Pilot Archive

Thread: Should Multiplayer Ships have 2 Shields?

Marvin5
Mon Dec 06, 2004 2:41 am
#14

Wishlist for multiplayer ships:


2 shields (as said above)

2 reactors (not nessesary but still viable)

a capacitator for each turret

be able to mount several weapons as a weapon group in each turret

able to load missiles from the interior

advanced controls for co-pilot (droid commands and some kind of advanced power re-routing to different parts, or a forward fiering laser)

Unique components, like radars, cargo bays and such.


/Benah



Benah Sakura - Always a smuggler, always a pistoleer
Evillmonkey
Mon Dec 06, 2004 9:15 am
#15

In my opinion the MP ships are all pretty much trash right now. The only way they are truly effective is if the pilot barely maneuvers and lets the gunners do the work. With erattic piloting, gunning is almost useless. They seriously need to beef up the MP ships. Adding a secondary shield would be an improvement, I can see a "spare" reactor that kicks in once the first is trashed, but possibly at a lower output.

They really need to implement inate ship modifiers. Such that a MP ship modifys it's shields/armor output by X%. Kind of what they do with the engines.






Bloodfin: Tamarynn Farr | Romn Teev
Starsider: Al'Yssa Senoj

Zade_Taerin
Mon Dec 06, 2004 9:46 am
#16

Additionally I think they should add a new component for the MP... Fire Suppressor. Make them like automatic fire retardant systems that kick in everytime a fire starts. Have it contain a finite amount of suppression that can be reloaded. When a Conduit fire kicks in the suppressor will automatically enage and will extinguish the fire after a set amount of time based upon it's level and the level of fire. Once all of the Supression materials are spent then the fires will burn until they can manual be put out. It would be good to put a plasma conduit next to each component. Based upon damage to the componet the larger the fire and the longer it will last. A person with repair kits could still try to repair the component but would still take fire damage as before. Once the fire is out then the fire risk is gone.


In regards to manual fire suppression, an idea, a new module item fora droid... Fire Supression. R2 had a fire extinguisher. Deploy your droid inside the vessel and from a distance direct him to extinguish the target conduit. The module will have a set number of points it can extinguishbut itcan be reloaded (a Med-droid can hold stimpacks, why can't a Repair Droid hold FSPs (Fire Supression Packs)).




ZADE TAERIN - Crimson Fleet Alliance (-CFA-) - KETTEMOOR
- CL90 OFFICER (ELDER SQUAD LEADER) / ALLIANCE ACE (CFA-88) / CAPTAIN OF THE "NEMESIS" -
VF-88 MARAUDER SQUADRON "DO RIGHT, FEAR NOTHING"

Gyorgy
Mon Dec 06, 2004 10:01 am
#17

Nice ideas, marvin5. And i think Ice-van has a point with higher lvl comps. Cause who manages to even use half of 5 mill mass even if you only put lvl 10 comps in a decimator (nova, yt-1300)? I mean what's the point of having a tin can in space with only two turrets and just one capacitator (not mentioning 3 missile slots which you could mount with credit blasters. ) and one lvl 10 shield with like 2600 - 2800 strength and about 16 recharge? Nobody can tell me you wouldn't be better off with two (or even three since you need 3 people to fully man those MP ships) ace lvl fighters instead of one of those ace MP ships.

But of course it is fun to fly with your friends in such a ship and everyone has a task to fulfill, but this seems to still be underpowered for the resources you need to make it work properly (and freelancer only get an MP for ace!).

Message Edited by Gyorgy on 12-06-2004 09:02 AM




'-------- COL Gyorgy Csizmazia --------'
Master Creature Handler
Resource Shop -4322 6844, Naboo

rexan
Mon Dec 06, 2004 10:07 am
#18






Quandry wrote:
For a crew of 3-5 to opporate even with almost endless mass and level 10 parts Reverse Engineered up they dont seem to hold up long enough. They are lots of fun to use. But unless the crew maning it is low level or odd faction for the mission you would be stronger in individual ships. With 2 shields you might be able to take enough of a beating to increase use and justify the crew. Seems they should be able to act like a command ship for a small attack force of players. Just my thoughts.




/agree


I'd like to see:



2 sets of shields


4 sets of armor


YT-1300get back its missing missile hardpoint (YT-1300 only has 2, while the Decimator and Nova have 3)


Message Edited by rexan on 12-06-2004 10:27 AM



Rexan Ryu
Master Smuggler
Flurry Server
KyrYxus
Mon Dec 06, 2004 11:59 am
#19

I don't know abot 4 armor points, I love my pulse racing when the klaxons start to blare


But I certainly agree with 2 shields and the added ordnace slot.



~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



Skuzz
Mon Dec 06, 2004 12:35 pm
#20

I dont think MP ships need 2 shields, reactors etc. All they need is to have an inherent modifier to various components that are installed in them to make them more effective. Otherwise the MP ships are not serious considerations for combat really. Sadly

And yes the YT's need their missing 3rd missile slot!





WOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWO
KWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKW
OKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOK
WOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWO
KWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKW
OKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOK
WOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWOKWO


Naplam
Mon Dec 06, 2004 12:49 pm
#21

MP ships need enough shield strength to attack a SD and live, tried attacking 1 in my nova only get of a few shots before my shields go and i need to leave.



IGN Naplam Jedi
Grame Doctor


"the NGE is pure dag nasty evil"
"warned you we tried"
"listen you did not"
"now screwed we will be"

SWG A Lost Hope

1st_Viduus
Mon Dec 06, 2004 12:53 pm
#22

Yeah, a 3k f/r shield is theoretically possible - finding that shield is next to impossible. We need this equipment, and having it set out as rare loot is unreasonable.


A recharge over 25 - not sure if that's possible, but 25 definitely is;

changing that to modify in an MP ship (attach it to the conduit each ship has) and modify the value by current status, e.g.:


Shield Front: 2500

Shield Rear: 2500

Shield Recharge Rate: 25.0

Conduit Recharge Boost: (2.0 * {condition/possiblecondition})

At max this would make the recharge rate 50, if the conduit gets blasted out then it goes down to 0 -- and 0*rechargerate of 25 = 0, so the shields would not recharge at all.

This ensures that:


  1. A repair crew is needed under heavy assault situations (solo-flying or 2manning a MP ship should make it easier to kill - a crew of 8 should make it much much harder)

  2. Existing equipment need not be made useless. Changes to the DB for MP ships would be universal, so old hulls wouldn't be made useless.

  3. Big Hits will still hurt (as they should) but DOT must be *heavy* to cause an MP ship to receive unrecoverable damage to the point of explosion. We don't want to make it impossible for a SP ship or 2 or 3 to take one out, just very very difficult.

  4. By increasing defense in this wise, allows for gunners to fire on attackers for longer periods of time, again, increasing effectiveness.

While I don't feel that a reactor or capacitor extra is needed, nor a bonus to either, I do feel that loot Cert 10 with respectable stats are far too rare, and MSW can't make them with high enough stats.


I have a reactor of over 31k power, and a cap with 49.1 recharge -- and know of people who have looted better stats on both (a 52.4 recharge capacitor for example). I know I can run 2x Cert10 guns on my Deci without running into trouble (unless the gunners *just* hold down fire and never stop), and I certainly haven't come close to using 30k power.


So these 2 comps don't need mods, they simply need to add those BP to the MSW list so that they can be crafted.




Signature

Gyorgy
Mon Dec 06, 2004 3:07 pm
#23

Yea, if you have a 31k reactor (very nice!) and a cap with about 50 recharge you should be on the secure side. i'm using a 52,8 in my firespray right now with two high lvl weapons and it's well ok. So it should work out for deci as well. I think the only real concern are the shields as you need to take a lot of hits with such an MP ship.




'-------- COL Gyorgy Csizmazia --------'
Master Creature Handler
Resource Shop -4322 6844, Naboo

Quandry
Sun Jul 31, 2005 2:35 am
#24

Hmm...still agree with it...



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


wasj2004
Sun Jul 31, 2005 6:57 am
#25


Here is my thoughts for what its worth....


If the quality of certain astroid resorces were better than 500, we could acctually make better POB parts, so extra reactors and extra sheilds would not be nessasary. Now if the devs would only take the time to ajust and tweek the POB parts a bit I think every thing would be fine.


As for the droid programs and co-pilots, Somthing definatly needs to be done there. From my experience, no one wants to be a co-pilot. Its to boring. Its hard enough as it is finding gunners let alone a co-pilot. Why not use droids like they were ment to be used. We should be able to place a protocal droid in the co-pilots seat and have it do the droid commands. Sounds logical to me! Once the droid is in the seat it becomes linked to the flight computer and you do just like on the ground. Speek the command and the droid performs the action. One other thing that might help is to lift the stupid restrictions on the co-pilots seat. If your in a YT, the only one who can sit in the co-pilots seat is another master freelancer. It dont take a Ace pilot to press a freekin button! Let lower teir pilots have access to it, or atleast make it so a reb or imp ace could do it, Something Please!


Just realized this was a old topic from before POB parts came out! lol

Message Edited by wasj2004 on 07-31-2005 10:00 AM



Me wearing my favorite outfit
Me wearing uber mods
Somthing just isnt right about that
Just_Bri
Sun Jul 31, 2005 7:00 am
#26

In EU sources secondary shields did exist, but they were not in common use because of a number of factors I will not get into here. I would prefer not to see them in game, as they are a rather inelegant solution to the problem.



____________________________________________________________
"V E E L A" S A I D - Retired Master Smuggler, cancelled 7/27/2005. SOE, think about every non-Jedi "cancelled" signature you've seen, and remember that there will be more as you forget the communities that makes this game's heart and soul. Entertainers, Crafters, Hybrids, Non-Jedi Combats, and Smugglers. When you are closing shop on SWG, remember that you ignored the REAL community to cater to an alpha class that assured this game would never be "balanced."

*Veela encourages you to adopt this sig
Page 2 of 4