Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
Yes, something like CL 95 guards like we see at the bases, would make a ship capture take the amount of coordnation and teamwork that a succesful base raid currently takes. And you better hope that all the players are CL 1 crafters that cant fight if you try to take over a ship
kakamar wrote:
if you add it it they should add bigger groups so you can take lots of people on it
the pilots should have master pilot
Gunners should have -/3/-/- pilot
possable npcs potroling the ship would be cool
be able to take people (by people i mean npc quests) to other planets following wps
should be able to have like imps land on the ship and have a big fight or somthing
should be able to smuggle stuff from ship and things like that
An elite pilot class requiring prestige XP (lots of it) and maybe skill points (would sure limit the number of cap ships then!) should be required to become a capitan. Capitans should have to rely on a whole bridge crew, perhaps a sub class for each required job (turret management, security/npc presence, logistics, reactor control etc.) Maybe making usSW buy the schematics from recruiters and craft using a very large amount of resources (1 mil total?) another tool to limit the cap ships you see. Plus, you would have to pay alot of maint to use one and they should take lots IMHO, in addition to a slot in your datapad for ships.
i dont think these ships should be ownable at all just controllable
it would unbalance space and well I for one look to the stars for balance equipment wise and where skill matters
if i can go pvp in my new vet that will 2-3 shot other starfighters .... well ya might as well make flying jedis =)
Okay, thought I'd finally get round to giving my idea of Capital ships.
Overview -
Guild owned. I know a lot of people dont like this. But its the best way (I can see) to keep their numbers low. They can be called by any member of the guild who is given Admin rights to the ship. Other than that, any other player can join the crew. This includes being able to pilot the ship. A destroyer type ship. Taken from EP3.
Weapons -
8 turrets total. 4 to port, and 4 to starboard. Each turret has slow turn-rate, and can move about 20 degrees off centre. Has a slow firing rate, somewhere in the region of one shot every 15 seconds. (why so long will soon become clear). Does massive damage. In the region of 100k per shot.
This is where is gets interesting. In order to make the ships as fun for all concerned, I've added a twist. The turrets fire guided bombs/missles. Once the missle is fired, the gunners view changes to that of the missle. They can then guide the missle (albeit with limited manuverability) directly. The missle moves at high speed, thereby making guiding it pretty difficult.
Shipstrength -
Shield strength in the region of around 50k. Hull armour in the region of 200k, with the ships hull strength being around a million (perhaps some change to the numbers to balance it). This high hull strength means thatonce the ships shields and armour are gone, the battle is still only just beginning. Hence repairing the ships components becomemore than just useful. It becomes critical.
Components work in a similar method to the death star. In order to damage then, they must be hit directly. Certain components could be "hidden" within the ship, thereby requiring more intricate piloting of the missles in order to score a direct hit.
Engineering -
The ops station also allows the operator to change power going to each of the ships systems.If they increase the power to the component, then its stats are increased by 1% for every2% extra power. If they are decreased, theorder is reversed, so 1%less power results in2% less stats. This makesthe capital ships much more dynamic, and adaptable. Need to make a quick get-away, then reroute power from the cap to the engines.
Repairing Damage -
Damage to the ship isnt repaired in the normal way. Component damage can be repaired with repair kits, but hull and armour damage is repaired during the periods the ship is not being used. When not used, the ship is stored at a 'station'. These stations slowly repair the ship back to full strength. A full repair would probably require about a week.
If the ship is 'destroyed', then allhostiles lose aggro on the capital ship. Also, all weapons are "destroyed" (cant be repaired with kits, only at station) with the exception of the engines and reactor. These must be repaired, and then the crew begin their "walk of shame" back to the station. They can eject from the ship, but this adds a day to the repair time while the ship is towed back to base.
Advancement -
Because the ship itself is very social, and not designed to beoperated by one person continuously, then advancing the pilots skills are not really appropriate. So the ship must advance. A series of difficult quests reward higher-level items that can be used on the capital ships. These devices are linked to the ship, so they cannot simply be sold en-masse over the bazaar.
Docking and Invasion.
I know some dont like the idea, but it seems good to me, so I've tried to accomodate those who dont have high ground combat. The ship has a docking bay. All fighters can land and repair/rearm at this ship. Docking occurs by flying into the docking bay (I think the game engine can manage this). Invading the ship occurs in a similar way, but prior to that, two shield genertors around the bay need to be destroyed. Once these are destroyed, a message goes to all in the ship. One of them must run to the hanger, and engage the blast doors, thereby preventing further invasion. Once the blast doors are sealed, no docking bay is useless until the ship returns to a station. The blast doors could also be engaged prior to combat, if the crew wished. If any member of the crew is killed by invaders, they clone in the ships cloning bay, without wounds or item decay. The invaders task will be to distract the crew and attach explosives to the important components on the ship.
Typical crew complement
From this, I'd say the crew should be assigned like this....
4 gunners - After all, its unlikely your going to have a capital ship to both sides
1 pilot, and 1 at ops - These also sharing the role of component repair.
2 in single fighters. This ship is almost useless against fighters, so an escort is vital unless you want to be pecked to death.
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Message Edited by Spacey on 09-05-2005 06:26 AM