Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

BattleSw0rd
Mon Oct 24, 2005 3:27 pm
#430

estimated time of arrival.....another 6 expansions before this is put into CONCEPT.......then theyll start working on the smuggler update...this games got 5 more patches before they lost all5 accounts i own




Colonel Driscale Kardde
Imperial Pilot Ace/Master Smuggler
KakTech Elite Weapons
Waypoint 4478, -5443 on Lok


"Courage Is Doing What You're Afraid To Do.
There Can Be No Courage Unless You're Scared"
--Frank Rickenbacher WWII US Ace Pilot

Fuss
Thu Oct 27, 2005 7:33 pm
#431

Personally i think they are having hardware problems and don't think they can support it. I think the recent "pack up your house" option added is them trying to figure out how to consolidate servers because the player base is lower now. Once consolidated moving them to new hardware that can handle a significant expansion of the game. All conjecture though. Will we make it.


Fuss





SPACE PVP 000 DEEP SPACE

Fuss Bango (IA) Imperial Ace Pilot/Elder Shipwright Chilastra

Hord (INQ-14) Privateer Ace Pilot Kettemoor

DarthBrude
Sat Oct 29, 2005 2:30 am
#432

First up, since I have not read every single word of every single post in this thread, some of what I suggest here may be entirely redundant, or not. In the interest of focus and opinion though, I feel compelled to provide my $.02 worth in.


1. Caps are like a city (never thought of it that way before reading this thread, but man that's a good idea.) Without enough crew, it goes away, just like a city. The Captain can grant priveleges, zoning rights, put up new structures/modules inside the ship, etc. Citizens=crew. Not sure how growth would be handled, except maybe the Captain would then have to get the new chassis to build his ship from.


2. Automation vs. All out manual crewing. Someone early in the thread suggested manning banks of weapons. This makes sense to me, given that caps fire in batteries and broadsides anyways. You would only need 3-4 gunners to run an entire complement of guns, but since you are firing an entire bank of weapons, point targeting is nigh impossible. I could see some AI controlled point defence wepons for starfighter deterrent being a feasible trade-off. These gunners would not operate from turrets, but from consoles in the crew pit on the bridge.


3. Capping capital ship population. Planets have city caps, why not systems? While a cap is a mobile city, it still neds a home. So perhaps the space stations (factional) can register a certain number of capitals, and that is what there is till someone's crew peters out and the slot comes open. Figuring out which station has an open slot could be a challenge in and of itself.


4. Capturing. I can see some real greifing issues possible here. If a gang of pirates gets together and perfects the art of shipjacking, just like we now have with bunker busters, they could deprive a lot of people of fair gameplay. However, I agree that shipboard combat is an element many people want to see.

My solution? Shipjacking destroys the ship, and it has to respawn back at its home station.


5. Continuing costs of operations. Cities and guild halls both require maintenance. Cities require additional maintenance for every city structure they contain. Why not a cap? Maintenance rates based on the chassis, with additional draw from things like sick bays, galleys, docking bays, cloning facilities, and even the bridge module. Each module could perform a non-critical but beneficial function. (sick bay=hospital/cloning fac. Docking bay= garage/shuttleport. Galley=cantina. Bridge=city hall.)


6. Rank, prestige, and leadership. Guilds and cities already know the difference between a guy who fgoes out and grinds enough FP to become a Colonel, and the guy who takes the time to be a leader in his guild so that it can thrive, regardless of his faction rank. Require both. The Captain, like a mayor, has to recruit and induct people into his crew to keep his ship, so he has to have some people skills. Make him be a master pilot, and have a huge faction rank, so that he has to play some to earn the post as well. Militia=officers, and officers can give bonuses to stations the operate or oversee.


7. Getting to and from. Planetary spaceports can have orbital shuttles that can take a player to a space station, or a capital in system equipped with a docking bay. These shuttles would have to be faction specific, so that five reb jedi don't randomly decide to board your ISD without having to overcome fighters or anything else.

Players can park their craft in your docking bays, and be like a starfighter corps of their own. Easily launchable,a nd able to move back and forth as they please.


8. PVP/PVE. I am all for the zoned PVP. You can't count on your entire crew to be online, available, and interested all the time. Therefore in most areas a cap is going to be purely PVE, but when the crew decides to go to Kessel, or Deep Space, or whatever zones they add, they can mix it up with other players, and ricsk shipjacking on their own terms. Otherwise, they act like floating cities.


9. Balace. If each of the three factions has equal access to balanced capitals, there shouldn't be a faction problem. If more NPC capitals are added to sectors and quests, you might NEED a capital for support in some situations.


Ok, I think I started with two cents and threw in a buck eighty, but I feel like I have participated.

Let the flaming begin, because I know y'all got better ideas than me.



Major Raiphe Konnars
Imperial Special Operations Command
ODA Detachment Commander

Imperial Task Force Storm
Task Force Commander
Commodore (Brevet)

Inquisition, Black Epsilon, and Storm Sqaudrons Ace Pilot
Captain of Warship ISS Revenge (DS-275-D)
JagoKien
Sat Oct 29, 2005 10:33 pm
#433

Did anyone else notice that the vids from FanFest look like the trailers from SW Battlefront II? hmmm......sniff....I smell something.....



______//______________// Jago Kien \\______________\\______
DARK JEDI KNIGHT
|| Master Sabers w Master Defender w Healer 3xxx * Enhancer xxx2 w ||
\\ wwwwwwwwwwwwF-B-Iwwwwwwwwwwww//

Pairno
Sun Oct 30, 2005 1:59 am
#434

I didn't. Because it looks nothing like a trailor for Batle front 2.
KegarVeucor
Thu Nov 03, 2005 4:44 pm
#435


/cheer if cap ships were introduced to this game it would be ace, i brought the game for this type of thing
Boba_Fett687
Sat Nov 05, 2005 1:18 pm
#436


Or they could just put in a new system with the stardrive and shipyard manufacturors, only a guild leader who is an ACE can order from them.


Costs- For large capital ships (Star destroyers/ Mon Cruisers) also should be diff types of each class like Interdictors for stopping hyperspace jumps

100,000,000 credits (Shouldnt be to hard for most guilds since im sure there are 10 people with 10mill credits)

120,000 Faction - If applicable this insures they are maxed rank (Imp/Rebel) (Neutrals should have no other costs due to thier lack of intanglements ships are slightly less powerful)

10,000,000 pilot prestige


Once ordered you can have multiple quests involving its construction, aka people trying to steal it from the dock, reactor leaks, premature missle damage.

Group quests at the end of which all members get badge certifing them for manning the ship NOT piloting just manning it. Only guild leader should be capable of piloting it since he ordered it. The badge quests are repeatable at any time so you can add more crewmen to the list. When guildleadership changes the ship is auto transfered to the new leader who if doesnt have badge already should have to do quest to fly.


Smaller ships like (Dreadnaughts/Vetts) Requires only ACE and quest to operate, can be ordered and flown by all of same class of ace with badge

50,000,000 credits

60,000 faction

5,000,000 prestige


Heavy attack craft (Gunboats) Requires ACE to fly ownable by all.

10,000,000 credits

20,000,000 faction

2,000,000 prestige


Another factor is to keep space and ground combat mixed cause face it most guilds dont have tons of aces. So put a carrier limit on each ship, 15 on gunboat, 40 on smaller capital ships, and 100 on large ships.


Ships can only be disabled not destroyed, they have to be boarded to be destroyed. 3-5 boards for gunboats, 20 for small capitals, 50 for large capitals. larger the ship more comm officers needed to operate the bridge, anyone leaves their station the ship loses functionality.


Reason why i dont think SW should be involved is the scale of them. Star destroyers would take like 100k of every metal and still not be enough. And they HAVE to be constructed in space docks. SW should be able to make upgradable parts or intergrate interior defenses like blast doors etc.

Message Edited by Boba_Fett687 on 11-05-2005 12:20 AM

eurno_ebaebro__kyra
Sun Nov 06, 2005 9:28 am
#437

I think with the NGE coming, a bridge commander is indeed a type of officer, and officer is one of the 'iconic' proffessions, i now this is rediculous, but lets keep our hopes up here.



y----Niplac Dustrider----y

y---Da most gangsta-ist pilot evah---y

y--(Crimson Pheonix 4434)--y

Slaphead316
Mon Nov 07, 2005 3:25 pm
#438







TomoRainer wrote:




Ive some thoughts on this first i think its a great idea which could bring content back into the universe.I dont think master pilot should be required to take command or run missions from a capital ship the xp requirements for the boxes are bad enough.


I assume the trees wont be changing in the ngehaving said thati believe it should be based on rank plus itshouldnt be difficult to get whether its bought or loaned.


Message Edited by Slaphead316 on 11-07-2005 10:27 PM

pilot6
Thu Nov 10, 2005 2:14 pm
#439

not sure if anyone posted this (i did not have the time to look at all of the posts) but i think if they make capital ships the player should own them. and there should be like once you get master pilot you could train in bridge crew or something and at master you get to drive cap ships
Page 34 of 34