Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

Daisame
Sun Sep 04, 2005 9:59 am
#378


This is a very complex issue. Some guidelines I would lay out first.



  1. They need to be attainable by anyone. May require a lot of hard work but anyone should have the ability to attain one.

  2. 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.

  3. 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.

  4. 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.

The larger the ship, the more players required to make it 100% effective. Each position would be manned by a player and they would participate directly (piloting, gunning, etc) or in some cases, even indirectly via position mini-games to maintain shields, engines, etc. For each required position that is not filled, overall effectiveness would drop by a percentage equal to the number of folks missing.


Droids:


Droids should be a way to offset some efficiency loss from human player operators. They should also be able to assist the players making tasks easier thereby increasing overall efficiency. They should be able to slowly regenerate damaged or disabled systems etc.


Boarding Parties:


Boarding a capital ship (without permission from the owner/operators) should require the neutralization of at least the shields, and at most, the shields, and engines.


  • 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.

Repairing:


Repairing a disabled ship would require a player who has admit or higher rights to doc with it. They could apply minimum repairs to get the ship to a space station, or they and others could completely repair the craft in its current location. Repairs in deep space should take a while longer then ships in space station. The moment a capital ship is completely disabled (0% efficiency) it should become a non combatant. The most anyone could do is dock with it to effect repairs. Only by going back to a factioned space station could the vessel re-enter a combat status.


Persistence:


It should be possible to leave capital ships in orbit or in deep space unattended without risk of combat or destruction, much in the same way a house is used. Players could be added to the "admit" list to allow for docking. Vendors could even be stationed on them. They would be able to be decorated and maintained much like a house would. Combat roles would change when using a capital ship in larger engagements.


Space stations:


Player run space stations would be very cool and could be run like cities are now. They would have similar abilities as cities and players could become citizens of these stations. Players could dock capital ships at these stations. Larger stations could provide more repair capabilities and generate revenue for the station. Less than 10 citizens and the space station would risk being decommisioned.



Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

ShoginArmada
Thu Sep 08, 2005 8:18 pm
#379

And why shouldnt caps be in naboo and tat, etc? If your not overt you dont have to worry about them. If you go for the "too big" answer look at the rebel frigate by the endor system, which would probally be one of the the caps (if we do get them). It doesnt take up anymore space than one of those asteroids so i say go ahead and let cap battles duke it out over the core worlds



_________


To avoid any misunderstandings: No, I dont care what you think. You are merely here for my enjoyment.
dirtdart82d
Mon Sep 12, 2005 1:02 pm
#380



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.




Captain Anon Kaldon
12pt Master Shipwright ~ Master Rebel Pilot ~Novice Commando
Co-Owner/Opperator of MEIGH! Technologies, Ltd. - Oasis, Tatooine

RevvDarr
Tue Sep 13, 2005 10:54 am
#381


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
Tue Sep 13, 2005 6:17 pm
#382

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.



Mesacho al'Thor

Elder Shipwright/Elder Merchant

Keep Flyin'
-JungleKing-
Thu Sep 22, 2005 4:52 am
#383


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.







zzzzzzzzzzzzzz MioCid Skyflier zzzzzzzzzzzzzz
zzzzzzzzzzzzz "The Ranger" zzzzzzzzzzzz
zzzzzz TYPHOON Squadron Leader zzzzzz
zzzzzzzzz Rebel Alliance Captain zzzzzzzzzz

Idur
Thu Sep 22, 2005 8:56 am
#384

notice how player-controlled standard-type TIEs get deflector shields. in this example, i really dont see capital ships as being implemented in it's most literal and true-to-starwars form. Im sure big victory-class cruisers, while ALOT harder to get, maintain and crewthen corvettes, will still be sized down some.just like most of the starfighters in the privateer profession, sure you got bigger guns, more shields and armor,but your a hell of alot slower and a bigger target. if you dont watch everything carefully you can just be slowly picked apart.i see corvettes (maybe not quite so literally) flying circles around a victory-class star destroyer, but that speed and menuverability would also sacrafice armor, some shielding and firepower, much like the bellbalab is to the ARC.


i mean come on...the day i see a corvette fly head long into a star destroyer and win is the day i turn in my nuetral status and join the imperial navyand give themsome serious schooling. then again, look at most of the missions people have solo'd for thier master pilot. maybe i should pack up my bags and head for a recruiter


My point: dont make the bigger capital ships quite so real life and literal. cut the defencive turrets to like, 8 or 10. 15 max.More torrets then a ship smaller then it so theres that challenge, slower then the smaller ships to give an element of beinga giant lumbering target. give the crew something to defend, not a power trip.


I want to be able to fly into space, happen accross a capital ship and be able to say 'holy moley, THAT guild must be HUGE!'





Warrshiro, WRATH Director of Roleplaying, Corbantis
={::Master Swordsman, Teras Kasi 4444 and All Around In Your Face Bringer Of Ass Kicking::}=

'Who needs a blaster when you can expirience that look of terror in your victim's eyes, and see your smiling reflection as you slide your blade accross thier throat...'
Spider6
Thu Sep 22, 2005 11:09 am
#385






-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



Saltz..I mean, Ebip


Speederbiker
Sat Sep 24, 2005 1:50 pm
#386


Just my opinions:



Size/Class: No everyone-gets-anISD orMon Calamari cruiser. There should be, to start off, three "capital" ships, one for each faction (Corvettes, and two others - nothing bigger then a 'vette). In addition (here's an idea everyone will hate), there should be two "major" cap ships per galaxy - one Mon Cal cruiser and one ISD. None for the freelancers, sorry. These ships would not be built or bought; they would be the rewardfor whatever individual/guild gets the most points of some sort. I'll explain later. Oh, and the mass... let's just say that mass will never be a factor with these, so huge are they.


How to get one: Not every Ace pilot should get one of these. Only players who can complete a hard quest (read: absolutely unsoloable, with a time limit)can get the certification. Not to mention building the monsters; the poor Shipwright will have to fork out something along the lines of 1m steel and 500k of everything else for a single one of these. And they sure as heck can't be dealt out by your resident Chassis Dealer either. I'd say, install a huge shipyard platform somewhere (either in a current system such as Corellia, or in a new system, for example Duro); there, you fly over, /comm the shipyard, and then they take your blueprints and build the ship. Ship construction takes 2-5 hours - you don't get it in your datapad ASAP like that. When it's done, you get a comm transmission accross the Holonet or, if you're offline, a mail message. THEN you get your ship.


Sections & subsystems: there should be targetable sections on these ships, too - targeted by shooting that part of the ship (these are big ships, so it's not that hard). For example, bridge, port side, starboard side, underbelly, topside, engines, etc. Subsystems would be all shields/weapons/engines/reactors.


Building one (not your regular YT-1300): these ships should be built differently from other ships. You guys know how the Mon Cal take their ships' observation ports and convert them into shields/tubrolaser batteries/launch bays/whatever? Well, same principle. During crafting, you'll need to specify the use of "sockets" in the ship. Let's say the thing has... 10 sockets*. You need to pick between shields and weapons (nothing too hard). so you could have 1 shield and 9 weapons, 9 shields and 1 weapon, 5/5, or any other combination (so long as there is at least one of each). Alternatively, these sockets could remain unspecified and the ship's owner could choose on a whim what goes there.


In addition, there should be sockets that "overlook" each part of the ship. For example, let's say two sockets each on the port, starboard, topside and underbelly of the ship, plus one near the engine and one near the bridge. Depending on where you place shields, they will cover different parts of the ship (a bridge shield, for example, could cover the bridge, and the rest of the front of the craft. Engine shields would cover the back). Also, if more then one shield covers a certain section, then that section is shielded more intensely.


Crewing the beast*: Depending on how many guns there are, the minimumcrew should range from a skeletal5 (mechanic to repair, pilot to fly, 2 engineers to switch power away from damaged areas or into more important systems, and a gunner) to somewhere along the lines of 15. In addition, blowing up gun emplacements while they are manned wounds the gunner, so you'll need medics onboard too.


Fighter Hangars: for the sake of great fun, let's assume that each capital ship has 12* ship "slots" - mostfighters take 1 slot, huge things like Firespray, B-wing etc take 2, POB ships usually take about 5 and the Y-8 takes all 12 (who in their right mind would want a Y-8 in a Corvette anyway). Ships are docked like they are at starports - in the datapad, accesible through ship terminals.


When you're away:obviously, a Corvette isn't something you land in MosEspa.They willdock with the local space station, and only be retreivable from there. You can either take a shuttle up to the stationand then get into your ship;fly up your ownfighter, havethe stationrelease your cap ship and then dock; or fly up a fighter, leave it in the space station, and get into your ship. Exceptions would be the ISD and Mon Cal Cruiser, they would become fully populated with fair-aiming NPCs to defend the thing while no players are onboard.


Major Cap Ships: now, these huge babies can only be crewed by the finest each faction has to offer. That is, guilds (or individuals - good luck) are all ranked on a sort of ladder. At the end of each week, the highest ranking group/player gets the huge ship for that week. Rank is earned by killing factional NPCs (minor points) and enemy players (major points). All sockets are pre-set to certain configurations. 12 guns and 5 shields per ship, minimum crew of 25-30, loads of HP,36 hangar slots,and the best weapons available to players. Have fun.


* = all of these figures, of course, are much larger on the Mon Cal and ISD.

Message Edited by Speederbiker on 09-24-2005 01:58 PM



The reason that only astromech droids should be able to enhance ships... Think of a protocol droid:
"Oh, we're doomed!"
"I can't say how much I hate space travel!"
"The odds of surviving a direct assault on an Imperial Star Destroyer..."
"This is all your fault!"
"But sir!"
Ride
Sat Sep 24, 2005 2:02 pm
#387

I say there should be a whole other profession we have to grind up to obtain these ships. There is Pilot, then there could be Captain, or some other name. There would be different XP for it, so trying to use your normal ship would get you no where...


It would be fun, and challenging. Probably a bad idea, but whatever...I just cannot wait to fly my corvette.



Glen
-Server: Radiant
-Guild: Watchmen
-Professions: Jedi
Aaron
-Server: Radiant
-Professions: MBH/MSL/CM 4000

(gnnnndnnnngWXgggggggggggggggggggggggggggggggg)
TomoRainer
Sat Sep 24, 2005 2:04 pm
#388

In regards to that quote from the game's producer about capital ships being a mere possibility, I've brought it up in the correspondent forum and am waiting on an answer or some clarification. I'm not sure when or if we'll get one, but there's a lot of support out there for us.


We'll see what happens.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Zeth101
Sat Sep 24, 2005 5:33 pm
#389

BalexSlicer
Sat Sep 24, 2005 7:27 pm
#390

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