Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
This is a very complex issue. Some guidelines I would lay out first.
- They need to be attainable by anyone. May require a lot of hard work but anyone should have the ability to attain one.
- This is war time. You should not be able to head over the dealer and pick up a new capital warship. Governments and worlds own and operate them. Not to many private individuals have the money and resources to purchase them. A factioned player has to earn the command. A Neutral player would have to steal one.
- They should require more than one person to operate reliably. But not so many as it would take a mammoth effort to rally everyone together. The less people available, the less efficient the ship should be.
- Capital ships should NEVER be destroyed. Only disabled 100%.
I believe capital ships should come in a few classes; light, medium and heavy.
- Light is ideal for anti fighter rolls. They are the fastest and most maneuverable of the capital ships. These should be one step above the typical multi player ships. They would have 3-4 turrets and decent shields.
- Medium is more of a support roll for larger vessels. They are the corvettes. They would have 5-7 turrets of medium punch for assisting in fleet type battles. They might have a small fighter bay and have some specialized rolls, like missiles or wolf packs for larger ships. They would have a capacity for fast speed but poor maneuverability.
- Large capital ships would be the star destroyers and similarly classed vessels. They would have good speed but very slow maneuvering. They would have large hangers that would allow for multiple ships to be docked including multi passenger ships and shuttles. They would have 8-12 turrets. These ships would be inefficient at anti-fighter rolls but excel at engaging other capitol ships.
- Systems should be able to be disabled from within by a boarding party. Players can leave their posts to repel boarders but the overall efficiency of the ship would decrease by them not being at their post.
- One of the systems that could be part of the capital ship could be security. This would be a mini-game type position and control the rate and level of NPC spawned "marines" to repel boarders. This system can be disabled the same way other systems can be. The larger the ship the more of these marines and the higher level they can be. This should only be supplemental as players should be responsible for a large portion of repelling boarders. But it is a capital ship and it would be unrealistic to expect 50 players to be available to man one at any given time.
Anyone should have the possibility to own a capital ship, although it should take a massive effort on their part, and definite need of help from others, to actually get one. There should be a whole string of quests that must be undertaken in order to accomplish this, at the end of which each would give a schematic for the ship to be constructed by your friendly neighborhood architect (hull and interior structure), droid engineer (interface’s and computers), weaponsmith (weapon components), armorsmith (armor), shipwright (capacitors, shields, engines, etc.) and then once all of the components have been completed the must be assembled by a shipwright. It only makes sense that most ofthese quests be space in nature, it doesn’t make much sense having to many ground missions to get a capital ship. Each type of vessel should have their own separate quest, with the first requiring the use of a P.O.B. ship with crew and each requiring the next class of ship to complete. It is important that these quests require teamwork and be designed to begin shaping what will turn into the crew. In addition to each quest resulting in the pilot gaining a schematic for the next piece of the ship it is important to also reward the crew to, so they don’t end up feeling left out and used.
While I think that capital ships should be player owned instead of guild owned, I think the pre-stated idea of having a crew roster with the owner taking the place as captain is a good one. In order to be a captain of a ship the player should need to be a master pilot with their own P.O.B., have attained the rank of colonel in their set faction (freelance needs to come up with its own rank system), and upon the completion of their first capital ship quest should be granted the elite profession of Novice Starship Commander. The Starship Commander template would differ from the pilot template in that it would require the use of skill points as you progress through the template. This would help limit the sudden serge in players trying for their own capital ship. It would include a branch for Starship Operations which allows the player to command progressively larger ships. Starting out with picket capital ships (i.e. assault shuttles and gunboats) used mainly as a fighter screen for the fleet, proceeding to light capital ships (i.e. corellian gunships and carrack cruisers) that continue the fighter screen and have some heavier weapons for capital ships, to medium capital ships (i.e. corellian corvettes, marauder corvettes) that continue the fighter screen but are able to hold their own against capital ships, to heavy capital ships (i.e. nebulan-b frigates, interdictor cruisers) which have anti-fighter capability but are mainly used to slug it out with capitals, to line capital ships (i.e. dreadnaughts, assault frigates) that have limited anti-fighter capability but can stick it to other caps, and finally flag ships (i.e. ISD and Mon Cal Cruisers) that can really administer a beating to caps, but depend on their escort for fighters. A branch with Starship Command and Control which will grant crew bonuses for the systems that they are controlling, as well as bonuses to the crew after the ship has been boarded for PvP combat and the ability to lock down certain sections of the ship to slow the boarding parties advance obstacles and security systems.. This would negate the need for the entire crew to be present and would also allow interchangeability of the crew so that the ship will maintain the same abilities no matter who on the roster is actually filling system positions. A Starship Systems branch that allows for the systems themselves to work better, since the ship will have the same systems after it is assembled. And there would be a Fleet Operations branch, which will be used to give bonuses to other ships grouped with the capital ship and within a certain range of it. As the player progresses through the template they would be able to extend their command influences to more ships further away from the capital ship.
The ships themselves need to require a crew in order to function. In addition to the captain, there needs to be a pilot, and then a growing number of operations personnel, and gunners to crew the growing number of positions with each ship class along with personnel designated for making hasty repairs, and defenders in case of being boarded. There is a big concern as the ships grow larger of the in ability to crew all the weapons. I think this could be solved with linking weapons systems into firing arcs and/or types (i.e. top forward ion cannon, bottom forward turbolaser cannons, rear left quad-laser cannons, etc.) this would allow for larger ships to function with a reasonable enough size crew. Additionally certain professions gain bonuses for doing certain duties on ships: master pilots get bonuses for piloting and operating weapons systems, crafters get bonuses when repairing respective ship systems (i.e. weaponsmiths on weapons, armorsmiths on armor, droid engineers on the computer systems, shipwright on all ship systems, etc.), doctors get bonuses when healing/buffing while in the medical bay, cooks and entertainers get bonuses in the galley/lounge, etc.
As stated on other posts, the capital ships when damaged should become not destroyed but become 100% disabled until the crew is able to fix the ship. While disabled the ship becomes vulnerable to boarding parties that the crew will have to contend with in addition to fixing the ship. Capitol ships will come with boarding pods that are very similar to escape pods except that they will instead transport the crewmember to the target ship’s landing bay/cargo hold. A ship cannot be targeted unless it has been 100% disabled, and can no longer be upon repair of the ships shields (after the reactor has been brought back online, and other key systems are restored). Once a capital ship has been boarded the boarding party must gain control of the bridge and the engineering sections in order to blow the ship. Upon successfully taking and holding these sections they can rig the ship to self destruct, after which they must hold these sections long enough for the ships engine core to reach critical mass at which time they will have a set time to evacuate before the ship blows. After a ship blows it will reconstitute at its home station that is chosen upon the ship being launched after it is assembled. Repairs should be very time consuming, and once a ship has been destroyed it should be out of commision for a set period of time (i.e. 24 hrs) while the repairs are taking place.
After a ship is launched its captain chooses a system and station in which the ship will make berth. After it launches it becomes a permanent structure in the game, like towns it is present whether or not the captain is logged on. Capital ships will have two states after launch, it will either be In Orbit in which case it is set to PvP and PvE neutral, and Under Way in which the captain and a sufficient crew is present to make the vessel operational. While a ship is In Orbit players who are on the crew roster may shuttle back and forth to and from ship to star port as they wish. While aboard they may decorate their quarters if they have them, make repairs to the ship, craft, hang out, whatever. Once the captain declares the ship as Under Way the ship will switch from neutral to align with whatever faction the captain/crew belong becoming vulnerable to both PvE and PvP. Crew members may still shuttle to the ship while it is Under Way but they need to be in the same system as the ship and get the captain’s permission.
To tie the GCW into space a little more,systems alignment will sway with the number of capital ships from each faction make berth there. As the balance of power sways in a system the predominant faction will get bonuses over the minority factions for operating in that system. Additionally to tie space combat into ground combat and to continue the GCW faction ground units can call down fire from under way capital ships that are within range of the planet. To do this would require an overt ground group attacking a legitimate enemy combatant target (i.e. rebel group attacking an imp outpost).
Well that ended up being much longer than I thought it would be, I think I'll stop now. Just some thoughts on the matter.
I think The Captiol Ships should be owned by Guilds... and it should take quite a few people to command them into battle. take Giild vs guild to a new level....
Revv
WingZero890 wrote:
I doubt we will get these anytime soon, with their absence from the latest expansion my hopes have slowly faded after hearing this announcement over three months ago and no updates from the Dev team since.
Brekkee - *Anon4881* At this years Fan Fest, a video was shown that strongly hinted at Player Capital Ships. When will more information on these ships be released?
Rogue_5 - The video was a technology test straight from a developer's desk that we decided to share with the Fan Fest attendees. It does not necessarily represent anything we are currently doing with the game.
-JungleKing- wrote:
WingZero890 wrote:
I doubt we will get these anytime soon, with their absence from the latest expansion my hopes have slowly faded after hearing this announcement over three months ago and no updates from the Dev team since.
Brekkee - *Anon4881* At this years Fan Fest, a video was shown that strongly hinted at Player Capital Ships. When will more information on these ships be released?
Rogue_5 - The video was a technology test straight from a developer's desk that we decided to share with the Fan Fest attendees. It does not necessarily represent anything we are currently doing with the game.
Beat me to it
Message Edited by Speederbiker on 09-24-2005 01:58 PM