Pilot Archive
Thread: Poor Poor FireSpray..........
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.
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
Based on mass? No. Make the damage reduction modifier increase with hitbox volume, and then you might even see privateer ships in pvp.
Coran_Sienar wrote:
I'd prefer an innate damage reduction modifier based upon chassis mass, myself.
Since the small fighters can take down the biggest ships in the game the role for the fighter/bomber ships is gone.
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
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?
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.
But if the thing had 4/5 weapon ports.... *drool*
Rhu wrote:
Based on mass? No. Make the damage reduction modifier increase with hitbox volume, and then you might even see privateer ships in pvp.
Coran_Sienar wrote:
I'd prefer an innate damage reduction modifier based upon chassis mass, myself.
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.
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).
Coran_Sienar wrote:
Rhu wrote:
Based on mass? No. Make the damage reduction modifier increase with hitbox volume, and then you might even see privateer ships in pvp.
Coran_Sienar wrote:
I'd prefer an innate damage reduction modifier based upon chassis mass, myself.
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.
Message Edited by GriffinsMyth on 10-01-2005 12:00 AM
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)