Pilot Archive

Thread: Poor Poor FireSpray..........

FilanVader
Wed Sep 21, 2005 2:11 pm
#27



Bronski113 wrote:
Most of these ships were made to fill a role in the game. The problem is that the role they were made to fill do not exist.

Since the small fighters can take down the biggest ships in the game the role for the fighter/bomber ships is gone.



change how weapons work, give fighterbombers an innate damage bonus on forward firing guns. give PoBs 3x-4x their current shield rating as well as double or triple their weapons damage. then find a way to add armor and weapons classes to the different ships. a Y-Wing or B-Wing should naturally duke it out better with a gunboat then an X-Wing or TIE-Interceptor ever should.
RedOnedi
Wed Sep 21, 2005 2:28 pm
#28

Are you thinking along the lines of something like this, Filan?


I'm just going to post this in here, without any edits...because I just don't feel like it. But it's a place to start...


http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=93470#M93470


Also...personally, I think I'd rather they just leave space alone, after thinking about it for a while. Give us more content here and there, maybe a new ship or two...but keep the balance stick away from space. Most of us would like to see more pilots in space, but a balance pass would leave us with one thing for certain - it will take us longer to do anything, and some things might not be able to be done solo, anymore. Watch as the casual flyers go poof, and we're left with nothing but those of us who really love space. Maybe a bit extreme on the outlook, but probably not far off, either.


Domingo


Rhu
Thu Sep 22, 2005 12:13 am
#29






Coran_Sienar wrote:

I'd prefer an innate damage reduction modifier based upon chassis mass, myself.



Based on mass? No. Make the damage reduction modifier increase with hitbox volume, and then you might even see privateer ships in pvp.

Bronski113
Thu Sep 22, 2005 12:23 am
#30

Most of these ships were made to fill a role in the game. The problem is that the role they were made to fill do not exist.

Since the small fighters can take down the biggest ships in the game the role for the fighter/bomber ships is gone.



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Ducimus
Thu Sep 22, 2005 12:51 am
#31



MasterSad wrote:
Dev's should have implement mass capacity per ship component slot. Then many problems would be resolved with much less struggle.




That is acutally an intresting idea



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TheChipmunkSlayer
Thu Sep 22, 2005 6:11 am
#32






RedOnedi wrote:

I'm sorry, but I think I might have a hard time paying another player (let alone more than one), to just come up with me in my Firespray to do nothing but repair my ship...it's hard enough to get folks into a regular POB when they have the chance to gun, as well as repair.




The point wouldn't be to have a "crew" in this one so much as just be able to transport people (and the interior on most of these ships is "just for looks/a flying house". How many times have you been on Kash. and someone is there asking for a ride?





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Catman-Does
Thu Sep 22, 2005 6:42 am
#33

Crank up the mass to 350k and add an additional 2 or 3 weapon ports - would make this a ship everyone would want - especially if you could slap in the new up-and-coming pub24 POB shields. If the devs want to avoid that then increased max mass to 249k

But if the thing had 4/5 weapon ports.... *drool*





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Coran_Sienar
Thu Sep 22, 2005 7:14 am
#34



Rhu wrote:


Coran_Sienar wrote:

I'd prefer an innate damage reduction modifier based upon chassis mass, myself.

Based on mass? No. Make the damage reduction modifier increase with hitbox volume, and then you might even see privateer ships in pvp.





Frankly, the privateer ships need some serious shrinkage. There's no reason that the Dunelizard shouldn't have the same hitbox as the Tie Advanced.



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Spacey
Thu Sep 22, 2005 7:20 am
#35


That would be an interesting spin in Shipwrights... Taking the chassis mass and dividing it up (max mass per slot) over the component slots... That way, when a pilot orders his chassis, he can really customize it...



IE.


Lets start with a standard X-Wing...


X-Wing Incom Corporation T-65 X-Wing Space Superiority Fighter
60k Resources ~100k mass [SP: 3 Guns] 1 missiles
[Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 25 Dec 30 Pitch 300 Yaw 200 Roll 150]



So I have 100k to play with... Now, I know I want big guns... and have 3 slots (guns can get heavy), so let me allocate 55k to weapons ports (Sum of 3 weapons < 55k mass)... leaving 45k... Put in a 30k Engine... leaving 15k... so forth and so on...


meh... this is just a more complicated version of what we already have....



nevermind (woot post count).





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Phizuol
Thu Sep 22, 2005 8:50 am
#36



Coran_Sienar wrote:


Rhu wrote:


Coran_Sienar wrote:

I'd prefer an innate damage reduction modifier based upon chassis mass, myself.

Based on mass? No. Make the damage reduction modifier increase with hitbox volume, and then you might even see privateer ships in pvp.





Frankly, the privateer ships need some serious shrinkage. There's no reason that the Dunelizard shouldn't have the same hitbox as the Tie Advanced.




I think this is the real answer. Ships need to be fit to a more reasonable scale.




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GriffinsMyth
Fri Sep 30, 2005 11:58 pm
#37


A few things, bare with me.

I own a Firespray, luckily I have an understanding SW in my guild and got it real cheap, my first impression of it was "Do you accept returns?" That said, I think a few things should be changed.


This max mass thing is, well, stupid. Mass shouldn't be capped, however, the more mass the ship has, the less PYR, acceleration and deceleration it has, which can be offset by a better engine. Seriously, in a world of anti gravity and hyperspace would a ship really have a max take off weight?. E.g. You have a ship that'll get up to 1.2k speed in 4 secs, but you swap a level 10 gun with your old level 8, adding 30k mass, now the ship takes 5.5 secs to accelerate. Throw in a better engine (taking into account the engines mass, no point having better speed when doubling your mass) you can get it back to normal. These performance rations should be capped though, we dont want people in JSFs with very light ships and awesome engines turning to fast they disappear inside themselves.

Heavier ship chassis should have a lower base performance rate, but mass should effect them less. E.g. a Krayt with an extra 30k or armour wouldn't be effected as much as a JSF with 30k extra armour.


Customize, seriously, I dont need two escape pods on my Decimator, I'd much rather swap one out for another turret, or an extra sheild generator slot. let us place secret compartments for smuggling, internal defenses (I'd like to see boarding on POB and player controlled capital ships, if they happen), mine layers, secret gun compartments, IFF transponders, anything really. An inventive SW shouldn't be stuck with a set rule to how many guns a ship can have, and such.


The Firespray, my flying legless cow mini transport thing, needs a boosting. I'd love a rear facing heavy repeater on it, or a mine dropper, and extra shield generator, hell anything. Right now I'd be better off flying my JSF. Maybe give it some Bounty Hunter or Smuggler specific improvements, like a ship tracker, IFF recoder, sensor scamblers, transport compartment. Imagination time.

Message Edited by GriffinsMyth on 10-01-2005 12:00 AM

dogmeat1337
Sat Oct 01, 2005 1:43 am
#38

I actually have started to enjoy my firespray, after hating it because of the huge hitbox...


Its essentially my Oppressor loadout with 2 key differences in components....


lvl 7 reactor (s&k)


lvl 10 engine


2x lvl 10 guns


2x lvl 5 armor


lvl 4 booster


lvl 7 shield (protecto)


and the difference makers:


lvl 10 DI


lvl 10 Cap


Now, not everyone will be able to pull it off, because the mass on the cap is only 32k, which is insane for a lvl 10 cap BUT...


It's the 7 second shunt that rocks this ship.... It seriously makes up for the huge hitbox imo, and once u get used to the spread in the guns, it flys just like an oppressor. Now I know the Krayt could pull off this loadout, but you would be wasting 2 hardpoints, or at least downgrading your weaponry. This ship can survive just about anything in DS also, with the exception of those gunboats turning on you in close range. (Though if you're quick and maneuver correctly you can manage it)





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