Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

powell99
Mon Aug 15, 2005 8:05 pm
#365

(Sorry I havent read everything)

Ive got some Ideas.

1) Keep Capships Small: I dont want to deal witha VSD when I am limping out of deepspace.

2) Make Space Bigger

3) Make an Elite Class

4) As part of that elite class add small ships such as flyable shuttles and Gunboats

5) Make boarding Parties with NO Jedis

6) Make boarding Partys capable of capturing AI ships(Allowing fun bit of Piracy)

7) The crew of an AI ship should be based on the tier of a ship. This way we have tough NPCs on a tier 5 ship and easy ones on a tier 2 ship.

8) Make some ships avalible only through a quest (such as completing the Corvette to get the Corvette)
kakamar
Tue Aug 16, 2005 9:44 am
#366

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




Kakamar
cow10078
Tue Aug 16, 2005 12:34 pm
#367

Mabey You can have a Faction General on there and when a player gets enough ammount of faction or something should be able to talk to that general and send stormtroopers and at-ats down there but if the attack is repled it sends a rebel capital ship to sector and then a space battle gose on preventing the imperial from escapeing(this idea gose both ways) The rebels on the planet will be informed with a message saying report to coronet a imperial star destroyer has launched a attack rebel forces will disapire from citys and go to defende that place. If the star destoryer leaves after losing a battle it has to go to a special imperial sector and doc with a ssd and get resupplyed and the commander loses rank for losing a battle so it is bad to launch a attack without first thougth so just change everything thats imperial to rebel stuff



my msn is [email protected] lord'malak
WingZero890
Tue Aug 16, 2005 7:51 pm
#368

I was thinking, even though the chances of a big cap ship like the Star Destroyer are slim, if they did add them in, we should have firelinked turret batteries, (ex-5 turrets all shooting at the same thing). Just a thought.





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





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 I dont think that taking over a ship should be easy, in fact I think it should be very hard, and fail most of the time.

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.


Turrets need to be fixed however or this whole thing will be a joke, the problem can be solved by fixing POB ships and working from there.



Mesacho al'Thor

Elder Shipwright/Elder Merchant

Keep Flyin'
Aserhe
Thu Aug 18, 2005 3:20 am
#369

NICE POST susandirs!!!



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LoscoBurke
Sat Aug 20, 2005 4:37 am
#370

I don't know if this has been mentioned.. basically becauseI don't have the time to read the several hundered posts on the subjct. I have an Idea to limit the production of several hundred capitol ships.


Component construction. I believe that there should be a complex SW quest. Three actually. One for the ship chassis, One for the Engine, and One for the Systems. There can even be another quest to be certified to assemble the three parts to make a ship complete. Shipwrights should only be allowed to be certified in one of the above components. This will be the first crafting process that forces teamwork. This can be faction specific also.

Note: These certifications should not have badges associated with them since it would restrict badge collectors from collecting all the badges available. It should mirror the RIS certification quests.


A Capitol ship should require all three to construct and should rerquire a large amount of resourses Including over 100k of asteroid resourses. and well over a million units of regular ground resourses. The actual construction should be as complicated as the construction of the JetPack. Even repairing should take time and resources(or repair kits).


As far as control, It should take at least 10 people for minimal operations in combat but should be able to be piloted and moved by a single player. If the minimum requirements are too high they will restrict players from actually using them on low activity servers. Since there are several posts already made on the subject I will leave it at that, assuming the rest has already been said.


Thanks and I am as anxious as the rest to see these in game.


Losco Burke

Valcyn



Losco Burke, Lieutinant Colonel
203rd Storm Trooper Expeditionary Legion, Alpha Company
Vendor Located on Talus in Star's End at WP -2429 -6162
oayarc
Sat Aug 20, 2005 4:44 am
#371


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 =)





Oayarc Ge'Tvo


Imperial Colonel & Storm Squadron Ace Pilot
BothanCommando Of Eclipse
Please let me use my CAMPS again
Always Welcoming New Citizens To Our Great City
Of Regolatores Avamposto Located at -400, 3625 On Talus
ShoginArmada
Sat Aug 20, 2005 9:12 am
#372

from what i read in the expanison forum, we pilots got the shaft far far far up our arse.



_________


To avoid any misunderstandings: No, I dont care what you think. You are merely here for my enjoyment.
FilanVader
Sat Aug 20, 2005 10:53 pm
#373

they should be able to support not only multiple players, but while in space they should be able to come and dock with your ship and get repairs. just think in guild vs guild pvp in deep space you could move your whole fighter squadren in your Cruiser/vette/SD and with enough people you could not only have the capitol ships fighting eachother and defending itself from enemy fighters but your fighters could be dogfighting while you send something like Y-Wings to bomb the crap outa their cruisers.
Ice-Cold
Sun Aug 21, 2005 12:30 am
#374

havent read through all the posts here so theres a chance i might be posting the same thing as someone else lol..


- Master Pilots should be the only ones who cert for the capital ships


- Have to be Overt in order to steal rebel/imperial ships, Neutral ships would just be NPC so it wouldnt matter about faction status though it would be fun if neutrals get several factions to join. I mean, it would be fun if there was a jabba/blacksun faction that can go overt, so instead of having to only care about imps/rebels, we have 2 extra factions to worry about.


- Capital ships shouldnt be the types of ships we get now, like we get the deeds andappear in ourdatapadsand then fix them up/name themwhen we reach ground, they should be just like how we take over cities on the ground but in space.. meaning you and your friends find some players/npcs in a capital ship, decide to disable it, and then dock with it, once on board, kill everyone inside and either "steal" there ship or blow it up like we can with factional bases... this would be great for the Galactic Civil War (and if players want to be Pirates.. aaargh!), and would be very fun to defend our ships: "get the pilots to there ships!"


- Higher Faction ranks like someone said would be a great idea if we where to "purchase" capital ships from recruiters.


- If capital ships, like the one from the video, are only accquired by doing a mission. Then the ship shouldnt beable to "land" on the planets, and float around in space where ever you left it.


- When theres no one there to defend your ship, NPCs of your faction should spawn inside and try to defend it, and also man the turrets, because you dont want to steal a ship, go to coronet to pick up a few people, then find out your ship as gone


- NPCs: Pirates, Bounty Hunters, Blacksun, Mercs, Valarians etc should also beable to disable us and dock.


I dunno, I just hope we cant all own a capital ship, because it's really pathetic seeing millions of vet rewards floating about spacestations, dont want ISDs doing the same.. if it's how i want it to be, then at least we get to have fun defending.. ooh, and when we know theres no one there to attack us, bring on the entertainers!



Arann Kandrov
Imperial Commando
- Best Pilot in the West Quadrant

"I'm just a simple man, trying to make my way in the universe" ~ Jango Fett
Phow-jin
Mon Aug 22, 2005 9:21 pm
#375

dude that looks sweet. it would be really fun to control a captitol ship in space and i hope to see it go live someday
Sir-monkey
Sat Sep 03, 2005 11:08 am
#376


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.

Spacey
Sun Sep 04, 2005 12:19 am
#377





Rajha Al'Rajhiim

Lt. Colonel, Imperial Marines

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Message Edited by Spacey on 09-05-2005 06:26 AM



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