Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
EmporersFist
Wed Sep 28, 2005 12:47 pm
#391
only read a couple posts here but.....
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1) Capital Ships should be for guilds (i.e. a guildhall in space). This would limit their number greatly. The Capital Ships turrets should be automatic but able to be manned (like the ones on bases).
2) It should take MANY pilots to take down a captial ship. They should be LOTS harder to take down than bases. I mean come on.... they are capital ships. Their turrets should also destroy Master pilot ships in about 3-5 shots depending on armor and sheilds....etc. THEY ARE FREAKING HUGE GUNS FOR GOD'S SAKE!
3) Even though they are guild Capital ships only so many guild members should be able to get in one at a time (i.e. only so many spots in the hangar). This would assure that there would be starships flying around and not everyone would pile in the capital ship. There should only be one to a guild, and the guild must have a minimum number of members to be able to get a capital ship.
4) The capital ship should ALWAYS be somewhere out in space. It should only move when one of the guild members moves it. The guild members should have a /findcapital command to get the waypoint of their guild's capital ship.
5) After disabling the capital ship, the attackers should have to board the capital ship and get to a certain room to activate a destruct sequence. This would give the defending pilots one last shot at defending their ship. Also, after the ship has been diabled, then all the guild members should be able to enter.
6) To assure that the ship doesn't stay disabled in space and the attacking party comes back after losing and disables it with no defending party to face, there should be NPC's on the capital ships. Also, there should be a timer of about 30-45 minutes in which the ship's systems comes back online and the capital ship can fly again and it regains health.
7) If a capital ship is destroyed then it should take maybe 24 hours for it to respawn.
8) The capital ships should only have to be bought once, but would require about 250-300kFP to get one. This would make sure the # of capital ships would be VERY limited to prevent EVERYONE having one. The guild should have a pool in which they put FP building towards the goal to get a capital ship. They should be able to go to a recruiter to put in points. If the guild is disbanded while the pool is halfway full of points then the players are SOL and have just wasted FP.
9) Upon getting one of these ships the guild should be able to decide on an "Admiral" for the guild cap ship. It should be a choosable tag. The admiral should be able to put up sceen commands to the other guildies on board the ship. This would help while they are being attacked. The pilot would know where to fly, the gunners would know who to target, etc.
10) Because the Capital ships would be extremely hard to 1) disable and 2) get to the room to activate the destruct sequence, you should have to be SF to attack/defend/board a ship. This would assure that no coverts can destroy something you paid so much for while also providing that also no coverts could make use of the ship.
11) Jedi should be able to hide on the capital ships HOWEVER if they choose to....the BH should be able to track their location in space. The BH then uses his "sneakiness" to steal the codes for acess to the ship. The BH should be allowed to enter covert. The jedi can then be tracked in the ship and none of the NPC's in the ship will attack the BH as long as he is not overt.
12) There should be a new chat channel available only to guilds with Capital Ships that you can only join in space. It should be named "Capital" or something similar, and would let guilds of the same faction come together in Space and organize attacks using their capital ships. It would allow for a whole new type of coordination come into play and bring an all new fun factor to the game because of the freeflow of communication that would be accessable.
13) Capital ships should take approx. 20 times longer to hyperspace. This would garauntee that Capital ships don't merely hyperspace away because they are losing. They should also be a significant amount slower than regular starships.
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I think I covered most of the Basics. I think it would also be cool if guilds could build up like 2 mill FP or something CRAZY like that and then buy Special People from their factional Armies to put on their Capital Ship. Like Darth, the Epororer, Luke, Han Solo, etc. These NPC's should be able to attack and defend the ship when it is boarded. If they allowed for this idea, they could allow for them to be killed and great loot come off them.
Sorry this post is in Rainbow but it is the easiest way I could think of to seperate the ideas and make it easy to read.
TomoRainer
Wed Sep 28, 2005 1:22 pm
#392
Just as an update, still no word from the devs on what that quote meant. I've asked again, though.
pitrik
Fri Sep 30, 2005 11:30 am
#393
TomoRainer wrote:
Just as an update, still no word from the devs on what that quote meant. I've asked again, though.
Bah
-Soulsnake-
Sun Oct 02, 2005 4:49 am
#394
I don't know if this has been posted but i say...to pilot one of those ships.....it should be as hard to earn the right as it is gaining jedi.
ShoginArmada
Sun Oct 02, 2005 4:52 pm
#395
All I have to say is to make these things guild owned would be greatly unfair to those you dont have or want a guild. Yes, it should take a bit of ppl to fly the thing, but guild ownership shouldnt part of this.
iosskman
Sun Oct 02, 2005 5:31 pm
#396
Wow, did u hear all the geeks in the backround of the movie rofl. Hehe sorry i know if i was there id be a geek about it to
KaylBreinhar
Sun Oct 02, 2005 11:15 pm
#398
And they'll undoubtedly keep ignoring.
"Space?!?! Meh, that has nothing to do with Jedi. No money there."
"Space?!?! Meh, that has nothing to do with Jedi. No money there."
TomoRainer
Sun Oct 02, 2005 11:28 pm
#399
Could be. Still, I don't care about any of that, I just know this community deserves an answer.
KaylBreinhar
Sun Oct 02, 2005 11:40 pm
#400
Well, I definitely concur. I don't remember the people coming back from Fan Fest saying that "oh, they showed us this really interesting tech demo." It's the responsibility of a developer not to build up a client's/customer's hopes then say "oh, that's just something we whipped up when we didn't feel like fixing bugs y'all have been complaining about for going on two years. It's nothing we have in the works or anything - we were just bored."
TomoRainer
Sun Oct 02, 2005 11:51 pm
#401
What's particularly troublesome is there were promises at FanFest these would be in game, to the point where they even mentioned a vague timeline. And up to that HoC chat, all indications were things were coming along fine. It was never treated as a demo.
I'm not about to make any assumptions that's no longer the case, and it is a fact of MMOs that plans change, and what seemed possible 3 months ago can turn out impossible (or at least much harder than envisioned) later on, but if something has come up, I'd like to think we'd be kept up to date.
I'm not about to make any assumptions that's no longer the case, and it is a fact of MMOs that plans change, and what seemed possible 3 months ago can turn out impossible (or at least much harder than envisioned) later on, but if something has come up, I'd like to think we'd be kept up to date.
Message Edited by TomoRainer on 10-02-2005 11:53 PM
KaylBreinhar
Sun Oct 02, 2005 11:58 pm
#402
Of course there were promises - the attendees all paid 89.99 to get in. Not gladhanding and overpromising at a promotional event would've been like George Lucas walking into a Star Wars Celebration with a T-Shirt on that said "Thanks for your money, losers."
You could've asked them for anything and you'd get a handshake, smile, and a dismissive "we'll take it under consideration/think about it/etc," leaving you to walk away like you'd felt you'd made a difference.
At the core, I really [still] think that the policy of LISTENING to the players went the way of the Dodo in January 2004...after that the Dev posts outside the Development forums largely stopped, and the empty-coated promises started.
LEC/SOE are running this game like they want to purposely kill it.
You could've asked them for anything and you'd get a handshake, smile, and a dismissive "we'll take it under consideration/think about it/etc," leaving you to walk away like you'd felt you'd made a difference.
At the core, I really [still] think that the policy of LISTENING to the players went the way of the Dodo in January 2004...after that the Dev posts outside the Development forums largely stopped, and the empty-coated promises started.
LEC/SOE are running this game like they want to purposely kill it.
Iawo
Wed Oct 05, 2005 11:19 am
#403
My opinions are that capital ships should not be player owned, but should be obtainable through the recruiters. It would cost lots of faction points, and lots of prestige points. Only obtainable by a colonel (or higher rank if that's ever added) master pilots as well. The ship would stay in your datapad until it is destroyed, but after it is destroyed you wouldn't be able to repair it. If you want another one, you'd have to spend the points to get another. The ship andcrew should go auto-overt within about 5 minutes of launch. Enough time for you and your crew to get everything set up.
Anybody of the same ground faction should be able to crew it. The capitol ships should all have pre-set stats, be boardable, and able to be destroyed by either the old fasioned way like the corvettes or from inside by way of boarding crew in PvP zones or by overts of opposite ground faction. You would also have to make it so you don't have to be in the same group to launch with the pilot, as one group just wouldn't be enough to protect the outside and inside both. Flight computer programs would have to be programmed by the crew after launch, so you'd want a mix of your faction's and neutral pilots. There would be a pilots station, one or two ops chairs, and a command station that could view all components and targets to direct ship operations. Also turret stations, repair stations, etc like on the current POB ships.
I know this sort of leaves out the ground neutral players.. but this is a time of war.