Pilot Archive

Thread: POB Talk

Oblox2
Fri Jul 22, 2005 4:31 am
#14

Acceleration/deceleration and general manouverabilty is a huge issue on POB's it takes forever to stop and to rev up unless you hit your booster and usually need to drop speed to about half to get any kind of manouverability.

Now since slicing ship components has been effectively vetoed for balance why not a per flight buff of sorts from any smuggler on board?

Have said smuggler run around each internal component panel and use new /hotwire option on radial menu for increased shield regen, cap regen, weapon refire etc. This would give smugglers the ability to customize their ships and get some small edge for POB ships and shouldnt be available for fighters.

Once destroyed or landed the buff needs to be reapplied and uses simple toolkits for doing.



~ Ani'a L'o ~
Dune Sea Desperadoes
EfreaK
Fri Jul 22, 2005 5:32 am
#15


This is my take!


First, POB parts needs to be increased. By alot. 3x - 5x in stats. Except cannons.


Turrets, dont make them twitch based. Target a ship, turret auto-tracks.
You pilot skills, affects hit-ratio. (0X00 branch). It defies, the space concept.
But as I see it, only way to make POB ships desirable in space. They can hit them small buggers.

Repair crew efficiency, can also be affected by skills. More skills, can repair faster.





mafo
Pimpin in Style
.Pwning Space One Galaxy at a time.

MasterSad
Fri Jul 22, 2005 5:55 am
#16

An alternative could be possibility to install multiple shields (may be armor too?). With systems taking damage when the last shield/armor has failed.



Sad
Imperial Pilot Ace, Sergeant

JSF has only one weakness - its pilot...
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Coran_Sienar
Fri Jul 22, 2005 5:55 am
#17

I say no to autotracking turrets or aimbots of anykind. That will lead to much abuse.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
RedOnedi
Fri Jul 22, 2005 6:28 am
#18

Heya Tomo, and welcome back!


The main problem I see with POB's is that they are not masterworthy ships. They are cool, a nice novelty, and you can have some fun with a few people in them but...they are sorely lacking. I made a post in the JTL Ship Balance Discussion thread (page 6) that talks a bit about POB's, but also all of the starfighter balance in general. Some of the things in there may help quite a bit in regards to POB effectiveness. I would really like to hear what you, and anyone else for that matter, have to say about what I tossed out to the community.


I think we can all agree that if you want to do anything *serious* (tier 4+, Kessel, DeepSpace)in a POB, a minimum crew of 4 is needed, preferrably 5-8. I think we all can also agree that these 4-8 people would be much more effective flying their own ships...and sadly, I would venture to say each person individually would be more effective than all of them in a POB. I propose that POB's get boosted up to the point of being close to, but preferrably more effective than those 4-8 in their starfighters of choice.


Somemight shout *but that will trivialize PvE*...blah, blah...isn't it already for a decent lone starfighter pilot, let alone 4-8 of them? I did not say uber, or elite, or true ace pilot(s)...just decent ones.


Others might shout *but that will enable someone to boost a pilot from green to master in a day*...again, blah, blah...can't this also already be done?


The gripe I will acknowledge is the potential for loot farming/spawn camping abuse...but then again, isn't that already done to a certain extent anyway?


About PvP: I don't know about any of you, but...I would really like to know for certain that I will need to bring my *A* game against a player POB, or I'm toast. As it is, they are pretty easy pickings, and frankly...I leave them alone, because at least the folks in that ship have theguts to go to deep space in a POB in its currently gimped form, and I have a lot of respect for that. I don't let them kill me either, though, heh. I do believe these ships should be overpowered, and a force to be reckoned with. So much so, that folks would almost prefer being part of a POB crew.


The Ops chair: C'mon, everyone know how fun this seat is! I don't know about all of you, but wouldn't it be nice if the person in the Ops chair could *paint* a target that both gunners and the pilot will see? You know, coordinate the battle strategy...and hit Shield Shunt...something to think about.


While it's cool in concept...I don't think the repair droid idea will fly


Again, welcome back Tomo, and thanks for reading!


Domingo


Shameful plug: Since it involves POB's to a certain extent, I posted an idea in a thread called New Content, started by Pace Nebulon. I would like to hear what you, and anyone else thinks about it. A good first stab at the proposed new contentbefore the next expansion, perhaps?


Badkarma72
Fri Jul 22, 2005 6:39 am
#19


As far as sheilds go on POB ships, maybe they could simply recharge faster as well as increased strength.


This would mean that a single fighter making a quick pass could reduce the sheilds, but they better setup for a second run quickly or see their first pass become moot.


Secondly, I don't see a problem in acceleration/deceleration as it is now. The POBs are beasts, they shouldn't be able to stop on a dime or break the equivalent of 1/4 mile times in space.


Attacca
Fri Jul 22, 2005 6:56 am
#20

Realistically, outside of a roleplaying batte, a POB ship needs to represent, at a minimum, four regular fighters, since that's what we give up to fly them. To that extent, having defenses and offenses 5 or 10 times that of a starfighter isn't at all unreasonable.


My suggestion was to add another class of resistance to weapons (vs. armor, shields, vs. pob and up). Most guns, especially non-elite, would have a very low rating against POB - making them very ineffective. That takes care of the defense problem, and gives a good role to the heavy bomber ships like the B-Wing or other POB ships who might be able to mount a massive gun with a high vs. POB rating.


The other issue is the turrets - as you noted their firing arcs are limited, and only one gun can be brought against a target at a time. This is a massive disadvantage PvE and PvP. I've seen some interesting solutions including increasing the damage of POB ships, allowing a second gun to be loaded into a turret, and having turrets move to counter the ship - so while shooting my turret stays as stationary as possible while the pilot spins in circles.


Other things that would be helpful would be advanced targeting systems - show automatically what the other turret is targeting, perhaps, or allow the pilot to set targets.


At the end of the day, I'd love to see POB ships take as much work as gunboats to take down. A T5 gunboat that isn't on rails still gives me a good work out as a pilot, and one with a human crew would be much more interesting.





~ Captain Nesanya / Murphey ~
Rebel Alliance A-Wing Pilot
...has mastered the Pilot profession
Are you a pilot and not using Droid Commands?

RedOnedi
Fri Jul 22, 2005 6:59 am
#21

I wanted to qualify a couple things I said in my post:


First of all, I apologize for my blah blah comments, as they are not meant to be a personal attack on anyone...rather, they are meant to emphasize that these points are already statements of fact as the game (and POB's) currently stand, and do not need to be said.


As far as my proposal of overpowering POB's goes, and whether or not it's too much: A friend and I went to the Chiss static spawn in Kashyyyk (several tier 4's at any one time). He parked his Decimator, I had the top gun, his alt had the lower gun, and I'm not sure what he was doing with his main...maybe sitting in the Ops chair. I don't remember him having to hit Shield Shunt very often, if at all in the half hour or so we were there. To reiterate, we were repeatedly getting shot by at least 3 enemies at a time, we were not moving, and we were in no danger. My proposed boost to POB's would not *cause* this type of situation, as it already exists in its current form in *normal* space.


A nice side benefit to the level of my proposed boost: Not only will the folks doing repairs have plenty to do but, more importantly...they will actually have the TIME to do it. Even with my proposed levels of boost (500% modifying boost to weapons, shields, and armor, in case no one wants to read my post on page 6 of the JTL Ship Balance Discussion), I feel quite certain, if you take on a corvette group/gunboat group/both...everyone will be pretty busy. And having a lot fun too, I'll bet.


Domingo


Feynan
Fri Jul 22, 2005 7:11 am
#22



Great to have ya back, Tomo


The problem with POB ships is this:

They aremaster-level ships. They are by far the heaviest, largest ships. They require a crew of at least 4 to work effectively. They are supposed to be the best, bar-none.


Not only this, but 4 people in fighters will always be more effective then 4 people in a single POB ship. So, you need to balance it so its not.


Now, first of all, that's going to be difficult. Technically speaking you'd think all the components should just get 4x the stats, but then you would get turrets that decimate anything they hit and shields that (as you point out) are still not effective.


What do POB ships need? Well, firstly increased defenses would help a lot. And yes, you're right, it would technically make them almost invincible in PvE, but what group of 4 pilots (potentially all Ace's) isn't invincible in PvE? Beside, I think it'd be harder for the POB then you think. Fighters are able to take shots, fade away, shunt, come back and take more shots, etc. POB ships would not only be hit with almost every shot froma PvE attacker, but also they cannot get out of range or into ablindspot nearly as fast, and they can't really shunt until they do get out of range or into a blindspot because they then have no weapons, and half the crew is rendered useless. So, yes, increased defences. I like the idea of an inherit modifier on the chassis, just like there is for engines, for armor and shields. I believe this idea would work best. That being said, I also really, really like the idea of having to hit the subsystems on a POB ship ala capitol ships. Maybe make this only for PvP though, and PvE doesn't have to hit these subsystems? This adds strategy for the pilot, and it gives that Han and Chewy running around wild feeling that you're talking about because the systems drop one by one rather then all at once, so you can run and repair them. I like the idea behind the third option, but I don't like that it is easy to get through a POB's shields too fast, and as you said decay would be a huge problem. These components would have to have HUGE amounts of armor too. You still have the problem though of all the components becoming disabled at once, except maybe Engine and Reactor (since you can target those on any player ship, though you don't have to hit the specific spot). I think the targeting subsystems idea would give you this feeling too, though, and still allow you to have big shields/armor on the POBs.


POB ships defenses can't be built assuming they're going against 1 other ship in PvP. We should be talking about 4 ships. If there is a battle between a POB and a fighter, the POB should win 99/100 (and that 1 time is because the pilot was simply really good). Why? Because it's like 4 fighters going against 1, the 4 fighters would win the vast majority of times. If it is a POB ship vs 4 fighters, the POB should win 50% of the time.


I think the best solution for POB's though is to give them new systems, new ways to be effective. Fact is, how can you ever balance a POB ship so that, overall, a person manning the Co-Pilots chair and only using droid commands is, in the grand scheme of things, equally powerful both offensively and defensively as they would be in a normal fighter? Being able to repair while still engaged is a great system, but it is unable to be used effectively because the components are down within seconds of being engaged. This is an example though of a system that gives POB's an advantage. Being able to reload ordnance in space would be great too, though right now in PvP rarely does a POB survive long enough to even get more then 1 ordnance off, if that.


Perhaps POB-only droid commands (make a droid that only goes into POB ships, and only this type of droid accepts these POB-only commands) would be a simple way to add alternate methods of effectiveness for the POB? An overload that speeds weapons refire rate up a lot (if turrets had a basically constant stream of fire, they'd be able to hit targets much easier) could be a good one and would make having a huge capacitor in these ships useful. Another could be to Tractor BeamtheCo-Pilotstarget, holding it in place for a second or two, which would help solve the problem of fighters flying out of the 180 firing arc of turrets (and the problem that POB's can't chase fighters and therefore stay in range like other fighters can). Another could paint the Co-Pilots target for everyone to see, so they know who the biggest threat is or where as trafing run is coming from. Thesethree examples are offensive abilities (with thepainting one being more of a support ability)there's definately a lot more potential offensive and defensive abilities though, I just haven't thought of any (I just thought of this idea right now). This would give the Co-Pilot a lot more to do also, and give them actually a very important, tactical job, making it more then just a CStS4 button-mashing person.(Note, though, that these should have very fast refresh timers. The refire rate overload lasts like all overloads do, but the Tractor beam has a 15 second delay, while the Target Paint one has a 2 second delay. Using a command and then sitting there for a long time isn't fun. The delay should be there for strategy: "if I do this now, will I be able to last X seconds without the other commands?"


Oh, and PS: make it so that when you repair the ships components in-space, the Overloads do not reset. Right now repairing the components is worthless because you lose effectiveness and if you want to regain it you have to wait around 60 seconds before you can do any droid commands again (or, just shorten the overload timers: there's no reason for them to have a long delay, since they're not something you use in battle).

Message Edited by Feynan on 07-22-2005 10:20 AM

Message Edited by Feynan on 07-22-2005 10:21 AM



Colonel Feynan Forsythe
Alliance Ace Pilot
JanuHull
Fri Jul 22, 2005 7:40 am
#23

Couple things outside of POB mechanics that relate to their poor performance.


1) I hate the idea of the subsystem pick off.As far as I'm concerned, the fact that you can bypass shield strength is 100% of the reason content like the Corellian Corvettes and the ISD are so retardedly simple-minded. 100 friggin' guns on that whale and not one needs to be taken out to put it down, and only one really on the Corvette, that's beyond stupid.If the damned thing is surrounded by an energy shield, there's no logic to my being able to render it meaningless with a few spacebombs or selective targeting.


2) NPC damage is pathetic, it needs to be increased anyway. Tier 5's are boring. You can either pick'em off like any Tier 1 gadfly or you just tank your way through the turret fire on gunboats. The reason minimal YPR, maximum Speed engines even have a market in the fighter community is because NPC ships give you precisely ZERO reason to bother with getting out of their way. Case and point relative to POBs. One of my guildmates does Tier4 duty missions in his YT-1300 by sitting the ship ON THE WAYPOINT WITHOUT EVER MOVING. He takes the top gun, his girlfriend at Ops, and another guildie on the belly gun. Never once been destroyed, and this was BEFORE I gave him a POB shield.


3) That being said, with an appropriate increase to NPC damage output, you could thoroughly justify a major increase in heavy fighter/POB shield strength. Its not just the POBs suffering from ridiculous underperformance. Krayts, Kimogilas, TIE Bombers, Y-Wingsand B-Wings are hurting majorly too.


4) Blanket damage mitigation is a bad idea, if a gun has a listed damage, it has every reason to do that much damage. Player defenses should be balanced against player offenses first and foremost, with PvE damage/defensesbalanced to match a working PvP system.Moreso in space than the ground game, but PvP is the pinnacle endgame. Almost every veteran pilot willingly accepts and enjoys the idea of PvP in Deep Space, and a few like me miss the fact that Kessel's PvP arrangement is gone. If ANY damage is mitigated to preserve game play, it should be NPCs, not players.


5)Shot spread. Part of the POB's greatest weakness is its inability to put shots on target because of limited avenues of delivery. A possible correction, if adding weapons to the turret is out of the question, is to open the spread on the turrets or allow POB shots to have a wider shot path to counter the hypersmall hitboxes on its more maneuverable enemies. With one gun, splay the four blaster barrels on the turret to allow for a modicum of dispersal at maximum range.


6) Pilot controlled guns. Canon or not, Pilots need some kind of blaster based offensive power they can control from the cockpit. Given that TIE's have hyperdrives, shields and missiles, X-Wings have a midwing tertiary gunmount and A-Wings get a missile mount, I think there is justifiable precidence to give the POBs a forward gun, even though it deviates from canon. As the Devs have stated since the Jedi became a plague, canon is only a guideline. Fun comes first.


7) Turret control. Turret movement needs to be independent of the ship. On the boards, its been tagged "gyrostabilization". Until a threshold of motion on the part of a ship is breach, turrets should be able to stay on target regardless of a pilot's maneuvers.


7a) Turret gunners should also have the option of the Numlock camera mode to follow a target. Given that keeping the gun itself tracking the target is an independent function from the camera view, this does not present an aimbot scenario.


7b) Turret target tabbing should only work on targets that the turret has a possibility of hitting, IE, only targets above or below the ship's midline, depending on which turret you're in.


8) Missiles need to be reloadable from within the ship. Darth Platypus indicated this was being looked into. I reiterate it for emphasis, this is ultravital.


9) Rather than mitigation, I've suggested the idea of Shield performance modification based on chassis, similar to the way engine performance is modified. This would serve as a more 'organic' means of mitigation without the artificiality of a blanket reduction in damage.


10) Chassis modification to armor wouldn't hurt either. Lets face it, a bigger ship is covered in more armor, is it not? To balance the increase in armor value, you could also modifiy the armor mass based on the chassis its being mounted on. A small fighter like a JSF or A-Wing would havea lesser amount of armor on its hull thana monster ship like a Nova or Y-8.




That's my top ten, anyway.



Janu Hull
CertifiedjWing Nut
CFA

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

Schadwood
Fri Jul 22, 2005 7:41 am
#24

Reloading missles from inside the ship would go along way in making POB ships more welcome in groups and for solo piloting.


The Idea of Increasing the armor and hitpoints on POB equipment to make them last longer is also a great fix and I have to say i like the idea of watching equipment slowly get chewed up as the crew franticaly repairs in flight. [and wouldnt unbalance PvE ]


POB engines need a fix as well as boosters .... If POB ships become the fastest ships a player can have then survivablity of them in any situation increases if combined with what was mentioned just before. [PvP even since any fighter attacking will get one head on pass then have to "chase" makeing them easy turret targets > ]


What I dont believe they need is an increase in turreted firepower. I would rather just see the survivablity increased.



[Yes i miss-spelled Ahazi in my sig. - to lazy to change it ]







Eetip
Smuggler and Master Pilot
Captain of
The Midnight Lady
"Scuffy looking? Well...um...Maybe but i aint no nerf herder."

Dragon942
Fri Jul 22, 2005 11:04 am
#25

Ok, compliling my ideas with a lot of those listed here, this is what I came up with:


1. Defense



  • Shield Strength: I like the idea of a chassis modifier for shield strength just like the speed modifier. For fighters, make it the opposite of the speed mod. For example a chassis with .95 speed mod would have a 1.05 shield mod, and 1.0 speed would be 1.0 shield. For POBs, make this number disporportionately large.

  • Armor Strength: Logically, this would work the opposite way than JanuHull described. A bigger ship would need more mass of armor to have the same armor thickness across its entire hull. But for the sake of not taking steps backwards here, I would say leave armor mod of the chassis. Instead just make POB armor pieces really massive and really protective.

2. Offense



  • Hardpoints: POB ships defy the game convention of having one laser hardpoint for every two lasers the ship fires. A quad laser turret should really have two hardpoints each. This would allow the POB turrets to do a lot more damage when they hit, or alternate to fire faster giving them a better chance to hit. The pilot should also really get one laser hardpoint.

  • Turret Control: Turrets should continue to be manned, but the gunners should be offered the option of gyro-stabilization as already mentioned numerous times. This technology even our humble universe has had since WWII.

3. Damage



  • Attacking Components: I think the way a POB ship takes damage should be half between what it is now and what capitol ship are like.


    • Shields and Armor: Like it is now, you should not be able to take out components until the shields and armor are gone. However, either front rear shields should be combined into one shield strength or two shields should be required for front and rear. This will allow for shield disabling. Once a shield reaches 0%, it is toasted. It will not recharge and you cannot shunt it back up. The only way to bring it up again is to repair it. To prevent exploiting by a guy just standing at the shield panel ready to repair, repairing should now take time (like 10-20 seconds). Armor cannot be repaired.

    • Engines, DI, Guns, and Capacitor: All of these components can be targeted once he shields and armor are down (much like engine and reactor can be currently). They must be targeted to do damage and the damage does not carry over (so say you hit a Cap with 100 hit points with a 4k dmage gun, well 3900 points of damage will do nothing). This would ensure that multiple passes would be required to disable the entire ship, giving the engineers time to attempt repair things.

    • Reactor: When all of the other components have been disabled, further damage stresses out the power systems of the ship and causes the reactor to overload and shutdown. The ship is now completely dead in space. Players will have one of two options here. Either they can hit the escape pods and the ship blows up, or players with repair kits can attemp to restart the reactor. This is a time intesive process, it should take at least five minutes (and even after that the other systems need to be repaired).

  • Boarding: Once the reactor is disabled the ship is vulnerable to boarding. Each ship can be docked by two other ships and boarded by the occupants of those ships (so it would be to the attackers advatage to bring a POB ship loaded with troops). Either once all the defenders have been killed or when a console is used by the attackers (preferably on the opposite end of the ship from the boarding point) the self destruct sequence is activated. Any still left on the ship when it goes of is killed. If the reactor is repaired before the attackers manage to blow up the ship, the attack is repelled, the boarders get kicked out to their ships, and any self-destruct timer is reset.

While this might not necesarily make them as strong as four fighters, it might allow them to take on one or two and go a long way to start giving them a combat role besides fighting. In the capital ship expansion, boarding could be used to take over the ship instead of just destroying it (It would be great to do this on the POB ships...but I don't think their owners would appreciate this ). They could also be used to baord Space Factional bases or something. It would mean you might also be boarded by Inspection teams if there were ever space smuggler missions. And so on. I believe POBs should be a step towards integrating ground and space instead of necesarrily trying to make them great fighters. Otherwise why would they let you walk around on them?


Please give me feedback on these ideas. Especially any potential exploits, oppurtinities to grief, or general "why bother, that's not fun"nessthatyou see.




Starscreamer Sapphire
Starsider
VitoGenovese
Fri Jul 22, 2005 11:28 am
#26

Good Job Tomo! I agree 100% and to the guys with the suggestions for droid repair etc., that was right on. Its great to see good ideas flowing again in any forum hehe.



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