Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

Thunderbyte
Sun Jun 05, 2005 2:48 pm
#27

Ok, if capital ships are player owned, and if capital ships can be boarded, then I think we should have self-destruct options for the capital ships!!!! I mean, if I'm going down I'm taking them with me, lol.



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/// \\\ Really BadJack - Shipwright/Swordsman
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/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
|-^-||------/// \ | / \\\------||-^-| Olaw - Artisan/Shipwright
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| O ||>====<||| /|\ |||>====<|| O |
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KaylBreinhar
Sun Jun 05, 2005 3:33 pm
#28

Schadwood
Sun Jun 05, 2005 5:43 pm
#29

Ok i cant help but toss in my ideas ... lol


Thing I hope happen....


1. Player owned


2. Require at least a crew of 8 to function [ And a Captain that isnt the pilot ... make it so the ship wont function with out someone in the command chair and instead of piloting the ship the Captain gets a command screen that alows one click waypoint creation that the navigator can see and follow.... and a one click targeting command that gunners can see. Other dutys the Captain should have allowing or rejecting docking requests.... plus communication with other ships.... some sort of /comm command another ship uses that opens up a chat box with the Captain.]


3. No overt requirement


4.Dockable by all space craft.


5. If shields are destroyed "Boarding Partys" can assualt the ship. [perfect for that crazy YT pilot and his band of pirates ]


6. Slow ... Slow ... Slow ... these ships need to creep across space not shoot across [space sectors are already feeling to small...lol]


Things I dont want to see happen ....


1. Required Rebel or Imperial rank to own or command


2. Guild owned [I can bend on this maybe.]


3. Non-craftable [This is a NO bend issue .... ]


4. That Capital ships become some cheap theme parks in space that players only do once and never again.







Eetip
Smuggler and Master Pilot
Captain of
The Midnight Lady
"Scuffy looking? Well...um...Maybe but i aint no nerf herder."

TatonkaBill
Sun Jun 05, 2005 7:03 pm
#30


I reckon there should be major space stations set up as supporting platforms for the capital ships.


In these massive stations is where it all starts too ...... crafters of all types should be able to set up heavy equipment factories and essentially craft the whole ship from scratch ie starship crafters making the chasis , armouirsmiths making the hull plating , weaponsmiths making the weapons ( duh) droid engineers maybe making specific modules .... not sure what here but maybe advanced targeting arrays/cloaking devices/tractor beams - of which you can pick one module a ship?? and of course astro droids


I believe they should require an initial massive amount of faction or prestige points to purchase the rights to build one ... and of course they should rquire a massive amount of resources to build.


All - Or the bulk of them at least -the resources required should also be mined from space as well to perpetuate the space business. In the same vain it should cost resources and cash to repair capitals to keep the smiths in business after the initiall ship building binge.


my thoughts at least


HuntingOhioan
Sun Jun 05, 2005 8:10 pm
#31

Ok First off as commander of the JRS I have to express the views and opions put forth by my squad first before I reply with the ideas for this. What can I say , they been drinkin again....

1. they want everything fixed first
2. This includes the smuggler revamp and quests....

Ok, now to the ships.

We first thought that they should be more rare than jedi which included it being very hard to get.
Personlay I dont like that idea, becuase I dont think I'd ever get around to getting it just like I didnt Jedi.
SO

1. Why not make them very crew intensive. If we want to keep them rare, everyone here knows its frigin impossible half the time to get a crew just for a Nova or like ship. Sure it would be easy to fly solo, but you cant defend any pob solo and still fly.

2. New Levels of ALL componants for it. Realy, like another player stated, throw the SW a bone here, you ticked off enough of them when you made the new ships quest based.

3. Make all new comps Astroid material specific. Its keeping things rare.

4. Make it a publiush, not an expansion. I dont care what content you add with it. Half the guild I dont think, got the wookie world expan.

5. Great posts have been made so far so I dont have much else to offer. One last thing would be Caps for each gun. Multiple Shields ect. Make this thing so expensive in parts and such that it would bankrupt the guild lol.

6. Oh one other. Make it one shot deed. You blow it up, you lose it. Have to start the quest over again.



-Hunting Ohioan

"The Fighting 128th Jolly Rogers Squadron" - Crypt Fighter Wing - Commander


Mallecho
Sun Jun 05, 2005 10:32 pm
#32



HuntingOhioan wrote:
Ok First off as commander of the JRS I have to express the views and opions put forth by my squad first before I reply with the ideas for this. What can I say , they been drinkin again....

1. they want everything fixed first
2. This includes the smuggler revamp and quests....

Ok, now to the ships.

We first thought that they should be more rare than jedi which included it being very hard to get.
Personlay I dont like that idea, becuase I dont think I'd ever get around to getting it just like I didnt Jedi.
SO

1. Why not make them very crew intensive. If we want to keep them rare, everyone here knows its frigin impossible half the time to get a crew just for a Nova or like ship. Sure it would be easy to fly solo, but you cant defend any pob solo and still fly.

2. New Levels of ALL componants for it. Realy, like another player stated, throw the SW a bone here, you ticked off enough of them when you made the new ships quest based.

3. Make all new comps Astroid material specific. Its keeping things rare.

4. Make it a publiush, not an expansion. I dont care what content you add with it. Half the guild I dont think, got the wookie world expan.

5. Great posts have been made so far so I dont have much else to offer. One last thing would be Caps for each gun. Multiple Shields ect. Make this thing so expensive in parts and such that it would bankrupt the guild lol.

6. Oh one other. Make it one shot deed. You blow it up, you lose it. Have to start the quest over again.


What he said.



--------------------------------------------------------------------------------------------------------
Dood Amm'nel
Seneschal of Gin :: Church of Alvis
Recovering Ranger
"It was an loltini with lolives" - Ramsey Logan
"The next time someone asks if Dood is a god I say YES!" - Elth

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tele05
Sun Jun 05, 2005 11:04 pm
#33


good suggestion, but with that being the idea of only guildleaders getting the vette than next thing you see is new guilds popping up out of no where...Catch 22
AxilX
Sun Jun 05, 2005 11:19 pm
#34






Marvin5 wrote:

Make it work like a city


AAdmiral (mayor)


Then recruits of different ranks, let it start as a smaller ship and when the crew grows you can buy new chassis


Admiralactually does nothing except for buying stuff and managing the crew, he can give some member the title of captain and give control of the ship to them


The Captain must be Ace pilot, and if the ship would be pvp enabled he would be required to have a imp or reb rank to control it (the higher rank, the larger crew he can control)


Mayby the ship can be upgraded every week if the crew roster is big enough.


Some positions must be manned for them to work, such as guns, navigation and engineering, it should be useless if crewed only by the captain but should be able to operate very poorly with only a small crew.


Make it so that artisans of different kinds give bonuses when manned in a station, armoursmiths (utter hull armour and shields), weaponsmiths (guns), architects (hull structure), bio engineer (bio atmosphere), docs (medbay), shipwright (managing flightdeck and fighters, or can fill all positions).


Make some crew positions replacable with driods, if a droid engineer is omboard


Make the ships give nearby friendly fighters bonuses to shield recharge or strenghth


The ship should be able to hyper but takes a few mins to do so, else its travels very slooooow.


When docked into a capitol ship station the captain can de-assemble the ship and the crew is loaded into the station.


If the captain wanna assemble the ship he just travels to the station and assembles it, then sends invite to all in the crew roster who can shuttle to the ship.



Combat...


These ships should be slow and lumbering so dogfighting are a no-no


The fighs capital ship vs capital ship should be decided by best fighter pilots supporting the ships and torpedo bombers, else its the crew manning the stations or the purchased parts. Strategy is a important bit, as the boadside if the ships should be the most powerful part when fiering.


Ships could have several hardpoints but some weapons like larger torpedoes or anti capitol ship guns should be only be good against other larget ships, making it hard to decide if you are gonna fit it with huge guns or smaller ones to fight off enemy escorts and using own fighters to deal the damage.


Boarding partys!!! The ships should be able to lauch boarding torpedoes or multi player ships could board the ships with a small crew of 3-5 ppl in each pod. They would have to fight npc soldiers and players. A well timed boarding party can take over the ship fast, but it should be damn hard. It should be used as an tool to disable certain parts, such as engines or shields.


When you are destroyed....


If you do not escape in a pod (you have 1-3 minutes before it goes boom) you just wake up in the capitol ship station, wounded alot..

If you escaped by pod you are automatticly transferred to the station or starport of your choice,


The ship takes damage on the parts that was most badly hit and is gonna have to take repairs, the captain just assembles the ship at the capitol ship station and loads the crew, then the ship must be rapired from inside (and mayby outside by fighters with welding lasers). It should take about 10 minutes to get in in shape, but the ship is not cleared for launch for 20-40 minutes after being assembled after a explosion, so we wont have zerging ships. the timer is decided on the captains skills and the size of the ship...


Well.. thats it...


Some ideas, feel free to discuss or borrow them


/benah







best Idea i've seen, hands down.. this is the only way proposed so far that will effectively limit the number of captital ships, whilist still allowing all players some level of access to them. For those of you that are requesting "Really really hard quests!" to limit the numbers... please look around and see how many jedi we have.
riotcontrol
Sun Jun 05, 2005 11:26 pm
#35



TomoRainer wrote:


What their role should be: Part of meaningful GCW-related missions where everyone (Rebels, Imperials and free agents like Han, Boba, Dengar etc.) has something to do.

Whether they should be owned or borrowed: Borrowed.

How hard it should be to obtain one: You wouldn't exactly obtain one, just perform a function on it/related to it that's appropriate to your role.

The sorts of modifications you'd want to be able to make to them (if any): None.

Ways to prevent or limit griefing: They would be part of randomly generated scripted missions. For example, each day, there would be a space/ground event including capital ships that has some influence on the GCW score, but each day the missions would be somewhat different.





__
wieland argosy <gunslinger>
Swor
Sun Jun 05, 2005 11:55 pm
#36

Make Capital Ship commander a profession that requires master pilot

i mean sure i can pilot a single person snub fighter but a multi-person capital ship requires different skils

the reason i say have master pilot as a pre-req is that the alliance/empire/etc isn't going to give some fresh recruit a capital ship to blow up


i think they should not be crafted, they should be bought with millions of prestige points, but components for them should be crafted....


i also beleive multiple guns (banks) should be commanded by one player instead of having NPC auto turrets



Tecea Otis - Defender of Honour
Swor Bi'i - Master Shipwright

You may Imagine many ways to attack me but do not underestimate my skills on the battlefield
Foji_Janson
Mon Jun 06, 2005 12:01 am
#37

Owned by Guilds - requires many components and tough quests to craft by master shipwright (think ala Jetpacks in DWB).

REQUIRES atleast 5-6 people aboard to fly.



Foji Janson CORE'.... Master BH, Master CM, Alliance Ace Pilot
Corbantis
Dorjhe
Mon Jun 06, 2005 12:07 am
#38

I think a Corvette should be about as big of a ship that players can get. Anything much more than that is just well stupid. Do you realize that even just a Nebula-B has 12 turbo laser batteries and 12 laser cannons and 2 tractorbeam projectors, that's 28 people to properly crew it! A corvette however can be crewed by8 people ( both numbers are turrets + 1 Pilot and 1 Ops(I also did not count guns 6 and 7 on the vette in game because I have yet to see them do anything). How many threads have been posted about not being able to find the 3 crew members for our current POB ships. I think asking for ships that need soo many crew members is just asking for a useless target.


For comparison the Imperial Star Destroyer has 60 Turbo lasers 60 Ion Cannons and 10 tractorbeam projectors. 132 crew members for a player controlled ship, I just don't see it happening.


A Mon Cal Cruiser has 48 turbolasers 20 ion cannons and 6 tractorbeam projectors total of 74 People needed to Crew it.


Maybe make these available as a live event type of thing but for everyday space combat, I honestly just don't see this happened, there are guilds that aren't this big.


Corvette's however I think are about right for size and crew requirement. Not just Corvettes there are some pretty sweet capitol scale system patrol craft that could be put in also.



P.S. the Mon Cal and SD stats above are for the small ones.



Higginsis
Mon Jun 06, 2005 12:17 am
#39

Neb B's would be my choice for the other smaller sized capital ship. A small crew could work it, just not at full capcity, and it wasn't much bigger than a vette.

The problem is really neither were that faction specific (both imps and rebels used them) but in the films we only see them in rebel hands. There not much else of a iconic Capital ship other than the ISD, which is far to big (and laggy) to be workable.

Unless there's a mid sized craft i't not familiar with.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

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