Pilot Archive
Thread: Multiplayer Ships: Special Components & Enhancements
FantasticPlastic
Sun Nov 28, 2004 10:17 am
#27
I absolutely agree with everything mentioned here.
Especially:
MORE POWERFUL SHIELDS AND ARMOR. Multiplayer ships really need more powerful defenses to offset their size and lack of maneuverability.
MORE POWERFUL WEAPONS. Again, the guns can be pretty powerful--but more powerful would be nicer. A slower refire rate would help keep this from being too unbalancing.
LOADING MISSILES FROM INSIDE. This would be the absolute greatest thing. The heavy bomber aspect of the multiplayer ship is its most useful role. But once you've fired your 11 or 12 missiles (either in groups or individually, for all 3 ordnance slots), you're out. It would be ideal to be able to reload these from inside.
I know the developers obviously want to keep the multiplayer ship from being an enormous invincible tank that can dominate everything. But in a flying game like JTL, its slow speed, its size and its sluggish handling are ENORMOUS downsides. So far it has some upsides, but not enough to even out those factors, much less cancel them out.
O.
Especially:
MORE POWERFUL SHIELDS AND ARMOR. Multiplayer ships really need more powerful defenses to offset their size and lack of maneuverability.
MORE POWERFUL WEAPONS. Again, the guns can be pretty powerful--but more powerful would be nicer. A slower refire rate would help keep this from being too unbalancing.
LOADING MISSILES FROM INSIDE. This would be the absolute greatest thing. The heavy bomber aspect of the multiplayer ship is its most useful role. But once you've fired your 11 or 12 missiles (either in groups or individually, for all 3 ordnance slots), you're out. It would be ideal to be able to reload these from inside.
I know the developers obviously want to keep the multiplayer ship from being an enormous invincible tank that can dominate everything. But in a flying game like JTL, its slow speed, its size and its sluggish handling are ENORMOUS downsides. So far it has some upsides, but not enough to even out those factors, much less cancel them out.
O.
FantasticPlastic
Sun Nov 28, 2004 10:20 am
#28
Oh, and one more thing--
Definitely give the "Operations" chair something to do.
I've flown my Decimator a bunch but I've never had a dedicated Operations officer. I just can't see asking somebody to come sit in my ship and watch us fight on the off-chance I might need to change a droid command.
How boring is that?
Not to mention asking more people to come along and stay inside the ship--they can't even watch the battle from in there!
If I need to do a bomber strike, I stop the ship and change seats. If we need to repair, either my gunners do it or I stop the ship and do it myself.
I really just think the pilot should be able to use specials and droid commands themselves. Requiring a dedicated chair for it seems silly to me.
O.
Definitely give the "Operations" chair something to do.
I've flown my Decimator a bunch but I've never had a dedicated Operations officer. I just can't see asking somebody to come sit in my ship and watch us fight on the off-chance I might need to change a droid command.
How boring is that?
Not to mention asking more people to come along and stay inside the ship--they can't even watch the battle from in there!
If I need to do a bomber strike, I stop the ship and change seats. If we need to repair, either my gunners do it or I stop the ship and do it myself.
I really just think the pilot should be able to use specials and droid commands themselves. Requiring a dedicated chair for it seems silly to me.
O.
ObiQuixote
Sun Nov 28, 2004 12:19 pm
#29
I smell a fabled multiplayer ship revamp.
Would just like to add that a tack opps station that has a 3D radar display and can select and assign enemy ships to other ships in the group (they would apear on their radar like mission targets or something) could be a lot of fun if we ever get into fleet battles.
Would just like to add that a tack opps station that has a 3D radar display and can select and assign enemy ships to other ships in the group (they would apear on their radar like mission targets or something) could be a lot of fun if we ever get into fleet battles.
FantasticPlastic
Sun Nov 28, 2004 12:39 pm
#30
Oh here is another thing--
How about if the pilot could actually TELL if somebody is sitting in the Ops chair?
Seriously. Han Solo could glance a bit to his right and see Chewbacca sitting there. But as a multiplayer ship pilot I have no way of knowing if somebody is actually stationed at my Ops chair. Or in the turrets, for that matter.
Also, the Ops chair should get access to the "V" ship status screen (so should the gunners). And the Ops chair should... oh just maybe... SEE THE STATUS MESSAGES FROM THE DROID COMMANDS.
When I sit down at Ops and activate a droid command, I get absolutely no feedback from it. No idea if I pressed the right button, what effect it had, or how long it will take to recharge. I can't do "V" to see if my shields have changed or if my weapons are disabled, because Ops doesn't have access to the "V" ship status screen.
These are extremely simple user interface oversights. They are just common sense and really should have been implemented at the same time as the "Ops" chair's other commands.
If somebody activates droid commands, show them the droid command feedback. It's just common sense.
O.
How about if the pilot could actually TELL if somebody is sitting in the Ops chair?
Seriously. Han Solo could glance a bit to his right and see Chewbacca sitting there. But as a multiplayer ship pilot I have no way of knowing if somebody is actually stationed at my Ops chair. Or in the turrets, for that matter.
Also, the Ops chair should get access to the "V" ship status screen (so should the gunners). And the Ops chair should... oh just maybe... SEE THE STATUS MESSAGES FROM THE DROID COMMANDS.
When I sit down at Ops and activate a droid command, I get absolutely no feedback from it. No idea if I pressed the right button, what effect it had, or how long it will take to recharge. I can't do "V" to see if my shields have changed or if my weapons are disabled, because Ops doesn't have access to the "V" ship status screen.
These are extremely simple user interface oversights. They are just common sense and really should have been implemented at the same time as the "Ops" chair's other commands.
If somebody activates droid commands, show them the droid command feedback. It's just common sense.
O.
NezRahl
Sun Nov 28, 2004 12:39 pm
#31
One thing the MP ships need is some way for the gunners to know who the pilot is targetting. This is one of the biggest draws against coordination on this ships.
Chavabegga
Sun Nov 28, 2004 12:56 pm
#32
The pilot needs the ability to run droid commands. Allow operations to keep this ability as well but expand its abilities to include assigning targets, knowing what is damaged, firing missiles, reloading missiles, etc. Maybe the pilot can fire on missile tube and the Ops fire the other. Aside from being the best one to be able to jump up and go repair stuff they have nothing to do.
Once they fix it so pilots can set the ship on auto-pilot or point it in a direction and then get up, having 6-8 people won't be necessary. If damage is to bad, the pilot and Ops can do repairs.
4 people(5 if one is not a doc) is still a lot of people on one ship and it need to reflect that. Beefing up weapons is good and bad. But better shields and armor are a must. It currently can independently target and fire on 3 different things at once. Not nearly as much damage per target as 4 individual fighters but thats not to bad. However, it is easier to hit and does not stay alive as long 3 different ships much less 4.
Once they fix it so pilots can set the ship on auto-pilot or point it in a direction and then get up, having 6-8 people won't be necessary. If damage is to bad, the pilot and Ops can do repairs.
4 people(5 if one is not a doc) is still a lot of people on one ship and it need to reflect that. Beefing up weapons is good and bad. But better shields and armor are a must. It currently can independently target and fire on 3 different things at once. Not nearly as much damage per target as 4 individual fighters but thats not to bad. However, it is easier to hit and does not stay alive as long 3 different ships much less 4.
ViperOSU
Sun Nov 28, 2004 2:08 pm
#33
I agree with many if not all of your points. The thing about the multi player ships is the INCREDIBLE unexplored potentiall they have. I hope someone takes heed of some of things we've discussed here.
FantasticPlastic
Sun Nov 28, 2004 2:50 pm
#34
I am sure that part of the reason for their limitations now is the Devs being wary of creating a situation like we had in the "pet wars" last year, where a Novice CH could have 3 huge rancors and dominate in combat without requiring any skill.
But the movement limitations as well as the simple fact of requiring multiple people to crew them give multiplayer ships a pretty big deficit to start with.
I really hope that we're not still saying these things in a year's time, as they announce the upcoming "JTL Combat Upgrade" which will finally balance things out etc etc.
O.
But the movement limitations as well as the simple fact of requiring multiple people to crew them give multiplayer ships a pretty big deficit to start with.
I really hope that we're not still saying these things in a year's time, as they announce the upcoming "JTL Combat Upgrade" which will finally balance things out etc etc.
O.
Malikorr
Sun Nov 28, 2004 5:32 pm
#35
BUMPIDY BUMP!
All these are GREAT ideas, I especially like the idea of having an "Ordnance Officer" taking care of missle/bombreloading
Being they are the ONLY weapon usable by the pilot...
ObiQuixote
Sun Nov 28, 2004 8:51 pm
#36
If it's done right this shouldn't be a problem, multiplayer ships should be weak in that they require escorts to deal with fighters effectively, but as well oiled group having the fire power of a multiplayer ships should be a huge advantage.
FantasticPlastic wrote:
I am sure that part of the reason for their limitations now is the Devs being wary of creating a situation like we had in the "pet wars" last year, where a Novice CH could have 3 huge rancors and dominate in combat without requiring any skill.
Solarum
Mon Nov 29, 2004 12:11 am
#37
The list of items needed for multi-player ships is missing one very very important thing.
The big ships must have a card table. One that works. That card games (sabac anyone) or holo chess can be played at. With stakes that can be set by the players. No Navy is complete without its poker table. With all the time it takes to get from point to point the crew needs a diversion. Plus it will add a whole nother layer to the attraction of space for the general populace.
Private 8 man game of high stakes sabac, poker, whatever in space,anyone?
Card games are such an easy program to incorporate too.
As it stands it will be difficult to man the big ships once the wow factor wears off because most of the crew sits around with their thumbs up their bums waiting for the opportunity to be needed. Especially the repair team, MY GOD!!
But if i hop in my A-wing bang instant high speed action. Please get the card games going and only allow the tables in space. It will add a real and lastingsocial dynamic, beyond just, hey lets wait around for 35 minutes for the ravager to show up so we can helpanother person become master.
I'll be waiting in my nova for the rest of the players to show up pink slip in hand put em on the table gents. Been eyeing that millenium falcon for some time now :
ObiQuixote
Mon Nov 29, 2004 12:28 am
#38
While off topic,
In game PvP games would be nice, chess checkers, cards as well as the star wars games, if there are actual rules for them. Then put tables in a couple hotels, cantinas and crafted furniture that can be put into house or ships.
From what I understand, the star wars card game requires personalized decks in the same way "Magic the gathering," does. Player crafted starter decks and loot cards anyone? Loot kit that requires getting an entire chess set piece by piece before you can play? A lot of work but this is some social oriented content with real re-playabiltity potential.
Other then the cheating potential using chess programs, a way to make it a betting thing where the winner maintains "ownership" of the table and sets the bet to play would be cool as well. Could have open air tables like Washington Square. Really would add some charcter to the game.
In game PvP games would be nice, chess checkers, cards as well as the star wars games, if there are actual rules for them. Then put tables in a couple hotels, cantinas and crafted furniture that can be put into house or ships.
From what I understand, the star wars card game requires personalized decks in the same way "Magic the gathering," does. Player crafted starter decks and loot cards anyone? Loot kit that requires getting an entire chess set piece by piece before you can play? A lot of work but this is some social oriented content with real re-playabiltity potential.
Other then the cheating potential using chess programs, a way to make it a betting thing where the winner maintains "ownership" of the table and sets the bet to play would be cool as well. Could have open air tables like Washington Square. Really would add some charcter to the game.
Message Edited by ObiQuixote on 11-28-2004 11:39 PM
FantasticPlastic
Mon Nov 29, 2004 1:45 am
#39
That would be an excellent idea to have the Ops officer set a target for the entire group. Kinda like the Squad Leader command.
I've also thought it would be nice if the Ops chair got some benefits re: droid commands--perhaps a reduction in recharge time. So the pilot can do them, AND it gives an advantage to having an Ops person.
There have to be ways to make Ops a not-so-boring job. Right now it is just "sit around and watch us fight". The only droid command that I fire in the middle of a fight are the shield adjust commands, really. I set up my running programs after I launch, then I don't do much with it after that. I can't ask somebody to come on my ship and just sit there while we fight, and have nothing to do.
Also I think people overestimate the need for a doctor on a MP ship. I've caught on fire repairing my components and it's never actually caused me any problems. It passed pretty quickly and certainly didn't incap me or anything.
O.
I've also thought it would be nice if the Ops chair got some benefits re: droid commands--perhaps a reduction in recharge time. So the pilot can do them, AND it gives an advantage to having an Ops person.
There have to be ways to make Ops a not-so-boring job. Right now it is just "sit around and watch us fight". The only droid command that I fire in the middle of a fight are the shield adjust commands, really. I set up my running programs after I launch, then I don't do much with it after that. I can't ask somebody to come on my ship and just sit there while we fight, and have nothing to do.
Also I think people overestimate the need for a doctor on a MP ship. I've caught on fire repairing my components and it's never actually caused me any problems. It passed pretty quickly and certainly didn't incap me or anything.
O.