Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
Well if it's Imperial you know it's gonna get nerfed. hehe
--Disgrunted AT-ST owner.
Message Edited by RavenBlueSky on 07-25-2005 05:30 PM
True but if you do an Orbital Bombardment of the entire planet, there aint gonna be no rebels left to attack you. hehe
Granted they probably wouldn't let someone destroy an enitre planet or player city, but destroying a base would be cool. Perhaps a guild war where peeps do a bombardment in prelude to an attack or invasion to destroy or severely damage faction bases. That's doable no?
cant see them ever putting in landing in player cities it would just kill npc cities they say. (although I dont htink it actually would people would still want to meet in npc's cities. and there would be less lag!!)
I dont see why the whiners whine about npc cities. Our cities should be stand alone, without the needed to go to the npc cities. And, the cities that wont be high enuff for these player starports would still use them, and those npc have quests and such, so even if we got the player owned starports, npc cities wouldnt die.
Message Edited by ShoginArmada on 07-27-2005 09:01 PM
Great ideas i agree with them. Along with maintence there should be things player crews contribute in terms of battle. I belive GCW ships need to be tied into rank. Back before JTL beta there were rumors that rank would play pivitol roles in space. That fact that it did not disappointed many.
- CREWS for capitol ships. Think out of the box here. consider new pilot classes such as
- "ship operations"
- engineering tree: your skills will allow you to make repairs to critical ship systems from your station on the bridge 1 box 30-70% efficency 2 boxes 40-80%3 boxes 60-100% 4our boxes 80-100% of full repairs
- weapons tree, your skills will allow you to fire the missles from the capital ships from the comfort of your bridge station
- navigation tree: "Hyperspaceing a ship ain't like dusting crops boy!" Your skill at interaction with the Nav-computer will allow for a faster hyperspace jumps. Your skills from the bridge are also essential to engine performance and fusion reactor systems. ((increased output based on skill levels))
- systems analysis tree, know what your droid dows for you in one-manned fighter ships? well it takes a player to coordinate such massive energies on a capital ship and only certain fluctuations can be done (small percentile increments to make sure capital ships are balanced and not death-stars)
The experience needed to attain full skill trees should be very high. Also you can only attain the experience needed by manning that particular ship station. The experince gained can be regulated like entertainer xp. You get a certain amount for just sitting there, but for performing succesful ship commands and / or repairs you gain added xp bursts. that means 4 new types of xp as well, weapons, engineering, navigation and analysis xp.
Here's my idea for several new Capital Ship professions.
Alliance Fleet Pilot
Imperial Armada Pilot
Hutt Flagship Pilot
Capitol Ship Crewmember
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New Missions:
Blockade running (Space delivery) missions. These involve traveling from one hyperspace jump point to another, or one space station to another without using hyperspace. Along the way, capitol ships will continually load in at rate that too great a tier/number to destroy. The mission is simply to get from point A to B and survive. Having a smuggler aboard can greatly decrease the chance of the ships that load in from being aggressive.
For Capitol ship deeds: Most of the new capitol ships will be granted by quests that require you to either take a mission from the rebel base, emperor's retreat, or jabba's palace.
The capitol ship piloting professions will have a mission/xp requirement system like what is in place in Jump to Light Speed. However rather than going from left to right filling up boxes, pilots will go straight up if they like. It would just be more difficult to do so.
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New aspects of Space:
Anyone whom comes onto a Capital ship can use any of the stations, regardless of weather they are in group or not.
Using the /dock on a POB ship will give a prompt to the captain of the POB ship asking if they wish to allow boarding. Selecting yes will put a starfighter pilot in the dock area and put their starfighter in their datapad.
If a capitol ship docks another POB ship, the capitol ship will remain in space weather or not there is anyone inside it.
If no one is in the captain's seat, the answer is automatically YES to docking requests.
If a ship's engine or reactor is disabled, the answer is automatically YES to docking requests.
For 30 seconds after any ship docks or launches from a capitol ship, the answer is YES to all docking requests.
For 90 seconds after any ship docks or launches from a capitol ship Smugglers are granted docking permission automatically.
If a ship is being held close in place by a tractor beam, the answer to docking questions is YES.
All of these docking vulnerabilities can be cancelled using a Capitol-ship Pilot skill which seals the launch bay doors. However, this command has a 3 minute re-use timer. The docking bay doors will remain shut until opened if sealed.
A capitol ship can not be launched from the docking bay of another ship.
A capitol ship can not be launched from a starport.
Capitol ships can only be launched in fact, from player controlled bases on the ground or the Emperor's retreat, Rebel Base, or Jabba's Place.
If the captain logs out or is disconnected while the capitol ship is in space, it will remain in space another few minutes before disappearing.
Most capitol ships will have a turret position in the hanger (either for tractor beams or defense against enemies attempting to dock)
Although I don't advocate capitol ship pilots being able to own massive things like star destroyers, I like the idea of a new deep space battlefield in which players can man static capitol ships as they fight each other.
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[Fleet Captain]
[Vessels 4] [Components 4] [Pilot Skills 4] [Ship ammenaties 4]
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[Vessels 3] [Components 3] [Pilot Skills 3] [Ship ammenaties 3]
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[Vessels 2] [Components 2] [Pilot Skills 2] [Ship ammenaties 2]
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[Vessels 1] [Components 1] [Pilot Skills 1] [Ship ammenaties 1]
[Novice Capitol ship Pilot]
Novice Capitol ship Pilot:
Star-Tours civilian transport: a non-combat space vessle. (But only launchable from Bases like other capitol ships)
As seen at: Disneyland
Jettison cargo: This command will empty anything in the cargo hold and abandon any space-delivery missions.
As seen when: Han solo dumped his cargo on a mission for jabba.
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VessleBranch:
This branch grants the piloting certifications to pilot new multi-person ships. Most of the ships themselves are granted by completing quests which require completing quests for either the Emperor's retreat, Jabba, or Rebel base. Title: Capital Ship Specialist
Vessle1:
Grants the certification to these ships which are comparable to those offered at master pilot. The Mercenary Freighter can be seen floating in Kasyyyk space. The Corellian YT-2400 is the ship superior to the old YT-1300 model, and was the ship of choice by the rebel Dash Rendar.
Mercenary Freighter (jabba)
YT-2400 Corellien Light Freighter
Lambda-class Shuttle (Imperial)
Vessle2:
Grants the certification to sit in the pilots seat for these special ships which allow unique functions. The rebel repair ships can repair other ships in the field, but can not repair itself and can not repair 100% of damage. The Imperial Inhibitor is similiar to the Interdictor which inhibits all ships from hyperspace, but it is much smaller. However, it can only prevent declared player ships from hyperspacing out within a 600 meters radius and only for a few minutes at a time before needing to recharge it's gravity well. Finally, the Hutts have developed a ship with the ability to board another ship who's shields are still up, but only if the speed of the craft being boarded is under 800 and if the lock can be maintained for 60 seconds... only POB ships can be boarded with the Hutt boarding craft.
Rebel repair ship (rebel)
Imperial Inhibitor (imperial)
Hutt Boarding craft (jabba) (invented for galaxies)
Vessle3:
The Hutt Maurauder is the Hutt created smuggling vessle. It is less hospitable to boarding parties in that getting to the bridge from the docking bay requires walking a long liner hallway, leaving no room to avoid crew or turrets. It also boasts a large cargo hold. The Medium rebel Transport holds an even greater deal of cargo, but has a very high amount of armor and hitpoints on the chassis for a ship that only requires a crew of 10. The Radient VIII is similar to the Radient VII ship which was seen being used by Obi-Wan at the beginning of The Phantom Menace
Hutt Maurauder smuggling vessle (jabba) (inventied for galaxies)
Medium Transport (rebel)
Radient VIII (imperial) (invented for galaxies)
Vessle4:
At this point we see true capital ships which require large crews to operate at optimum efficiency.
Hutt Nova battle cruiser: (jabba) (invented for galaxies)
Corellian Corevette (rebel)
Lancer Frigate (imperial)
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Components Branch:
Just like in Jump to Light speed. Involve shipwrights in some way so that it's not all loot and quest rewards.
Title: Heavy Equipment Specialist
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Piloting skill branch:
TItle: Fleet Operations Specialist
Just like in Jump to light speed, but with these new piloting skills:
Rebel:
Covert Shroud: A skill which breaks tractor beam locks with a cloud of tractor-beam reflective particles.
As seen in: Grand Admiral Thrawn trillogy of books. Luke uses this technique to escape a star destroyer (it's actually called the covert shroud technique)
Quick Launch: This command brings up the ship-selector window for anyone not at a station in the capitol ship, allowing them to very quickly launch into space without making their way all the way to the hanger bay and accessing the console.
As seen in: Several star wars books Luke has R2 prepare his ship for launch so he can blast off at a moments notice.
Fake ID tag: This skill copies the display of whichever ship is targeted and presents it as it's own. This means if you target a TIE bomber and use this skill, whenever someone hits TAB or what not to target your ship, it will say the player's name and "TIE Bomber" no matter what your ship actually is. The ship using Fake ID will still actually LOOK the same, only the ship-name when targeted will change. So pilots using this trick are adviced to keep their distance... but don't look like you're keeping your distance.
As seen in: Return of the Jedi while attempting to infiltrate the Endor base, as well as by smugglers such as Talon Karrde in star wars books.
Stow Away: This command allows the pilot to stow themselves on board any ship if it has a cargo hold. Here they will be safe from anyone attempting to kill them personally, but they will be unable to do anything, issue any commands or defend their ship without comming out of hiding. Useful for waiting until the time is right to come out of hiding and sabatoge a ship from the inside. If cargo is jettisoned into space, the rebel will die instantly.
As seen in: Episode 3 by Obi-wan to see where Padme was going.
Imperial:
Jamm Communications: Prevents non-imperial ships from using the new commands Fleet-wide-message or Ship-wide-message. Squad leaders can be given a skill like these two commands that is free from interferance.
As seen in: A number of star wars books, including Specter of the Past show the imperials either jamming communications if they don't tap them.
Launch Probe Droids: The Imperial vessle can launch a probe droid whih sits in space like the space turrets in Kashyyyk space, but they do not shoot. Instead they sit there and as long as they are within 1000 meters, any ship the imperials target will also display which droid programs it is running in addition to the normal shield/systems info. If the probe droid is destroyed, the information display will go back to normal.
As seen in: Kind of like Empire Strikes Back when they use probe droids to find a base.
Jamm shield readouts: The empire targets a vessle and selects to jamm it. For 3 minutes, the targeted ship will not be able to see a shield display on any ship it targets, up or down.
As seen in: Return of the Jedi, when Lando discovers it's a trap.
Emergency Weapons 2:
Similar to emergency weapons, but better.
As seen in: OK, you know when Darth Vader is chasing Luke in his TIE down the Death Star trench? If you watch closely you'll see Darth Vader turning a little black knobb on his console before opening fire. That's emergency weapons 2. ![]()
Freelance (aka Hutt):
Hug Asteroid: This command effectively does the /dock animation but on a non-moving object such as an asteroid, and it makes the ship un-targetable and removes it from radar. If the ship moves, or takes any damage (people can still shoot it) then it will cancel the action and make the ship be targetable again.
As seen in: Episode 2 used by Obi-wan. Solo does something similar in empire strikes back to hide on a star destroyer. But Bobba, having seen it in Episode 2, is not fooled.
Fake ID tag: This skill copies the display of whichever ship is targeted and presents it as it's own. This means if you target a TIE bomber and use this skill, whenever someone hits TAB or what not to target your ship, it will say the player's name and "TIE Bomber" no matter what your ship actually is. The ship using Fake ID will still actually LOOK the same, only the ship-name when targeted will change. So pilots using this trick are adviced to keep their distance... but don't look like you're keeping your distance.
Emergency Boosters: This new skill allows the pilot to use their booster engines even if their engine or reactor has been disabled. A situation in which you would normally not be able to move and be forced to eject.
As seen in: Episode 3 when general Grievous says, "Fire emergency Booster engines!"
Hide in Cargo Hold: This skill is similar to the rebel "stow away" command but this command allows the Freelancer's entire crew to stow away rather than one person, and it only allows them to stow away on a ship the captain owns. Useful for hiding those who wish not to be killed, such as jedi, or hiding until the moment is right to get the jump on a boarding party.
As seen in: Episode 4 when Obi-wan hides himself, solo and Luke on the Falcon.
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Ammenaties
Ship ammenaties will allow different things to be placed within the ship that are of use in space:
Title: Fleet outfitter
Ammenaties 1:
Allow the ship to contain a maximum of One internal automated defense turret
Allow merchants to be able to place Vendors
Ammenaties 2:
Allow the ship to contain a maximum of Two internal automated defense turret
A docking bay terminal for the launching of ships
Ammenaties 3:
Allow the ship to contain a maximum of Three internal automated defense turret
Allow the ship to contain a maximum of One ray-shield wall (Can only be activated by skill in new "Crew-member" profession)
Ammenaties 4:
Allow the ship to contain a maximum of Four internal automated defense turret
Allow a maximum of two ray shield walls to be placed:
Allow extra "Special Ops" chair and terminal to be placed anywhere in the ship.
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Master Pilot:
Allow Three ray shields to be placed.
The following ships, offered at master are lighter smaller versions of recognizable multi-thousand person capital ships but with a smaller more managable crew size:
Mon-calamari light cruiser (inveted for galaxies, Similar to mon-calamari starship)
Imperial Scout Destroyer (invented for galaxies, similar to star destroyer)
Hutt deep-space palace (inveted for galaxies, a hutt capital ship that is similar to a space station)
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The Crewmember is profession that makes the fleet run. Really, without crew members, we would have empty ships and helpless captains. Besides this reality, each of the advanced piloting professions requires going up a branch of crewmember first. That's right. To be a Hutt Capitol ship pilot, you must have the security branch of crew member and master freelance pilot. To be an imperial capitol ship pilot you must have the communications branch of crew-member and master imperial pilot, and Rebels must have the hyperspace branch of crew-member and master alliance pilot. Crewmember itself does *not* require master anything. You can start it without doing anything in the piloting profession... although it requires more xp so picking up pilot may be neccisary.
[Senior Fleet Officer]
(Adv. Hutt Pilot)(Adv Imperial pilot)(Adv Rebel pilot)
[Security 4] [Communications 4] [Navigations 4] [Staffing 4]
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[Security 3] [Communications 3] [Navigations 3] [Staffing 3]
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[Security 2] [Communications 2] [Navigations 2] [Staffing 2]
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[Security 1] [Communications 1] [Navigations 1] [Staffing 1]
[Novice Crew member]
Novice:
Ship-wide announcement. Because there are often too many crew to fit in one group, the Ship-Wide announcement is a neccisary skill for communication.
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Security is all about internal security in case of boarding parties. Title: Security Officer
[Security 1]
Lockdown Hangerbay. Prevents any ships from being able to go in or out of the hanger for the duration of the skill
[Security 2]
Scan for Intruders: Informs the officer if there is is anyone aboard whom the captain is attackable by. (including bounty hunters or enemy faction) Does not detect smugglers or anyone using the stow-away command.
[Security 3]
Activate turrets: Activates turrents at the cost of reactor energy. If turrets arn't activated, they won't automatically defend attack intruders.
[Security 4]
Ship Lockdown: Activate's any ray shields on board at the cost of shield regeneration outside the ship. smugglers/commandos can slice the shields to take them down, otherwise the main shield generator component can be attacked (as can any component from the inside) to disable the shields.
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Communications primary job is keeping everyone doing what they should be. Weather that be hitting a paticular target, or just organizing the capital ship with other ships outside of it. Tittle Fleet Coordinator
[Communications 1]
Ship-wide Target: Skill allows the Comm officer to set a visual indicator on a paticular ship for all gunners to see.
Sensors 1: Returns the number of enemy ships within a 700 meter radius to the comm officer.
[communications 2]
Ship-wide target component. Like Ship-wide target, but now the indicator can indicate a paticular component of a ship, such as engines or reactor, and if any gunner switches to that target, they will automatically be switched to that paticular component.
Sensors 2: returns the names of friendly capital ships in the sector.
[Communications 3]
Target override: Forces all gunners to target exactly what the comm officer has targeted.
Sensors 3: Returns the number of declared vessles in a random sector of space.
[communications 4]
Fleet Target: Visual indicator that any friendly (same faction as the captain) ships within a 1000 meter area can see.
Sensors 4: Returns the number of enemy and friendly vessles in Deep Space.
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Navigations. Hyperspace aint like dusting crops boy... Title Hyperspace Specialist.
[Navigations 1]
Prepare Hyperspace Calculations: Allows the officer to do the calculations, and therefore wait through the neccisary wait time, ahead of time. The ship will then be able to jump to hyperspace instantly without having to wait for calculations. The calculations are held for 4 minutes.
[Navigations 2]
Hyper-trace: With this skill, a crew-member can track another player's ship, and if the ship-begins a hyperspace calculation after being "hyper-traced" then the destination it is about to hyperspace to will be relayed to the crew.
[Navigations 3]
Feed Hyperspace calculations: After preparing hyperspace calculations, the calculations can be given to other ships in the area so that they don't have to wait to hyperspace either.
[Navigations 4]
Become Hyperspace jump point: With this skill, group members can hyperspace directly TO you, weather in the same sector or not. A very useful skill.
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These boxes allow the crew-member to bring in NPC gunners to fill out the turrets. They will always surrender their seat to a player. Title: Fleet Recruiter
[Staffing 1]
+1 gunner
[Staffing 2]
+1 gunner
[Staffing 3]
+1 gunner
[Staffing 4]
+1 gunner
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Master Crewmember
Grants the ability to fly a special capital ship of some kind.
+1 gunners
Pull rank: Command that allows a Crew member to remove any non-master crewmember from their seat.
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