Pilot Archive

Thread: Multiplayer Ships: Special Components & Enhancements

RagNoRock5x
Wed Nov 10, 2004 10:17 am
#14

They used to have a star-freghter engineer.


While I got into beta late, and never got a chance to do this prof (due to the required REing tree at the time) I belive there was stuff for bigger ships.


I do not know why they took it out. In an article I read about JTL it said something about player controled capital ships, fighters, bombers and YT-2100 class ships. This would imply that we are planed to get bigger ships eventualy. If we do or if we dont I still say there needs to be a next level of components for Freghters.


Plz give back the Starfreghter Engineer



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MoktokShrah
Tue Nov 16, 2004 2:14 pm
#15


You have some really excelent ideas. I would like to put in my $.2:


I like the idea of having the "turbolaser" but I think we could have 2 options in this departmen

1)Be able to mount the two turbo lasers but have a much slower firing rate then normal fighter weaponry but like 2 shots kills a tier 5 fighter craft. These will obviously take more capacitor energy to fire then a fighter weapon so have some sort of large capacitor with very high mass but like 5k energy and 50 recharge(might be a little extreme but get the idea). Also have the turbolasers have very high mass so its just easyer to code(I would assume)


2) Have turrets mount more then just one gun. They have 4 barrels so they should have upto 4 weapons on each turret IMO. This would also add some more visual difference in the MP ships besides just paint. Once again any cap around cant handle the draw of 8 fighter type weapons fireing at once so you would need the heavy duty capacitor.



Missles I think should be changed. The ops station should have the ability to fire missles once the pilot possisions his ship into a good possition to fire. Maybe even add some form of rearward firing missles and add a whole new station: the "Ordenence Station".


Pilots should have 1 forward facing weapon they can control. I was just watching RotJ and when Lando fires at the death star power thingy the blasts are lasers from the nose NOT the turrets. I only am asking for 1 so if the going gets tough I can turn and fire or if I happen to be alone for one reason or another I dont have to worry about being almost totally defenseless.


I agree that we shouldnt split xp amongst the crew. Maybe a death from an MP ship should have an XP reduction based on how many are on board. With a full crew of 8 have like a 20% xp reduction. So if the ship is fighting tier 4s that give about 3.5k xp each the entire crew would get about 2800 xp per kill. And with a crew of say only 2 (pilot and 1 gunner) have like a 5% xp reduction, so that same 3.5k enemy gives about 3.3k xp.


Well alot of what I said is a little too extreme but with some tweaking they would work.


1 thing though: BEFORE any additions to MP ships they need to fix the PLASMA LEAK problems. My ship is nicely decorated by it kinda takes away from it when I have almost every conduit spewing "phantom plasma".

Message Edited by MoktokShrah on 11-16-2004 02:17 PM



Sareth Heshk, Heshk Aerospace (Now open in Alatheia, Talus)
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MoktokShrah
Tue Nov 16, 2004 2:15 pm
#16






Loki_Ashaman wrote:

Very excellent points. If it takes this many people to effectively use these ships in combat, well... then they should be effective in combat.


One question on the MP ships, I've never flown in one, but does each turrent have its own capacitor - or do they draw off the same one?






Same one but with a good cap that isnt a problem. I have one now that is 1165 energy 47 recharge and it has yet to run out with 2 ppl maning the turrets.



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CarissaLeigh
Tue Nov 16, 2004 3:00 pm
#17



Someone had mentioned and Easy fix.


Weapons, armor, missles, etc get powered up when added to the ship. The Dev's can add PvP Reductions to items and so fourth. So it stands to reason that values can be pushed upwards.



  • Add 2000 Shield to a Master Multiplayer ship it get a 100% increase and becomes 4000 sheild.

  • Armor doubles as well.

  • Reactor/Capacity get a 100% bump or 50% or 25%. (balancing)

  • Weapons....I would say a they remain the same with no PvP reduction. They can kill fast with these already.

  • Missles are the same power but a 10 pack counts as 20 in the ship. Ammo doubles.

These are simple additions/changes and most likely already built into the game. (ie PvP reductions, etc)


The key is adding more Survivabilty to these ships.


Simply double the Armor and Shields and leave everything else the same. That would do wonders for the ships.

Message Edited by CarissaLeigh on 11-16-2004 05:04 PM



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Zutono
Wed Nov 17, 2004 1:16 am
#18






Legendator wrote:

One more thing. Make it so when you fire certain weapons in the turrits so it doesn't flash the whole screen. I have only incountered this with the newest weapon installed on our ship. Ion cannon i beleive.






There are several gun styles...some of the "Scorchers" have the bright-white shotgun effect, while others have "yellow-noodles", and others have "Xs". The shotgun effect scorchers are high-powered and very effective against the target, the brightness effect is a good counter-balance to having this good of a weapon.



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Loki_Ashaman
Wed Nov 17, 2004 1:57 am
#19

Very excellent points. If it takes this many people to effectively use these ships in combat, well... then they should be effective in combat.


One question on the MP ships, I've never flown in one, but does each turrent have its own capacitor - or do they draw off the same one?




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CraterCraig
Sun Nov 21, 2004 11:13 pm
#20


All of these suggestions are great.


MP ships should be better and more usefull than the equal number of starfighters.


Maybe an efficiency modifier based on the number of people on board.


Definitely loading of Ammo while in the ship is warranted.


Crater
SeraphDauthi
Sat Nov 27, 2004 8:09 pm
#21

great suggestions.

a MP ship with a crew of 6 to 8 people should at least be able to effectively defend against 6 to 8 fighters. right now it takes several shots from 1 or 2 ships and the MP ship is gone.

these suggestions would be the right step in the right direction in balancing MP ships with single passenger ships.



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Golrok
Sat Nov 27, 2004 10:54 pm
#22

/sign bump


been thinking these same thoughts for almost a month. The MPS's should be allowed illegal modifications from smugglers, the MPS's should be the only ships that are sliceable, or smugglers should have some role in powering them up.


They should be as hard as a NPC YT-1300 is to take down. It should take several minutes to defeat one, and I agree there should be turbo lasers. Attacking an MPS should not be some walk in the park.


Yea this really needs attention this is not star warsy at all for MPS's to blow up as easy as a fighter. And damn their like million or more they need an option for like 8-10k shield. they should be able to be pontentially as tuff as Hans was, or at least near.

Odajja
Sat Nov 27, 2004 11:27 pm
#23






cknoos wrote:
Standing in the rain smoking a cigarette after lunch I had a few thoughts about the multiplayer ships and their usefulness (or lack thereof).

Currently to fully crew a VT-49 Decimator (I'm Imperial, but I assume this holds true for all three variants), you need a pilot, co-pilot and 2 gunners at the very minimum. Add to this at least one, but preferably more engineers for in-ship repairs. Nominally, six to seven people. At best, this ship is still only capable of damage output comparable to that of a high-end fighter (Oppressor, B-Wing).

I would like to see a few changes/additions to this, namely:

* Turbo Laser Weaponry. Super sized versions of star fighter weapons really, only mountable on the three multiplayer ships. Why? Simple, at the moment, there is at no time when 6 TIE advanced can't out damage a fully crewed Decimator, the difference in absolutely staggering. This is a small capital ship; it needs to have some serious teeth. These weapons would ideally have a longer range than standard weapons, and of course do more damage per shot. To prevent three people from making suicide runs, require the pilot's seat and operations seat to be manned, in order for the heavier weapons to function properly, this would at least require 4 people, albeit with no engineering available.

* Heavier Reactor and shield generator. Again, even with the best equipment currently available, its armor and shield rating are just slightly above that of a high-end fighter craft. In addition to which it presents a very nice, big juicy target which is largely defenseless because of the fighter-class weaponry it's equipped with.

* Ability to reload tubes/countermeasures from the inside. This is one feature I'd really like to see on these ships, it makes perfect sense to be able to reload these launchers from the inside. This would also give the engineers something more to do, making their jobs more important.

* Ability to repair all components, as well as armor, from the inside. Again, just as with the above point, it makes sense and would give the ship a slight edge over fighters. This would of course also fall on the engineering staff.

* External Repair/Reload Capability. One of the potential uses of these craft would be act as FARPs (Forward Area Rearming Points), where your fighter screen can return for quick touch-ups and reloads of counter-measures. Ideally it would take some time to perform these, say 30 seconds for repairs, and 30 seconds for reloads, to avoid a potential invulnerable flight. During the operation, the fighter(s) would be unable to fire their weapons. This could easily be accomplished by requiring the fighter to /dock, which renders it defenseless throughout the operation.

* Make Operations a -LOT- more useful. Currently all this person does is issue droid commands; while novel it gets boring quickly. Offer more duties for this person, such as the ability to fire the forward facing torpedo tubes, chaffs etc.

* More powerful instruments. On the bridge (at least on the Decimator) one can see the spiffy looking holo-projectors, these are of course just background, but the idea is sound. There could be a third seat on the bridge, called either communications or radar operator. Ideally this position could tag targets for gunners, call out incoming threats to the gunners and operations staff.

* Engineering stations. Whoever is on-duty as ship's engineer needs a clearer view of what components are damaged, and where on the ships plasma leaks are occurring. There should be an engineering station, where one can get a quick overview of the ship's status and where help is currently needed (if any).

In closing, a fully crewed multiplayer ship should have the same offensive/defensive power as the combined power of its crew in individual fighter craft. At the moment, the ships prevail because of the sheer coolness factor, but once that wears off and you need raw stopping power, it becomes obvious that the multiplayer ships are not up to snuff combat-wise. I've had a lot of fun with this ship so far, myself and my guild-mates enjoy it immensely, but when it comes time to do the shooting business, it takes a backseat and we all take our fighter craft. I would really like to see these are viable combat options.

Just my $0,02.

-Stasos / Lowca
Imperial Ace since 11/02



Srry i can only agree with what in red. Oh and Docking need the docking.




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Skuzz
Sat Nov 27, 2004 11:31 pm
#24


/BIGbump


Man i really cant agree more with the original poster. I truly hope the devs are already aware and at work on a fix for these "potentially" cool & useful ships. There is real potential in these ships and its a real shame they suck as bad as they do at present. Not only are they not any tougher offensively then a single person fighter but they are MUCH easier to take out then a fighter because they are immposible to miss. I think the best idea for a quick fix for these guys would be to insert a multiplier as was previously mentioned. Have any components when put into a MPS have a multiplier applied to them so they become noticably more effective. Shields and weapon strength and RANGE are extremely important to boost on these guys. Otherwise they will go the way of the creature mount. By that i mean they would be another element of SWG that the devs put a ton of work into and they just wont be used because there is no need/purpose.


I'm gonna put my faith in the devs and trust they do something to make the MPS useful. =)

Message Edited by Skuzz on 11-27-2004 10:32 PM





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SBRD0C
Sat Nov 27, 2004 11:38 pm
#25

Having bigger and better equipment WOULD give me somthing to do with the other 4,244,580 points of mass that I'm not using even with a fully loaded ship...


Or maybe Let me have to option to convert that mass to storage space so I can use it as a freighter instead of a war wagon.. that would be cool too.


I like all the Ideas here especially the Radar Operators chair... Perhaps they could combine a few solutions with that:


Grant the mentioned targeting and radar operations to the Operator, giving him more to do than pilot skills and droid commands, AND create a 2nd Operator chair so 2 people can share these responsibilities.





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EvilistJ_oe
Sun Nov 28, 2004 6:37 am
#26


I don't know about more powerfull weapons. My turrets do just under 3.7k max dammage at .62 shields .62 armor with a firing rate of .42 pretty power and fast enough. The cap is recharge 50.2 so no real drain there. Once I get enough level 10's the weapons will do a little over 4k dammage... thats good. My mark 4 protons and mark 2 spacebombs are more then adequate although reloading from inside isa must.


I think the biggest help (and the easiest to implement fix) would be some larger shields that just take up alot of mass say 200k mass shields that put out 8k front and back and have a recharge rate of 25. Do something similiar with armor. You couldn't put these in anything but the multi's and they'd do alot more dammage. I say nay to the radar guy. Just give the copilot the ability to set waypoints for the pilot. And let him have some type of ship diagnostics view. We could also use more droid programs for multi ships, and a larger flight computer to store them.


Lastly if we don't get at least ONE more multi ship I truly will be dissapointed. This is the most groundbreaking thing about JTL the devs need to run with it a bit. Perhaps a special ship that is a little harder to come by like the KSE is. Perhaps the schematics could come from different missions like the av-21. Or just do it all from reversed engineered like the KSE or perhaps make this new ship the RIS of space. Where the shipwright has to do a little theme park to get the schematic and then the parts are special loots etc. I for one would like to see the yt-2400 in game. And hell definately some more imperial and rebel ships.
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