Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

Dorjhe
Mon Jun 06, 2005 12:25 am
#40

I guess my argument is with a capitol scale ship sheer size is the downfall if you don't have all the turrets manned. It's not a YT with one gunner where if you can't shoot your target you just roll. These are huge should be extremely slow manuevering ships. Which means a single fighter attacker could park in your blind spot. And aside from a player hoping out of one turret and running to the next you could never win.

Message Edited by Dorjhe on 06-05-2005 12:37 PM

FourD
Mon Jun 06, 2005 12:26 am
#41

Just my two cents about boarding. First off, no tubes, mass transports to move parties between the ships, nothing like that. Make all potential boarders fly their own fighters into the enemy ships hangers. To keep the battles from moving completely away from space fighting and into just in-ship fighting, make a restriction, such as the shields have to be down for fighters to have access to the hanger bay. (Makes sense actually).


Now, as to having a group of fighters to accompany you, make the crew of the ship form together at the starport, launch into space together, max of 8 people to control the ship. Now once their in space, friendly fighters can dock with the capital ship, landing inside, storing their ships for the battle ahead and whatnot.


Note about factions, make only rebels or imperials able to command GCW ships (admiral). Any other function on board could be done by a neutral, as I'm sure both sides hire mercenaries to man their ships. I think neutrals should also be given their own type of capital ship, but that's someone else's domain to think about.


As to the crew member's functions, make them something like the following


Player one - Admiral (required) - Head of the ship, control of all things that happen on board. The ship should actually belong to him. To give him actual power, and to prevent a griefing crew member from screwing everything up, give him the option of booting anyone fromhis ship instantly.

Prereqs - Ownership of a capital ship, Master Reb/Imp pilot, as well as a colonel in chosen faction.


Player two - Pilot (required) - Actual pilot of the ship, has full control over movement, as well as partial control over ship commands.

Prereqs - Master pilot.


Player three - Co-Pilot (optional) - Power over the ship commands.


Player four - Mechanical Engineer (optional) - Control over in-space ship repairs, control of automated in-ship defenses.

Prereqs - Some level of droid engineer


Player five - Starboard battery commander (optional) - Although not actually shooting the guns, he has complete control over whatthe guns shoot at. My idea is that the guns are originall commanded by npc's (more on this later) but the crew member in charge directs their targets. He can tell them to target an enemy capital ship, or that JSF flying around trying to get into the hanger bay. Furthermore, he should have limited npc's under his control, not enough people to man all the guns. In this way he has to shuffle his men, do I want to man the big guns for ship to ship bombardment, or do I want my men to man the turrets and take down the enemy fighters?


Player six - Port battery commander (optional) - Same as above, opposite side.


Player seven - Force commander (optional) - In charge of all the non-crewmembers onboard the ship. Directs their actions to win the battle. Has the power to boot any of these people from the ship, therefore giving the player some enforcement power and helping to prevent griefing.


Player eight - Ship medic (optional) - In charge of the wellfare of all those on-board, wihout him no effective medical proccedures can take place on board. i.e., without him, wounds cannot be healed on the ship.


Non-crewmembers (optional) - This category covers all those who dock with the ship once it has taken off. There are no prerequisites for their presence on the ship, furthermore, what they do is entirely up to them. They can either fly their fighters against enemy ships, defend the interior against attacks, board enemy ships, or man their own cannons. With the final option, they take over from a npc gunner to fire the ships's weapons. This is a benefit, being as how players are much more accurate than the computers. There should be no max on the number of these people that a ship can hold, although practical limitations, such as availability will create an effective barrier on their numbers.


Ship features - The ship should have a built-in cloner, medical facility and cantina. In this way it operates almost as a small city of it's own. Allow all non-crewmembers to clone inside the ship, not having to reappear at a space station should allow for much more involvement. The only barrier is that if a player is shot down outside his capital ship, his personal fighter is destroyed and waits back at the starport while he respawns on the ship. This way, there will be no invincible, respawning waves of fighters. Furthermore, the clone center should be in a remote corner of the ship, with a heavy wound penalty for death to help avoid the same for in-ship fighting.


Now, as noted from above only two people are actually required to take a capital ship into space. Without the others, however, the ship loses much of it's function. It can still fly without a co-pilot, but the gap between commands will be extremely long, the guns will still work without battery commanders, but the npc's will be shooting completely disorganized.


Finally, something has to be done to make sure every time a capital ship launches with a full crew, it meets some form of content. Imagine how few people would be willing to go up if the first few times they did it, they went through all that preperation just to float around, the airborne version of the Theed gank squad.




LampoonoTioli





Dorjhe
Mon Jun 06, 2005 12:36 am
#42

Ok Corvettes I consider mid range however there are comparable cap ships for instance


The Vette is 150m


Sienar fleet systems IPV-1


120m


4 turbolasers


Crew of 6 to fly this. It has 2 fewer turrets BUT is 30m smaller and should be faster/more manueverable. This is an imperial craft of course.


Also I've heard mention the Skipray Blastboat


it's tiny though and capital scale because of the powerplant and sheer destruction it can deliver


3 med ion cannons


2 laser cannons


1 proton launcher


1 concussion launcher


P.S. the imperial SD I listed earlier is in fact a level 3 SD there are Victory I and II ranked before it.


-JungleKing-
Mon Jun 06, 2005 2:41 am
#43

Ok here are some pictures about the size of some capital ships. It may help. Click

This are my personal thougths:

-There should be a difference between owning capital ships and starfighters; i mean, i dont like to see some character with 6 capital ships in his datapad. It should be capped at one or two per characater (or account?). Or make some rules like the houses and lots.

-The crew of this ships shoudnt be that large. The captain of the ship (owner) shoud be the pilot o the ship (just like the Y-8); there would be too many time to manouver this ships if you force the captain ask the pilot what to do. This happens in real life but this is a game. So one people should be able to fly the ship. To manage the rest of the components (total energy, reactos, capacitors, shield, weapons) you shoud need a crew of 5-7 people to manage the ship in its total usefullnes. The rest of players can get in turrets, repair the ship, and be the "security corps" (to prevent enemy boarding?).

-To be able to get some of this ships you must do a very hard Quest involving space and ground (interior?). Once done, you get the ships completly disabled, and Shipwrights should make the components to make the ship work again, or craft the components before the boarding and install them after it.

-There should be lot of turrets in this ships, just like it is now, and make a "turret officer" that controls the target (select it) and make the "NPC Turrets" fire at it. And of course some special turrets only player controled.

-This ships shouldnt be PVP Enabled all time, but probably should have some time of vulnerability to be able to destroy or board them, or something like that. It depends if devs have in mind make players able to store capital ships in the datapad or make them be all time docked in space. Or make them completly PVP Disabled... dont know.

Anyway this feature is the more exciting thing ive heard in SWG since its launch. I hope it comes soon...



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rocco81b
Mon Jun 06, 2005 3:08 am
#44

Well, not all of us PVP. So while that would be a great thing for us to be able to do, what other things for a capitol ship? Have you ever heard of the Errant Venture? Its a merchant/smuggler star destroy. Why can't I have one of those? Already, you can place a vendor on your POB the same way you do in a city capitol. So heres my idea. You take off into the sky, with your crew. The crew consists of these positions:



  1. Pilot (this is obvious, lol)

  2. Captain (owner?)

  3. operations (same as before)

  4. Comm station (required to allow other ships to dock with you)

  5. medical officer in the med - bay (obvious, lol

  6. Entertainers (to man the cantina, allow them to clear your battlewounds)

  7. Merchant (to take care of those deals that require face to face dealings)

  8. Gunners (how many??

See, close your eyes for me, and open your mind up. There is a whole galaxy of possibilities of what you can create here. This doesn't have to be all about PVP. There are so many more things you can use this for than what is blatantly obvious. Just like creating a Ithorian bh, a Wookie dancer, or a trandoshan image designer, there are no limits to what you want to do with this games potential. Let us have our owned capitol ships. Let other ships dock with us. Let US worry about how we are going to use it. Don't put limits on this, because the more limits you place on us, the less we can use our imagination. The less we can imagine, the less we will want to play in a universe that was created just to open our minds up. This game already has so much potential they are not using. Dont take away this great opportunity to broaden the game completely.


Just my 2 cents, what do y'all think?





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LongIsland
Mon Jun 06, 2005 3:47 am
#45

Good idea the capital ships!

I think that too much personnel rewuired could make them a bit difficult to use,because you know,guild members/friends are a bit hard to find in large amounts,sometimes

So i think that 10-18 people would be great to run a ship with no problems

Of course the Capitan must have high rank faction to pilot and all faction capital ship must be in PERMAOVERT..they're big huge and factioned....the must be overt in any case...making them on leave has no meaning,or maybe you could use NEUTRAL SHIPS or a SMUGGLER SPECIAL ABILITY TO AVOID imperial/rebelDETECTION (trying to involve all careers)

I think that all crafting professions HAVE TO BE involved on the construction of a particular part of the ship.

Droid engineer can carft particular droids that can be used for turret control instead of people;the more the engineer has an high faction rank,the better droid schematic for "droid gunner" he will get.

I thik that in the ship can be placed a reb capitan,a npc who can sell troopers/reb soldiers to defend the ship from boarding (of course we must set a maximun amount of soldiers,i think 30 it's good enough)this npc can also sell us stuff to increase ship abilities,for example a special npc that gives more maneuvrability (some kinda of expert old ace)more precision in turret fire (err veteran gunner acpitain)etc....

There has to be an hangar also that can have space for an amount of small ships (xwing ties ecc)

Of course capital ships must cost a lot of faction point and excellence points





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imspaced01
Mon Jun 06, 2005 4:08 am
#46

But really realistically we need the ability to have NPC crews.. it is near impossible to get even 2 gunners for my decimator... there may be a novelty factor at first.. but after that it will be near impossible to find crews again.



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TK42I
Mon Jun 06, 2005 4:43 am
#47

I need to get all my thoughts around this topic before fully answering, but here are some quick considerations:


1) Space sectors are fairly small for a group of large capital ships. I run into the boundries all the time in my fighters.


2) What happens to the ship when all the players logoff?


3) Some players would be perfectly happy being space based 90% of the time. Making a capital ship a PA hall would be interesting.


4) Launching/landing fighters from capital ships would add a fun dynamic to the game.


5) GCW space territory control and fights would add a fun dynamic to the game.


6) Boarding actions would tieground combat and space combat nicely. (thinkthe beginning of Star Wars)


More ideas to come......



Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

TomoRainer
Mon Jun 06, 2005 4:55 am
#48

Nice discussion so far, keep it coming.

Oh.. and I recommend everyone check out the first post in the thread again.







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


imspaced01
Mon Jun 06, 2005 5:02 am
#49

I feel they should be difficult and definatly capped.. im rather concerned with the servers actually being able to handle so many of them..

However lets not make it where it is so insanly difficult it is near impossible to get them. I think they should be PA oriented.. the possibility of being in space ALL the time is just lovely.. I wouldnt mind living in a ship. We could dock our ships at the ships and get a room

When we log in again we're still there but there is a rebel attack! and just like the droid player events in the cities, we have certain ongoing quests and events on the ship alot.. I dont want to see the captital ships just becoming another Decimator.. which was interesting at first but now it is near impossible to find even 1 gunner for my ship. I think the molding of the 2 systems (ground and space combat) would bring alot more interest in JtL and definatly make the currently dead space zones in lively areas...

Just a few thoughts..



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01001100101101010100001111110000Revan' Runningstar
110000001011101111011010110010001001Muke Skyjogger
0100000100001110011110011111010010000010100Albino'
10110111111100001100000011000011000010000100110000systematic destruction since 03'
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DrendalKahn
Mon Jun 06, 2005 5:29 am
#50






TomoRainer wrote:
Nice discussion so far, keep it coming.

Oh.. and I recommend everyone check out the first post in the thread again.




/JOYGASM!



DRENDAL KAHN


DrendalKahn
Mon Jun 06, 2005 6:14 am
#51


Just some more general comments:


- I'd rather not see capital ships as PA Halls... I'd rather see space stations. There would have to bea cap per-sector like there is for cities on ground though. There could be rebel, neutral, and imperial -- but that's another topic. But whatever.


- Put Prestige xp to use here, puh-leese.


- Roles need to be clearly defined. A full group of capital ships should fall to a well balanced group of fighters, bombers, gunboats, cargo ships,andcapital ship(s). I like having totally different ships in my datapad, and would be really, really pissed if one dominated them all. I'd even like to see Capitals be significantly seperate from the YTs/Novas/Deci's we have now (like maybe give the current MP ships a player controlled gun or something). Dorjhe has an excellent point on page two, but I'd further like to build off her argument and see some differences in schematic (e.g. add player controlled guns onthe YTs et al, and none of the captialships -- some other advantage besides just y/p/r and hit profile).


- Give shipwrights special components for them. Make them have something rediculous like 50million mass, so we know exactly who the daddy here is and there's no fitting Captial components onto even YTs or something.


- I still think quests are the best way to get one of these, I still think you shouldn't have to go overt to fly one, I still think they would be greatin aGCW sector control role,and I still think they should go in your datapad as being owned. I believe that covers it, lol.


- The escape pods were a beautiful idea. It'd be cool if you would be ejected to some random spot on the nearest planet too.


- The crew should be large, but damn, some of you guys are getting complicated. (~5 would suffice to survive, I'd say -- but have room for more). In any case, it should be large enough to take some planning, but not so difficult that it's not fun.


- NPC crews would rock. If you were able to be boarded by an enemy, they'd make good guards. They could also help repair or something too.


- Someone above said something about launching/landing fighters. Thatwould be a great role for them too. Maybe fighters could /dock and be fullyrepaired..? Tonsof room for support roles, which would be a good, unique role, as we don't have anything like that at this time.It'd alsobe cool to have fighters stored inside them and have the fighter pilots launch when battle comes -- sorta make them like aircraft carriers.


More later.


Edit: I need coffee.

Message Edited by DrendalKahn on 06-06-2005 06:15 AM



DRENDAL KAHN


DigitalOne
Mon Jun 06, 2005 6:50 am
#52


Well, they would have to have a large crew to opperate, atleast 20 people to get them into space.


They have to be a group project, and shouldnt do any one person any good


They have to be 100% craftable, for the love of all that is holy please.


They have to involve multiple schematics, and require cross spectrum crafter cooperation.


They should take damage that requires replacements provided by crafters, and possibly a delay penalty upon distruction.


Ideally they should belong to guilds.


They should be extremelly exclusive, both to build and to use. To see one flyingit shouldinstantly demonstratecommunity at work.


Different capitol ships should also have "tiers", small, medium, and large capitol ships. Corvette=small, dreadnaught\nebulon B=medium, and Large(which are the only faction specific capitol ships)=star destroyer{victory or imperial class} and mon cal.


Both capitan and bridge crew should be distinguished pilots far beyond having masterd the pilot profession, perhaps requiring that they are a multiple ace, and have completeda number of missions, training, and use of prestige points aswell.


An easier way to map this is by developing an elite profession to pilot, the requirement should be to have completed all three squadrens, and a number of missions etc. This should also open new commands and abilities to captians and bridge crew.


As a pilotcompletes these prerequisitsthey can gain rank from pilot to captian,rear admiral, and admiral, and as suchis able to pilot larger ships.


Should behave inside like present POB ships, with a number of designated engineers, medics, and repair crew (look here look herelook here==========>AND DROIDS!!!!<===========look here look here look here).


Should requre heavy use of droids. When a capitol ship is destroyed, droids need to come out like candyfrom a piniatta, thats how many droids should be in there.

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