PA of 10-20 Pilots not?
Not sure about your server, but I know on StarSider, it would be a lot easier to feiold 10-15 people to work a capitol ship grabbing people who are im several different PA's. I alsocan saythat not many PA leaders I knowon SS are into space a whole lot. There are a few JTL based PA's, but even those have wings of people from a lot of other PA's.
I just do not think this is a PA mechanic, at all. It leaves way to many people out, especially if you are requiring PA's of 30+ members. I, personally, do not like big PA's. I prefer smaller groups, that interact with other groups. So, why should I not be able to participate? even though I can get a 10-15 person crew to launch the thing?
Alyxian wrote:
Baynemuim wrote:
I do like the POB idea, and you perhaps just need to be in a guild with a certain number of members, say, 20, maybe 30, but not a guild leader. This is meant to be a reward for larger, more active PA's.
Why? Who cares about PA's? Not the JTL devs, that is for sure. No guild wars, no PA stations, nothing. PA's have nothing to do with space at this point. Why should a guild of 30+ ground gamers and 3 pilots warrant a capital ship, and a PA of 10-20 Pilots not?
Not sure about your server, but I know on StarSider, it would be a lot easier to feiold 10-15 people to work a capitol ship grabbing people who are im several different PA's. I also can say that not many PA leaders I know on SS are into space a whole lot. There are a few JTL based PA's, but even those have wings of people from a lot of other PA's.
I just do not think this is a PA mechanic, at all. It leaves way to many people out, especially if you are requiring PA's of 30+ members. I, personally, do not like big PA's. I prefer smaller groups, that interact with other groups. So, why should I not be able to participate? even though I can get a 10-15 person crew to launch the thing?
Did you read that whole post? I said you could recruit crewmen from *outside* the guild, You have to have some sort of limiting factor, otherwise you'll have nothing but vette's flying around.
Since no one seems to like the PA idea, any other sugestions? hmmm?
Other suggestion, yes.
If you want to make it PA, give us full PA rights in space. Guild war, a mechanic guild position for space based things.
What point is it to make it a guild thing if you are recruiting outside of the PA?
I agree there needs to be a mechanism, but it needs to be thought out, not just another thing the guild leaders have to deal with.
I do understand your dislike of having SL for captain, but think how *many* just Ace pilots there are out there... we need something or other to keep it in check.
The components from all kinds of crafters helps promote Cap ships being made by larger guilds.
A way to help with the SL thing would be to have a "Security chief" position, He'd command the troops onboard incase of boarding. In order for an effective defense of the ship, you'd need a SL filling this position. It wouldn't be absolutely necessary, but a ship with a good security chief should do better against a boarding than one without.
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Yes, there needs to be a limit on them. The limit should not be based on ANY THING ground related OTHER then faction. That goes for Professions and PAs. Neither is an acceptable means to control access to the number of Capital ships.
One method would be a cap on the number of Capital ship per faction. Militaries don’t give their warships to the captain. They don’t even give the fighters to the pilot. There for all Faction Warships should be launched form a faction station. Now what do we do for the Corsec, RSF and SA? There is a limited number for each with some restrictions.
This is my purposely is this:
*ALL faction ships are launched after docking with a faction station.
*The faction ships are not crafted.
*Components for a ship may be crafted but have to be loaded each time.
*The ship is not owned by the player or group of players.
To get the ships after you have access to the ships:
1) The person would dock with the station
2) Collect the crew on the station.
3) If the ship has fighter bays then collect fighter pilots.
4) Submit ship equipment to a NPC engineer ( same thing as managing you’re fighter but the components have to be placed back on the ship each time you land )
5) Talk to some NPC to get access and clearance to launch a ship.
Now if there are to many ships for you’re faction in space then you can not get access and clearance to launch the ship.
If the ships gets destroyed the crew is placed back on the station they launched from and the captain has a 10 minute timer before they can ask for clearance to launch again.
When the captain goes AFK or logs then the crew is immediately placed in the crew gathering point at the station they launched at. To keep the Captain from being a bot you make it so there needs to be a captain at the controls to do all functions, give the captain some thing to do, AND remove being able to MACRO while in the Captain’s chair. Forcing the player that is the captain to sit in the chair and giving them some thing to do you will keep them active. Making it impossible to use a macro while in the chair makes sure some one doesn’t make an AFK macro and then place a bot in the chair to always have a ship in space. Requiring the ship to land at a station to change out crew or pick up people makes sure PA can’t set up a ship to always be in space and just rotate out the crew.
The limits on the faction ships will be a limit for each class. I recommend there be three classes. Gunboats, Escorts and Cruisers. We can get to the real Capitol ships later. The gun boats would be the most numerous followed by the Escort classes and then only a few of the cruiser class. The cruisers would have a small fighter bay. Maybe 8 fighters since that is the size of a group now.
This works great for all squadrons and factions BUT pirates… Pirates could be limited also based on the fact there is only going to be a limited also. They would have to be restricted on what they can attack though to some degree or one faction would grab the majority of the pirate ships to add to their number and have a numerical advantage. Limiting the performance of the pirate ships might be another way. Pirates have big ships but they don’t have the best and largest ships.
Now for boarding. Until the ships are working correctly for a crew in space combat boarding should be disabled. Once the ships are working in space combat we should see assault shuttles certed at master pilot. Also boarding can only be accomplished with an assault shuttle.
Boarding actions once in place will be to destroy or disable parts oft eh ship. A successful boarding action to disable the engines on a ship or the reactor is going to severely limit the performance of a ship.
To make this the most effective there needs to be a slow repair timer as opposed to the instant repair we have now.
Baynemuim wrote:
Now, you have your shiny new corvette, but what hoyou need to be the leader of a guild (let's say you are) now, you have to find a crew amongst your guild.
- what about the PA's who's leader does not care about space?
- Why would you want them captain? What purpose does it serve other than to make them very rare as many guild leaders already have very busy in game schedules
- Why would you want current guilds of 50+ members to become 10 guilds of 5 members each just so they can get 10 cap ships? You know it will happen.
- Why would I not be able to recruit crew form other people I know who are faction aligned? Makes not sense at all
No, what they need is an Elite class, not a guild mechanism. It needs to be hard to get and space based, but honestly, no harder than padawan. I mean really, being a ship captain should be easier than that.
How to get the XP for this Elite class and for the novice box of it specifically? Well, this is actually an easier path than you might think, but would require some game mechanic rework.
Background:
- Elite class should have varying levels of cap ships, small for tier 1 and 2, medium for tier 3-4, and a large for Master
- Ships should cost a lot, but should be sectioned so you do not need 25 million of Qullasdjhrhdsksjdffsdfdedrt Biotech elomiom talusian mountain region steel for it. (mentioned in an above post)
- Shipwright crafted, preferably space hangar to craft them, and have some realtime construction times. Possibly even an Elite class for SW, lots of ideas around that too.
How to get XP to become this Elite Class:
- Requirement, Fix POB ships, and make mission content for POB ships
- Then, after Master, all XP aquired in POB ship combat would give you the new class XP.
- This makes it a logigal progression, you became fighter ace, now you are commanding a small gunboat type, after that you get Novice Captain (call it that for clarity in this post) and the cert for the next size up in POB ship, XP can now be gotten in either your current POB at a decelerated rate, or in the new Cap ship you are certed for.
This process would take time, would take grouping, would make you a CAPTAIN, not a PA leader who may have great skills to lead a PA and even ground raids, trying to command a ship. It would make you have to get bigger and bigger crews, command more and more people on your ship, and make your teams actually useful if they work together more.
my $0.02
The "limit" per faction has been bantered around, but I think it deserves a capital NO. Think about it, one large group of players could create lots of capitol ships, and keep them up, there-by preventing other people from getting their ships up.
And what is *wrong* with having some ground based restrictions apply? Hmmmmm?
Nowhere in the "laws" of the game does it state that space and ground cannot mix. Why, we have quests for *ships* that have significant ground portions....
Edit: Actualy, looking at the dates, this died before I went to camp, but who realy cares about that
Message Edited by Baynemuim on 06-30-2005 07:41 AM