Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

Arturun
Thu Jul 14, 2005 1:39 pm
#313







I know this is not going to be well recived but the corvettes NEED to be Factional ships ONLY!!!!


    • Star Wars is centered around the "WAR" between The Empire and The Rebelion, there is

    • No Way The ether side would allow a 3rd faction that kind of power.





I very strongly disagree. I point to the Errant Venture for an example. This is a Star Destroyer (as far as I remember)crewed by what amount to SWG's privateers. There is also the point of mercenaries. I think you're also thinking too big. Assuming we do get capital ships that we can fly like our POB ships, I severely doubt it'd be any larger than a corvette. In the grand scheme of things, that is very small.







The idea of storming a capital ship and taking it over or distroying it is a good one but it should be done at a special time like during a duel, combat event or a special day.







Why only on aspecial day? I agree, capturing a capital ship (unless they're not player owned *shiver*) would never work. But as to destroying it, I like this idea, it adds a greater fear for capital ship pilots. Not only do they have to make sure they have enough guns, etc manned for them to defend themselves from other ships, but they also have to worry about their ship being blown up from the inside. That said, I honestly wonder if this fear will exist, in a game where Jedi (who should be hiding, fearing for their lives if exposed to the Empire) walk free of any fear of discovery.







  • Like said before the Comander should be a Master Pilot with a HEROIC amount of Prestige and Factional points.

  • The missions should be long and hard. The last two or three should take a group of master piolts to finnish.



  • Have you read my post on page 13? I agree with both of these statements (except the factional points, unless there was a space faction). I am now wondering if I understated crew requirements, however, or if the Droid/NPC crews I proposed should be included. With them, the most effective limit on how many capital ships are brought to bear (crewing it) would be thrown down the drain.








      Putting the ships under the control of (Flight Guild) is a very good idea but it needs alot of thought as to how to set it up.







      Please explain to me how this is a good idea. In the guild I'm part of (TIS on Ahazi) we are a large guild, that has a space section within TIS. If they do this, you should be able to combine guild into a hierarchal structure and be part of many of the different parts. We wouldn't want to be forced into a space guild/etc just to fly in one of these things. Besides, there aren't that many pilot guild that I know of (at least on Ahazi) that could effectively crew a capital ship.







      Well thats jut about it, the rest has been said, the only other thing I could ask for is that the crafters NOT be cut out of the loop. This is important to the economy and to make up for the CU cutting them out of most of the action.







      Thank you. I am someone who likes crafting very much, but thinks that the pros don't outweigh the cons anymore. One could easily look at things recently and say, "Hey, looks like SOE's trying to get rid of crafters & entertainers" and I'd be inclined to agree. This is very disconcerting because from what I've read of launch (I've only been around since Dec 04), crafters & entertainers were as much a part of SWG as the combat professions-maybe even more so. A lot of things have been done so as to 'not hurt the virtual economy' pre-CU, but now, they seem to be doing away with it entirely. So many things are broken for nearly every crafting profession, and I don't think I've seen more than 5 updates to them since Dec 04; any, since CU.


      Anyway, I've more to say, but I should stop now before I go too far and risk testing the rules of the forums here...


      -Arturun

      Message Edited by Arturun on 07-14-2005 01:41 PM

      AquariusII
      Thu Jul 14, 2005 6:11 pm
      #314

      i also disagree with the Filght Guilds. for one thing whats the point and second there is a problem with a capital ships being able to opperate fully with 14-18 people because of the CU. For some reason people forget about it.
      Arturun
      Thu Jul 14, 2005 6:55 pm
      #315






      AquariusII wrote:
      i also disagree with the Filght Guilds. for one thing whats the point and second there is a problem with a capital ships being able to opperate fully with 14-18 people because of the CU. For some reason people forget about it.






      No, we haven't forgotten about it, most of us propose an increase (at least for capital ships) to group sizes.


      -Arturun


      mxcp204
      Fri Jul 15, 2005 6:53 pm
      #316


      Woof that sounds so cool. I cant wait to see what happens when a rebel blockade cruiser and a star destroyer meet!. Also some specultions, Was that a scene from Empire Strikes Back when the guy was talking to vader? It looks like bossk, ig 88, boba fett, and dengar are standing there waiting to here the bounty mission Vader gives them for Han Solo. If this is so then is the thimeline of Galaxies finaly going to advance? Will there be more space missions? Will there be space bounty missions? And will you be able to interact with the storyline of Empire Strikes Back? I sure hope so!



      Crix - Intrepid
      Teras Kasi Master
      Master Fencer
      Novice Swordsman
      2000 Doctor

      Clickymaker!
      Cdapolito
      Sun Jul 17, 2005 4:06 am
      #317



      Putting the ships under the control of (Flight Guild) is a very good idea but it needs alot of thought as to how to set it up.







      Please explain to me how this is a good idea. In the guild I'm part of (TIS on Ahazi) we are a large guild, that has a space section within TIS. If they do this, you should be able to combine guild into a hierarchal structure and be part of many of the different parts. We wouldn't want to be forced into a space guild/etc just to fly in one of these things. Besides, there aren't that many pilot guild that I know of (at least on Ahazi) that could effectively crew a capital ship.






      If "flight guild" is meaning a seperate entity that you can belong to AS WELL AS your ground Guild I am all for it. If they would let us form a secondary 'Squadron' of pilots then I would reconsider my NO GUILD OWNERSHIP policy. Following this logic: Arturun would have his TIS tag on the ground but all his ships would be marked with TISS (TIS Squadron). I would proudly wear my Ethos tag on the ground but might wear an AXISS tag in space.


      As for group size you can already invite 20 (maybe up to 30) people up onto your Yacht. It's a simple matter to port over that coding to Caps





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


      Galaxy City, Dantooine
      Tharsgaard
      Sun Jul 17, 2005 5:00 am
      #318

      Just a quick note on where they should come from, I think the shipwrights should be a big part in obtaining cap ships not quests alone, if not making the entire thing at least the essentialcomponents. ( no im not an sw)
      GrandMoffHocker
      Sun Jul 17, 2005 5:49 am
      #319

      I know that there is a lot of contention about boarding parties, but I look at it this way:



      I'm no PvPer, by any stretch of the imagination, but boarding parties would add a real dynamic twist to space combat and starship command. Remember, a ship commander isn't just a glorified pilot, he also has to consider all other things on the ship, like boarding defences. Yes, Jedi will pwn in boarding parties, but both sides can have Jedi, so it would be balanced.



      Also, I think the actualway boarding parties should work is as follows:



      Ships can onle Disable each other in space, and once a ship has been disabled (reactor blown) there is a 2-5 minute countdown until the crew can repair it. During this time, enemy boarders from the current transports (Novas, YT 1300s, Decimators) can board the crippled ship, and then start a boarding action. These boarders have to fight their way to the bridge, and then go through a similar system of base destruction on ground, in order to set the self-destruct. They then have to fight their way back out again, or be killed in the explosion. The tactical officer of the crippled ship would be able to activate small turrets, maybe some NPCs or Droids, as defence, as well as the Playercrew fighting(the NPCs and Droids would have no other function except fighting, ie not manning turrets etc). This way, ground-based professions are still useful and desirable, even for players who spend all their time in Space.



      One more thing, unrelated to boarding parties, but does anyone else think it's a good idea to allow repair droids, who automatically repair ship systems if they're able? They can still be destroyed by plasma leaks and such, but can be set on "patrols" to repair damaged systems? This would certainly give Droid Engineers a boost to business.

      ShoginArmada
      Mon Jul 18, 2005 3:56 am
      #320

      Ewww no...not every pilot is a full temp ground killing force. Most the pilots if fly with have little to no ground combat, since we deal with space only. It wouldnt be fair. Jedi should be kept outta space, where the the only skill should be the bond between man and ship.



      _________


      To avoid any misunderstandings: No, I dont care what you think. You are merely here for my enjoyment.
      Feynan
      Mon Jul 18, 2005 1:01 pm
      #321

      Couple pointers:

      -The Devs are currently working on a "platoon" type system (by platoon I'm referring to PS). Basically it's a way to put multiple groups together. So don't worry about the max 8 person groups thing.

      -You should need to be pretty good at ground combat to board the ship. You don't have to be, but it helps. If you're a pilot then you stay outside and fend off fighters, blow up more systems, etc.



      Colonel Feynan Forsythe
      Alliance Ace Pilot
      AquariusII
      Mon Jul 18, 2005 2:05 pm
      #322

      That would be nice but i also agree with Arturun. What are the chances of SOE giving us a seperate "squadron" guild. That and i dont think that the cap ships will be guild controled of any kind its not far for people that just want one but doesnt want to be in a guild.
      iampat12
      Mon Jul 18, 2005 10:43 pm
      #323

      If its a concern about Jedi boarding parties, why don't they (SOE) just allow the ship captian to buy very high level droids, or have the ships come with a NPC Jedi? Maybe if its the Empire's ship, it could be like one of those Inquisitors , a Rebel ship could be a Jedi trained by Luke, and if its a neutral, it could be a bounty hunter. Simple, no?
      iampat12
      Mon Jul 18, 2005 10:48 pm
      #324

      I ment have the NPCs come with the ship.
      Arturun
      Tue Jul 19, 2005 12:49 am
      #325





      cdapolito wrote:


      If "flight guild" is meaning a seperate entity that you can belong to AS WELL AS your ground Guild I am all for it. If they would let us form a secondary 'Squadron' of pilots then I would reconsider my NO GUILD OWNERSHIP policy. Following this logic: Arturun would have his TIS tag on the ground but all his ships would be marked with TISS (TIS Squadron). I would proudly wear my Ethos tag on the ground but might wear an AXISS tag in space.


      As for group size you can already invite 20 (maybe up to 30) people up onto your Yacht. It's a simple matter to port over that coding to Caps





      Yes, I agree. This would be a very cool idea; maybe a possible other limit to higher-end cap ships would be a minimum city size req. Then, instead of many tiny guilds just for ships, you'd have people flocking to the larger ones, or trying to grow theirs. This might create a large hassle, however, so I don't know.







      ShoginArmada wrote:
      Ewww no...not every pilot is a full temp ground killing force. Most the pilots if fly with have little to no ground combat, since we deal with space only. It wouldnt be fair. Jedi should be kept outta space, where the the only skill should be the bond between man and ship.




      This I must disagree with. While it would become a great pain to have jedi in space, I still think boarding is a good idea. If you have the resources to get a capital ship, you should have the resources to defend one, anyway. I'm sure if PvP in space with cap ships were escalated so that there was more combat between players, I'm sure there'd be ground people willing to go into space with you to help defend your ship.


      But, it's all purely academic, as SOE probably won't even put cap ships in like we want...


      -Arturun

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