Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
werehere wrote:
100% true they should make them more agile. It would make the ace mission harder . It would be even harder if you had someone running engines manuvering another thrust andsomeone to command them if every one had to control a differnt system it would be so much more realistic and take more teamwork . Plus if all ships were standard and not customizable that would make the difference
Kazzabev master shipwright and freelance ace
The Corvettes of DS and in kessel already perform way beyond their cannon flight envelopes. They need to be toned down and made to need more fighter support. Those guns they are shooting at us are not intended to be used on Starfighters. They are menat to be used on other cap ships. Defense against Starfighters is supposed to be with more starfighters or Gunboats...some cap ships do have the ability to fight starfighters, but these are specially designed to do so like the Lancer Frigate Class Cap ships.
KJFett3 wrote:
Just for mentioning ST, you should be sentenced to kessel for life.
As for Cap ships handling like they do in "that" universe....this is STAR WARS. Capital ships in SW already have a flight model to handle like. Its in the movies. Its nothing like ST. They should not function like fighters, and to even suggest they handle like one is crazy and a complete lack of understanding in how capital ships of the SW universe function and handle.
Take for example the opening scene of EP3. A lot of Cap ships flying around. Fighters dodging around them like flies. Amazing how it is so much like Ep6 isn't it? Its because in the movies and the books, Cap ships are alsready supposed to function like Cap ships of the seas. Its supposed to have a sort of tall ships of the Atlantic feel to it.
In reality, the corvettes of deep space that you refer to are actually well beyond their cannon flight envelopes. They do not handle that way, and do fly more level with long shallow turns.
If you want a better understanding of how naval battles of SW should handle, drag out your old SW: Rebellion disks and get a big space battle going with 10 or so ships on each side with 5 or so squadrons of fighters going at it.
Im pretty sure he didt say they should handle like fighters, and no one is. What people are saying is that they should be piloted by players, but really just have incredibly low acceloration and really low YPR as well. This way they can be manuvered into position where and how they will be needed.
Well i seem to recall in Ep. 6 wehn the rebs realized they were trapped and the death star was active, those cap ships pulled a pretty nice Uy that wasnt no looonngg slow draged out turn.
And thirdly, who appointed you to decide how cap ships handle, just because one game did em that way doesnt mean thats how they all are.Differant ships have differant abilities and stats, just like fighters.
Actually no, when fighting a vette you have to actually hit the components, you cant just shoot em from behind the engines. like the reactor can only really be hit from the top, and the sheilds from the sides.
Peeter-Griffin wrote:
I havent been to this thread in awhile and dont know if anyone has said this, but there is a massive problem with capital ships. If it works the way all other ships do, then a single player could sit behind your engines or another blind spot, and shoot until your dead. If this were possible in real live and you did this then you would probably not do much of anything at all in a fighter. Lots of fighters, still a problem because you would take out the engines, but then what? Start whittling the ship from behind until nothing is left? Not likley. You would probably just take out a chunk of the back and immobilize the ship, and thats all. Unless your ship is stupid and has the reactor (which may not even be explosive) in the back of the ship nothings going to happen beyond immobilization. Yes when you are destroying a corvette you have to shoot its parts but this can be accomplished by sitting behind the engine and shooting the yellow squares from targeting the subsystems.
Anyways, ive talked long enough.
Rebelcapt wrote:
Actually no, when fighting a vette you have to actually hit the components, you cant just shoot em from behind the engines. like the reactor can only really be hit from the top, and the sheilds from the sides.
Peeter-Griffin wrote:
I havent been to this thread in awhile and dont know if anyone has said this, but there is a massive problem with capital ships. If it works the way all other ships do, then a single player could sit behind your engines or another blind spot, and shoot until your dead. If this were possible in real live and you did this then you would probably not do much of anything at all in a fighter. Lots of fighters, still a problem because you would take out the engines, but then what? Start whittling the ship from behind until nothing is left? Not likley. You would probably just take out a chunk of the back and immobilize the ship, and thats all. Unless your ship is stupid and has the reactor (which may not even be explosive) in the back of the ship nothings going to happen beyond immobilization. Yes when you are destroying a corvette you have to shoot its parts but this can be accomplished by sitting behind the engine and shooting the yellow squares from targeting the subsystems.Anyways, ive talked long enough.
not true...ive used the hang behind tactic. and it worked like a charm with some good concussion missels.
Rebelcapt wrote:
KJFett3 wrote:
Just for mentioning ST, you should be sentenced to kessel for life.
As for Cap ships handling like they do in "that" universe....this is STAR WARS. Capital ships in SW already have a flight model to handle like. Its in the movies. Its nothing like ST. They should not function like fighters, and to even suggest they handle like one is crazy and a complete lack of understanding in how capital ships of the SW universe function and handle.
Take for example the opening scene of EP3. A lot of Cap ships flying around. Fighters dodging around them like flies. Amazing how it is so much like Ep6 isn't it? Its because in the movies and the books, Cap ships are alsready supposed to function like Cap ships of the seas. Its supposed to have a sort of tall ships of the Atlantic feel to it.
In reality, the corvettes of deep space that you refer to are actually well beyond their cannon flight envelopes. They do not handle that way, and do fly more level with long shallow turns.
If you want a better understanding of how naval battles of SW should handle, drag out your old SW: Rebellion disks and get a big space battle going with 10 or so ships on each side with 5 or so squadrons of fighters going at it.
Im pretty sure he didt say they should handle like fighters, and no one is. What people are saying is that they should be piloted by players, but really just have incredibly low acceloration and really low YPR as well. This way they can be manuvered into position where and how they will be needed.
There is no other way to command a cap ship short of having a pilot command it with a stick. His references to them not functioning like they do in game, and performing more like the bugged vettes is why I said that...and yes, the bugged vettes handle like a fighter.
Well i seem to recall in Ep. 6 wehn the rebs realized they were trapped and the death star was active, those cap ships pulled a pretty nice Uy that wasnt no looonngg slow draged out turn.
True, but that falls in the emergency thrusters catagory. Not a normal operations envelope. Such moves are saved for times where the damage from the amazing stress on the ship is outweighed in the saving of the ship from destruction. No captain would regularly put his ship through that.
And thirdly, who appointed you to decide how cap ships handle, just because one game did em that way doesnt mean thats how they all are.Differant ships have differant abilities and stats, just like fighters.
Ohhh, I am SOOO Sorry!!1!!1!!!1 I forgot you where the one that had read many of the SW books, had GMed the RP games in Naval space warfare, had played many if not most of the SW games including the Sims that had cap ships and seen how they function and manuever....then again, IF you had read how Space battles with cap ships worked under Admiral Thrawn. If you had read the many source guides for naval combat in the West End Games and the Newer Wizard D20 rules. IF you had played Xwing..TIE Fighter..Xwig vs TIE fighter and Xwing:A and seen how the Cap ships handled in those games....you would know how they handle.
In all of these examples, and in the movies..they handle a certain way. That was/is best illustrated in the Rebellion game and is why I used it as an example of what to look at to see how.
I understand different ships handle differently. This is why I didnt say to load up Rebellion and load 3 ISDs...I said to load up 10 or so cap ships. This is likely to get a broad range and allow to see how they perform together.....now...that being the case, nowhere are we going to see ships 100m or longer flying like fighters....which was my point to begin with.
Hafnia said:
[They need to be soloable, this is only a game not "americas army" converted into space combat, before posting that it needs 100 crewmembers please remember this is only a game. I also believe that if you need 10 just to fly this thing then 8 is going to do really boring stuff - and after one tour with nothing to do you will never go up in a 'vette again - please keep that in mind also.
But if you are 20 or so in the crew thenyouwould win every time you go up against a solo-flyer - basically it has to be fair both ways.]
I would suggest that you can purchase npc crew members with prestige points similar to purchasing a trooper from a faction with faction points. The more you spend, the more capable they are at their duties.
All of the turrets and copilot/ops positions would be either filled by a player or by npc at the station prior to launch, and all positions must be filled in order to do so. Obviously with npc's that are none as skilled as an experianced player, this would indeed give the ship with the most players the advantage... hence the motivation to assemble a crew.
The turret is a difficult and sometimes frustrating position that can be alot of fun under the right circumstances...(and you are not susceptable to motion sickness). So I would not say 8 out of ten are going to be bored, though operations and repair can be. I do find it difficult though, to even get my yt-1300 crewed up to be fully efficiant. So therefore I do agree there needs to be some consideration to the potential nightmare of never being able to get a crew of 20 or more. Paticularly in the less populated servers.
Definitely give some new craftable capitol ship componants to the shipwrights.
Definitely create quests to do with your new capitol ship after it has been aquired.
I think PvP and PvE are equally important to piloting one of these babies.
Lumin Airi - Flurry - Smugglers Ace Pilot
1) You shouldn't put a limit on how many capital ships can be in a system at once, if you did that then so many players, guilds, whatever wouldn't get a chance to go into space in a capital ship.
2) Stations, Ie Pilot etc can be changed IN FLIGHT, so lets say I'm the pilot of the ship and we're suddenly under attack by another capital ship, I say to my friend take over the controls I'm gonna go get my bomber, That is how it should be, it shouldn't be that the stations are SET once you leave space dock
3) Boarding parties are a very good idea
4) You should create another branch of pilot skills etc, IE Capital Ship Piloting 1111 lets you fly X ships and so on, I don't think it should require you to however Master regular piloting though because not all players will be piloting, perhaps add in sub sections, Ie gunnery and so on.
5) A large amount of resources should be required yes, however it should vary greatly, a small capital ship wouldn't take massive amounts of resources of say a star destroyer
6) Capital ship customizations are a Must, we should be able to add in various perks, such as greater speed, or more armor capactiy and so on.
7) Capital ships should also have the ablity to be blown up from the inside when boarded by a boarding party, for instance, I might board with some people and head to the reactor room where I can set some explosives to destroy the ship.
Faction:
You must have atleast at least a Colonel in either the imperial navy or the rebel alliance.
You have to have 90k faction on top of that.
Space:
You must have gone to deepspace and have destroyed the star destroyer or the rebel station atleast once.
You must have maxed out your prestige points in space.
You must be an ace pilot of all three of the faction specific piloting professions ex.(done all three rebel pilot professions, or all neutral, or all imperial, or one of each faction)(You can't though have done two rebel then one neutral)
Special Mission:
You will receive an e-mail when you meet the requirements listed above.
It will ask that you come to the faction specific deepspace base for immediatly for you to help take out an enemy ship they captured.
It then will give a waypoint to the location of the station or destroyer in deepspace.
You will then launch your ship, hyper to the deepspace station, talk with the station...but this run will cost you extra (you must give the deep space station 1,000,000 prestige points) to get in.
You get into the the sector...but the second you get into the sector 10 waves of teir 5 gunboats and teir 5 fighter appear and try to kill you on the way to the base. You must kill all of them to continue. You will be allowed two wing men on the journey...but they can't be doing this mission at the same time as you. You get to the station, dock, and talk with the station commander. He then will tell you what he says from the footage at fanfest. You hope out of you ship and fly over to the disabled vessel. You dock and then you are now on board and kill the crew which will range from a new droid called a defender droid(level 65) to a the captain(level 80). There will be about 20 crew and 2 defender droids on board, the rest have already been killed. You will also have to escort the spy already on board the ship to the main deck. All you have to do now is hyper space and the ship is yours.