Pilot Archive
Thread: Should Multiplayer Ships have 2 Shields?
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.
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
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
And yes the YT's need their missing 3rd missile slot!
- 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)
- 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.
- 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.
- 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.
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!
Message Edited by wasj2004 on 07-31-2005 10:00 AM