Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

ShoginArmada
Sat Jul 09, 2005 1:33 am
#287

Yea, something decent to spend my points on.



_________


To avoid any misunderstandings: No, I dont care what you think. You are merely here for my enjoyment.
Arturun
Sat Jul 09, 2005 7:11 am
#288








ShoginArmada wrote:

Yea, something decent to spend my points on.





Just to be clear, I hope you mean prestige points. I am very against having it cost skill points. I'm a DE, myself, and already strapped for skill points, betweentrying to Master Artisan so I'll be able to make some parts that I depend onfor DE; Rifleman, because I actually like combat sometimes; and DE itself.


And to Aronn_Cornwell:

Yes, I agree there should be the option to make the corvette fast and agile...for a capital ship. No matter what engines you put on this thing, it should not be as maneuverable as even a YT-1300. If the Tantive IV was so agile, why did it fly in a straight line when pursued by the Devastator in the opening scene of Episode IV? I will admit, a corvette, etc should be able to fly circles around a Star Destroyer, etc, but in the same respect, I believe that fighters an even multiplayer ships can fly circles around a corvette. Especially the YT-1300, just watch Han handle the Falcon; I don't know the average maneuverability of a YKL-37R and a VT-49. Even with Han's special modifications to the Falcon, that thing can't be too terribly more agile than before.


On another note, has anyone looked at the Tantive IV in the Star Wars Incredible Cross-Sections book? It looks nothing like the pictures of what I've seen of the corvette in game. This looks much bigger, too big, in fact.


Oh, does anyone know if any of those capital ships from Knights of the Old Republic I & II would still be around. You know, like salvaged and in privateer hands? They weren't too big, and would fit the part of a Tier3-4 -maybe even Master- Capital ship. IMO, they would be perfect for a capital ship on this game. Maybe a few more stations to man than would be practical, but we can make some of the stations encompass more of the consoles, fitting 2-3 stations instead of 10 in the front bridge area.


I also think that capital ships should only be repairable at a special station, and take a long time to repair. I'm thinking for a capital ship that is at 50% operating capacity (i.e. about 50% damage) you should dock, take your fighter down to a planet, do something else for about a day or two, depending on the ship, and then go back to fly it again. That way, you wouldn't almost destroy a capital ship, only for it to hyperspace out of wherever it was, repair completely at the push of a button and the transfer of credits, and come back fully repaired. It also might be interesting to have to have the different crafting proffessions repair it while it's at a station-much like after the mission I suggested.


EDIT: I was looking over those pictures with the comparison of ship sizes that was posted earlier in the thread. (for those who didn't see it, http://www.swg-idealab.com/ships.shtml; it's the top middle picture I'm looking at now). I was thinking that for privateer, it would make it more realistic if one of their was something like the Action IV Frieghter or maybe the Hutt Mercenary Frieghter or something. Have it come with little/no weapons/offensive capability. Make privateers outfit it (like Han did the Falcon) before it can be effective in combat. I think Imperials wouldn't make sense to do so, but they could maybe requisition parts to improve on the standard design (dunno about this, the Empire seems pretty strict on conformity, lol). The Rebels could do the same, as well, as their ships are much the same as the privateer in that, they are not the best, but the Rebellion modifies them, and put qualified pilots in them to make them good.


-Arturun

Message Edited by Arturun on 07-09-2005 07:16 AM

Message Edited by Arturun on 07-09-2005 07:26 AM

Just_Bri
Sat Jul 09, 2005 9:17 pm
#289

"Oh, does anyone know if any of those capital ships from Knights of the Old Republic I & II would still be around. You know, like salvaged and in privateer hands? They weren't too big, and would fit the part of a Tier3-4 -maybe even Master- Capital ship. IMO, they would be perfect for a capital ship on this game. Maybe a few more stations to man than would be practical, but we can make some of the stations encompass more of the consoles, fitting 2-3 stations instead of 10 in the front bridge area."



I doubt it. Those events took place 3,956 years before the battle of Yavin. For comparison, the near-destruction of the Jedi and the Sith right before the famed Darth Bane instituted the law of "One Master, one Apprentice" was only 1,000 years before the battle of Yavin.



Click here for the timeline

Message Edited by Just_Bri on 07-10-2005 12:18 AM



____________________________________________________________
"V E E L A" S A I D - Retired Master Smuggler, cancelled 7/27/2005. SOE, think about every non-Jedi "cancelled" signature you've seen, and remember that there will be more as you forget the communities that makes this game's heart and soul. Entertainers, Crafters, Hybrids, Non-Jedi Combats, and Smugglers. When you are closing shop on SWG, remember that you ignored the REAL community to cater to an alpha class that assured this game would never be "balanced."

*Veela encourages you to adopt this sig
Mullet-MAN
Sat Jul 09, 2005 9:58 pm
#290






werehere wrote:
not guild based it will never work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!





Can you describe why guild run capital ships would not work? I am curious to know why




--------------------------------------------------------------------------------------------
SWG an empire divided... 60$ X2 120$
Jump to Light speed ........30$ X 2 60$
Rage of the Wookies....... 30$ X 2 60 $
Trials of Obi Wan ............ 30$ X 1 30$ (not 2 because of impending doom)

Paying 1,170$ and spending 1000+ hrs developing charectors and gathering items only to be told go f--- yourself .......Priceless
--------------------------------------------------------------------------------------------
Cdapolito
Sun Jul 10, 2005 6:12 am
#291






Mullet-MAN wrote:





werehere wrote:
not guild based it will never work!




Can you describe why guild run capital ships would not work? I am curious to know why





3 reasons off the top of my head (in order):



  1. mixed guild

  2. non-pilots in guild

  3. poor quality pilots in guild

#3 is fixable by getting up there with your guildies and teaching them. #2 is what it is (some people just don't fly or don't have JtL and can't afford it). #1... I don't even rally need to comment on this one but I will anyway . There are several (dare I say many?) guilds that exist out of camraderie and/or loyalty to the individual (even RP guilds like mine have a mix of Rebel andNeutrals with a couple of open minded Imperials for good measure). These guilds would then be forced into all changing over to Freelance just so they could own a Cap? I too must say "NO" to guild ownership.





Itolia Rapo
Master Tailor, Roleplayer, and HELPER
(I'm just a glutton for punishment)


Galaxy City, Dantooine
Arturun
Sun Jul 10, 2005 6:40 am
#292



I agree that it shouldn't be guild-based, but it should be so difficult to get and expensive to maintain that only the mult-millionaires of the game and/or parts of a guild could earn it. In the guild I'm in (TIS on Ahazi) we have a branch specifically for space, and while I wouldn't want to see it 100% guild operated, I have a feeling that 90% of the time, 90% of the crew would all be guildmembers.







Cdapolito wrote:


3 reasons off the top of my head (in order):



  1. mixed guild

  2. non-pilots in guild

  3. poor quality pilots in guild




Don't forget 4 & 5:


4. for many capital ships, it would most likely require more than one guild to fill out the slot (unless you have a guild completely devoted to space). In TIS (on Ahazi), we may have a specific section devoted to space, but even if all in that section were available, we would likely have difficulty manning a complete crew on some of the larger capital ships (by larger, I mean no bigger than a corvette, that'd be hard enough to crew as it is) by ourselves without help from outside the guild.


5. for those that said that new guild would be popping up everywhere LISTEN TO THEM! You know it will happen. If you make it not coded as guild-run, but code the ships so that only a guild or a person with many contacts could ever hope to get/crew a capital ship.


I am also if favor of certain ones being 'maneuverable', but being maneuverable for CAPITAL SHIPS. I, personally don't wanna see someone out there with only a handfull of gunners and able to quickly spin/turn to point guns at new targets as quickly as a YT-1300 canroll to point a single gunner at anything. They should be noticably slower.


Someone in this thread once said something to the effect of the following: "Please don't put heavy restrictions on us! Many of us joined this game because of its freedom of restraints [(to an extent)]! Let our imaginations do the hard work, you just give us the base to work with, we'll fill in the blanks.


I agree very much with the above statement. I play games like Morrowind, SWG, etc because say I am travelling down a road. Now if I get bored of the road or the mood takes me, I can suddenly go off-road and travel cross-country. You are also not limited in what you do story-wise. You can choose to participate in the story arcs, or forge your own as you play. This, In my opinion, is a very wonderful style of gameplay.


I vote we keep said style of gameplay for as long as possible.



Somewhat dawned on me, while looking back through this thread:


What dev is going to sift through 13 pages of rambling, ideas, and rants to find ideas they like?


I vote we come to a general consensus on what the most prominent plans are and post them in a separate thread for easy reading by the devs. As in, we all nominate someone's post that has 1 or more ideas we like and combine similar ideas to make a handful of well-thought out ideas. As this thread is now, as a dev, I wouldn't give much of what is said in here any credence until it wasbetter thought out and organized. I think we have to show we can be organized and helpful, not just greedy for what we want. I think the job should be headed and organized by TomoRainer, as our Pilot Correspondent. Player Capital Ships may be on the sem-distant horizon, but if we don't act now to input our best ideas, we may find ourselves complaining (yet again, can you imagine how that feels to a dev?) that something went wrong or didn't work.


Anywho, just my $0.10


-Arturun


Message Edited by Arturun on 07-10-2005 06:45 AM

Message Edited by Arturun on 07-10-2005 06:52 AM

werehere
Sun Jul 10, 2005 9:33 am
#293

I vote for a squadron idea seperate from guild so you can be in both.
AquariusII
Sun Jul 10, 2005 10:08 am
#294

i like arturun's idea for people that like being alone and not in any guild.
DroidConstruct25
Sun Jul 10, 2005 12:38 pm
#295


I have a phew food for thoughts....


1. Make Overt once in space.


2. Make it so its between 10-15 people flying dont know positions but make it atleast 2 fly atleast 5 defend lightly 7 to defend and repair lightly both and 10 to medium both and 15 to high both.


3.Make it so other ships can target the functions , so that the repairers need to be on task and moving around repairing, for example turret''s should be targetable and when sheilds taking down pretty ezily to destry if not atleast medium.


4.Guilds should only be aloud for this ship(not meaning everyone in crew needs to be guild) but you need more then 15 ppl in guild to acquire a vast ship as a imp SD( like 30-40 ppl around there shouldn't be less maybe more).


5. Ship wrights can upgrade(by crafting parts(VERY HARD AND HIGH RESOURCES FOR THESE).


6. Take the hardest quest you can imagine in game and x2 maybe more harder, so that it takes a big a$$ group to earn(as needed to pilot/defend on ship)


7. 30-50 ppl max per ship and maybe around 5-10 docking spaces(depending on docking ships mass(maybe a mass limit)


8. Maybe make a capital ship profession for piloters(not anything else) but for the main guy and owner you need a master( and master ace for all other positions having to do with the ship)


9.Colonel to pilot(maybe even to do some other positions as well).


10. Repairing Should require some special skills( Dont know what but maybe shipwrights only and master shiprights for shields?)


11. I dont want to see more then 2 per faction up in a space combat... A. Too much lag. B. Too many ships are going to be obtained in time.


12.Repair time should take maybe a day?( I Dont want to see a imp SD get shot down 10 minutes its up in same spot.)


13.Guild maintenance fee's required(was thinking a half of mill per month maybe 3 weeks?)


14.maybe maximise 1 cap pilot per guild?


15. Maybe have a drop ship(star trek teleporter devine thing ) to drop atat's atst's and Npc's/Players into combat atleast 1000km from a town maybe more or less.



Ok guys here a 20 % of my ideas I have much more and this is not detailed whats so ever neither are the rest of mine like kinds of guns and whatknot thats for you people to decide, I'm just throwing crap into the air maybe it falls maybe it stays high up to you guys.


Besides that Its a great job devs to attract new players and make space combat mean something.




In Game: Sele
M Pistoleer/M smuggler/BH 0-0-4-0
Imperial Colonel
LanalMandragon
Sun Jul 10, 2005 7:29 pm
#296

thats fine a nice big list of friends i have a guild maybe never or sometimes or now but not later.

NO GUILD CONTROL



- In game name is Lan. I love CU You can too
Otangor
Sun Jul 10, 2005 10:46 pm
#297

bump for the awesomeness this is



~Otangor Mordor ~
~-~
~OrdeR oF OrioN ~
Just_Bri
Mon Jul 11, 2005 5:24 am
#298

In the words of an old saying: "It takes a village to raise a child." In this case, "It takes a faction to raise a Capital ship."


I feel that the capital ship phenomina is bigger than the pilot profession, and as such I have put many of my ideas for the things in the GCW core systems forum to be found here.



____________________________________________________________
"V E E L A" S A I D - Retired Master Smuggler, cancelled 7/27/2005. SOE, think about every non-Jedi "cancelled" signature you've seen, and remember that there will be more as you forget the communities that makes this game's heart and soul. Entertainers, Crafters, Hybrids, Non-Jedi Combats, and Smugglers. When you are closing shop on SWG, remember that you ignored the REAL community to cater to an alpha class that assured this game would never be "balanced."

*Veela encourages you to adopt this sig
Lom
Mon Jul 11, 2005 10:07 am
#299

However hard you make it. Howerever long a grind, Expensive or rare the components. Players will take up capital ships depending on a) how much fun they are to PvE. And b) how effective they are in PvP.


Now I do think there should be some big hoops to jump through to get one of these, but the important thing is the end result. Will it be a Jedi or PoB ship ? or will SoE actually get something balenced ?. And since aCapital ship will presumably require a decent crew , it should be slightly more use in PvP than the same number of fighters. As fighters are both more flexible and easyer to organise.



The basic unit in any PvP GAME is the player. Atwo player vehicle needs to be able to fight 2 one player vehicles.








Lemmon :Imperial marching Stormtrooper bandmember wannabee
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