Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
TomoRainer wrote:
I am sure we are all very happy that Capital Ships are on the horizon. I see some problems that need to be addressed before then. I am hoping that all of you will offer some suggestions and build on where I am going to go with this post.
Capital Ships
At the moment Capital Ships as they are implemented in the game now are basically a joke. They don't have the intimidation factor that they should hold over us. I will use the Corvette as the base for my idea.
Currently the Corvette is a joke. I believe that is because of how the destruction process on it is set up. You take down both Shield Generators, Reactor, Engine, and Bridge. Each of those components takes 10 seconds at most to take down. Which for a component I can live with. The problem with the ship is that shields don't matter. I propose that it be changed.
Shields - 50k Front/Back
Shield Recharge - 2000 every 10 seconds
Now I know to some people these numbers may seem huge, but this is a Capital Ship we are talking about. In order to take down a ship we should first need to take down its shield. Once the shields are down you can begin targeting and destorying the components such as the primary and secondary shield generators or weapon emplacments.
If you take down one of the shield generators you would cut the Corvettes recharge down to 1000 or half of what it was with 2 generators. The destruction process would then proceed like it currently does.
What this does in my opinion is make these ships much more intimidating and provides a role for ships such as the B-Wing and Oppressor. Now I know that this idea isn't flawless but thats why I suggested it so that it can be built on.
Could you imagine the Star Destoyer and the Rebel Station in Deep Space with 100k shields to take down before you can target the shield generators and weapons emplacements. The Star Destroyer would now be the fear invoker it was designed to be. Would take an active group effort to take one down in any reasonable amount of time. Which in my opinion is how it should be.
/agree
It makes no sense to have these componets simply out in the open and vunerable
I dont agree with making capital ships guild based. I am in a BH guild for the purpose of Jedi v. BH war, but my friends list is filled with over 400 pilots that i have helped to set up vette raids for. Requiring Guild-only capital ships would create problems. One being that larger guilds are at a deisadvantage if they only get one. This will cause many to leave and start smaller guilds. Smaller guilds tend to disband quicker than larger guilds, hence you see the problem with guild based ships.
I would like to see them as nothing more than portable space stations. Bringing them into combat will either make them extremely weak or extremely powerful. We all know one of the two will happen. My i dea was for the controls to be strictly run by npc's (besides piloting) so it would have the fire power/defense of a regular vette. Where the players come in is when its attacked. Players can either stay onbord repairing systems and fighting boarding parties or can launch their ships (which are docked in the capital ship) to engage the attacking force. And once the shields are down, both enemy and allied ships could doc to help defend. I like the idea of limiting the amount of both. The npc's running the ship would mean its balanced in the sense of fire power and defense, which will not dissapoint the owners, or the ones being attacked. also remember that even a tier 1 ship can outrun it so there wouldn't be forced combat with the capital ships. I also like the idea of having to take out shields before you can take out turrets cause it makes sense and would please the ship owners. And Repairs could be made at the core system's space station for a cost of PRESTIGE, not credits.
no
defeats purpous is which to man ships like pob what is chanllenge in that all will e equally powerful then just repair and have sw constantly making repair kits
Ok, here are my ideas:
First off, a capital ship pilot profession that requires master pilot is a good idea, IMO.
Here are my ideas for capital ship requirements:
- The appropriate certification*
- Completion of a capture mission**
- Refit of the following parts to make vessel space-worthy again:
- Weapons systems-made/repaired by Weaponsmith
- Shielding-made/repaired by Armorsmith
- Hull Structure-made/repaired by Architect
- Computer systems -made/repaired by Shipwright (using some Droid Engineer parts?)
- Droid Crews***-made/repaired by Droid Engineer
- Gathering a sufficient crew (would require minimum of about 8 to be effective)
- 1 Pilot (requires appropriate certification*)
- 1 Operations Officer (like current, but can also activate security systems, etc)
- 1 Gunner per 1-2 guns (possibility of NPC/Droid gunners to fill holes? better than nothing when you come up short for people)
- varying Maintenance Crews, some NPC/Droids
- varying Medics/Doctors, some NPC/Droids
- varying Security Teams, some NPC/Droids (although droid combat capabilities would have to be significantly improved)
*Possible Capital Ship Pilot abilities & certifications:
- Firstly, I don't think these should show up until you've unlocked them, similar to the jedi proffessions currently in the game.
- Novice Capital Ship Pilot:
- Certification: Tier 1 Capital Ship - [something small & weak for a capital ship, maybe System Patrol Craft]
- Certification:Level 1 Ship A.I. (like astromech/flight computer only able to maintain a capital ship, and direct any droid crews)
- Certification: Level 1 Capital Ship Components (or start 1 level higher thancurrent maximum
- Ability: Hire Mercenary Crew (hires non-faction npcs to fill empty slots on ship)
- Following division of skills:
- Far left tier: Capital Ship Certifications
- Middle left tier: Capital Ship Components Certifications
- Middle right tier: Abilities
- Tier 1: Commission Faction Crew (like Hire Mercenary Crew, but same faction and more capable)
- Tier 2: Hire Mercenary Guard (like Commission crew, but to defend ship from boarders)
- Tier 3: Hire Mercenary Pilots (like Commission crew, but ships to defend ship from space)
- Tier 4: Commission Faction Guard (like Hire Mercenary Guard, but more capable)
- maybe some other abilities similar to those already in place, as well
- Far right tier: Ship A.I. commands and certifications
- Tier 1-4: various steadily increasingabilities similar to those in place
- Tier 1-4: steadily increasing skill modifier to controlling ship droids
- Tier 1-4: increasing certifications for Ship A.I.s
- Master Capital Ship Pilot:
- Certification: Master Level Capital Ship (corvette, etc?)
- Certification: Master Level Capital Ship Components (or next level in sequence)
- Certification: Master Level Capital Ship A.I. (or next level in sequence)
- Ability: Commission Faction Pilots (like Hire Mercenary Pilots, but more capable)
- NOTE: the Hire/Commission abilites should last until capital ship either lands or hired/commissioned guards/pilots are destroyed)
**Possible mission to get capital ships
- Should happen to get each new capital ship
- First, must be Master Pilot, have many prestige points (large number, but not exorbitantly impossible, and/or a space faction separate from the ground with appropriate requirements-but not highest to start capital ship pilot, just high enough to be realistic)
- When the following conditions are met, an email should be sent to the pilot, telling them they are needed for an important mission, and give written clues/info on where to find Tier 1 Capital Ship Trainer, but not waypoint.
- Then, the pilot recieves a mission to go into an individual instance of deep space where they must recapture a (starter) capital ship that has been captured by the enemy
- The pilot will recieve a boarding craft (or may just be required to bring friends and board it)
- Then, once the pilot enters individual instance of deep space, either wingmen/boarding party in tow, they must disable the ship.
- Once the ship is disabled, they should have to board the ship, kill off enough of the crew, and re-take the ship. Boarding the ship, there should be a few crew already dead from both the attack that took the ship first, and the player'sattack, and damage everywhere.
- Once the ship has been cleansed of enough (or all) of the enemy boarders, the player's group should have to repair the ship enough to limp it back to the station. This should take a very long time.
- Once at the station, the above components would have to be replaced/repaired, and the ship re-crewed. Ideally, this should take a long while (many hours, at least). All in all, this mission should take no less than a dayor two from start to finish. And the ship would be the player's.
- This mission should have to be done for every capital ship wanting to be earned.
- Capital ships could be made tradeable/sellable, but I am not in favor of it. I'm not sure who'd want to, anyway, after all that.
***Droid Crews
Possibilites for ship-controlled droid crews:
- Crafted by Droid Engineers (obviously)
- Higher the skill modifier for controlling ship droids (under skill boxes with Ship A.I.s), higher level droids that can be employed
- Different types:
- Security:
- Probot & Probot Advanced
- DZ70 & DZ70 Advanced
- MSE & MSE Advanced (yes, seriously, they could patrol the ship, and alert something of intruders like in the movies; mostly Imperial?)
- Those floating black interrogator droids? (would be mostly/exclusively Imperial, Rebel & Privateer counterparts should be created)
- maybe some new ones, like droidekas/sbd at higher levels
- Repair:
- LE Repair Droid (duh, lol)
- CLL-8 Binary Lifter Droid (if there's room, they are kinda big, after all)
- Medical:
- Surgical Droids
- Gunner:
- dunno, probably more of a computer for a turret, or something
- Multi-purpose:
- The R-series
- used for combination of repair, security, etc
- Other:
- Protocol Droids (there's gotta be a use for them, lol)
If I forgot something, or anyone has any more ideas, feel more than welcome to comment/add, but this is my ideal working for capital ships
-Arturun
Message Edited by Arturun on 07-09-2005 07:12 AM