Pilot Archive
Thread: Focus Thread: POB Ships (YT, Deci, Nova)
Ratape
Thu Feb 17, 2005 8:12 pm
#41
Tumbler2002 wrote:
Don't add more loot, it will just mean 50% of the loot players find will only be usable on Multiplayer ships.
Give bonus's for installing components into the 3 multiplayers ships.
Allowing multiple components in each slot and you still have to put in 5+ shield generators to even make these things viable. And that means how much reactor juice is required? Allowing multiple things in each slot will create a whole new set of problems.
Simplist solution is to just boost performance of items in multi ships. Mabye as much as 10x in the case of armor and shields.
Depends if they make it crafted only or if it is also looted. Possibly a Shipwright could 'Upgrade' current components into high mass MP ship varients. I see what you are getting at though, of course I have no problem with half being useable by just multiplayer ships, but the problem is all those high tonnage items would still only be 500 credits to sell to the NPC because they'd probably be cert lvl 10. Bleh!
TheDarkmoons
Fri Feb 18, 2005 12:35 am
#42
Reading through all the suggestions, it does seem that the logical 'easy answer' would be to simply add a formula to equipment put into MP ships, that increases Shieldpower by so much, weapons by so much, etc.
Ivon
Fri Feb 18, 2005 1:32 am
#43
I agree with pretty much all things with this thead and would like to add...
add in 2 or more droid interfaces and droids, this would give the op chair person more to do, and would give space for some of the rebel shield commands that are good in certain situations, but are dwarfed in "needability"(that a word?) compared to the overcharge programs.
and yeah, put in SDI =)
MonsofoLexius
Fri Feb 18, 2005 3:22 am
#44
Question for you all (just incase it leads this way down the road, not that it will, but just so I have an idea)
- If there was a "new" type of equipment added, real heavy stuff, only for POB ships. How would you all feel about having to buy all new expensive components??
Geevo
Fri Feb 18, 2005 3:57 am
#45
YT to have 3 missile slots like the Deci & YKL
When leaving Deep Space, repair conduits in addition to components.
other than that, I like what you have already said...
Geevo
Fri Feb 18, 2005 4:03 am
#46
MonsofoLexius wrote:
Question for you all (just incase it leads this way down the road, not that it will, but just so I have an idea)
- If there was a "new" type of equipment added, real heavy stuff, only for POB ships. How would you all feel about having to buy all new expensive components??
It wouldn't bother me, I have the funds ... but I am sure it would bother the ones that don't.
sumner
Fri Feb 18, 2005 5:28 am
#47
MonsofoLexius wrote:
Question for you all (just incase it leads this way down the road, not that it will, but just so I have an idea)
- If there was a "new" type of equipment added, real heavy stuff, only for POB ships. How would you all feel about having to buy all new expensive components??
I have no problem with it, anything that makes POB ships better. I want to be able to take my Deci to DS without worrying about a PC fighter taking me out before my gunners even know what is happening. Well, my opinion might be little biased since I have a MSW alt
Coran_Sienar
Fri Feb 18, 2005 5:48 am
#48
I can make any new components. But I'd have no problems with blowing away Tier I and Tier 2 spawns and selling loot to get enough money to purchase them, either.
Rogue1970
Fri Feb 18, 2005 7:47 am
#49
Ok, I've seen some good ideas here.
I disagree with the notion of making shields 5x or10x more powerful - maybe double strength at most, but I would prefer a different approach. Having a 20k front/back shield for example would basically negate the need for a larger crew - nothing would ever get damaged. You could just Hyper out or Boost away and regen.
I'd suggest maybe multi-layered shields and armor instead. Have a shield, then armor, then components, then a shield and armor again begofre chasis damage is taken. This gives the crew more time to repair in a heavy attack. You could possibly tie the use of these extra layers to mandatory crew minimums. Ie:Secondary shield takesminimum of 3crew, 2nd later of armor takes 5 crew minimum, maybe even a 2nd engine or set of boosters with 8 crew - otherwise the extra partsjust don't function.... They could also become interactive parts, requiring constant attention by a 'Chief Engineer' station.
Mark VI Equipment would be another option - it would have 150% more mass than Mark V so even a 35k gun would weigh almost 100k making it unusable in any other ships but the POBs. These should have the usual 50% stat advantages over the lesser Mark V equipment.
Turrets should each use TWO Guns - one per bolt. Doubling thedamage makes up for the harder to hit aspect of turret fire.
Turrets should have an 'auto-follow' option, not to target for you - but to adjust your seat/view as the PILOT moves the ship. I remember this feature in an older SW game and thought it made the turrets so cool - but still hard enough to use.
Missile/Countermeasure Realoaders are a must - make em 1million mass if ya have too.
Give the Solo-ers some love, when they don't have a crew - letthem swap the ordnance out with guns if we choose - these ships are SUPPOSED to be highly customizable right?
It handles like a pile of bricks anyway, it's not like we're getting some huge advantage.
GIVE US A DOCKING PORT. Let other ships dock with us (one at a time) an come aboard if they choose.
Tractor Beam? Grappling cables? Towing?- imagine the new content possibilities.....
Tumbler2002
Fri Feb 18, 2005 8:33 am
#50
I disagree with the notion of making shields 5x or10x more powerful - maybe double strength at most, but I would prefer a different approach. Having a 20k front/back shield for example would basically negate the need for a larger crew - nothing would ever get damaged. You could just Hyper out or Boost away and regen.
That would give them shields of 5000-10000(AT MOST) and against 1 player ship that is still gone in an instant. Armor doesn't seem to go above 1600-1700 so that will be gone in 1 to 2 shots at most and then it's bye bye ship. Making them 5-10x as powerful may sound like too much but considering these things are HUGE (easy targets), slow (easy targets), and have multiple people trying to work together(reaction time is longer) they need to have armor and shields out the wazoo.
I'd suggest maybe multi-layered shields and armor instead. Have a shield, then armor, then components, then a shield and armor again begofre chasis damage is taken. This gives the crew more time to repair in a heavy attack. You could possibly tie the use of these extra layers to mandatory crew minimums. Ie: Secondary shield takes minimum of 3 crew, 2nd later of armor takes 5 crew minimum, maybe even a 2nd engine or set of boosters with 8 crew - otherwise the extra parts just don't function.... They could also become interactive parts, requiring constant attention by a 'Chief Engineer' station.
This opens up a whole new set of problems. You'd end up having to mount multiple reactors to power multiple shields/weapons etc. And then you'd need multiple capcitors to charge those multiple weapons... It's too complicated. Boosting performance of the current parts is all that needs to be done imo and it doesn't come with new problems. As for making them take additional crew... well I think these ships are already tough enough to use properly.
Missile/Countermeasure Realoaders are a must - make em 1million mass if ya have too.
What about just using crates as ammo instead? So they come with 25 reloads automatcally?
Forgot to add a comment on this:
A better use of Co-Pilot or let Pilot run commands
Pilot should have control of these commands. I can't understand why these controls were taken out of the hands of the pilot in the first place. Ops chair should have another purpose like damage control or something. Better yet, mount a forward facing turret that he can fire. But definitely give all pilot/droid commands back to the pilot.
Message Edited by Tumbler2002 on 02-18-2005 10:10 AM
ArdenStarmariner
Fri Feb 18, 2005 12:01 pm
#51
MP ships the way they are no are nothing more than thropy items. Just lump them right in the same pile with the flash speeder. Looks beautiful. But when it comes to performance, its about as good as your Grandma's Mobility Kart. MP ships are Grandma's Mobility Karts in space. Talk about your gold-plated turds.
Since it takes 5 players to effectively operate one of these ships, I see no reason why armor and shields on them shouldn't be 5 times as strong as a single player ship. So 5 to 10 times the normal strength armor and shields sounds about right. There should be no difference if a player in a single player craft was fighting 5 other players in single player crafts or a player in a single player craft fighting 5 players in one MP ship. The MP ship should be an even match for 5 players in single player ships. Because as long as there is a difference the way there is now, players will continue to ditch those MP ships and go to single player crafts on raids and missions. Raid leaders will demand that they do since they don't want their groups watered down with MP ships.
Since it takes 5 players to effectively operate one of these ships, I see no reason why armor and shields on them shouldn't be 5 times as strong as a single player ship. So 5 to 10 times the normal strength armor and shields sounds about right. There should be no difference if a player in a single player craft was fighting 5 other players in single player crafts or a player in a single player craft fighting 5 players in one MP ship. The MP ship should be an even match for 5 players in single player ships. Because as long as there is a difference the way there is now, players will continue to ditch those MP ships and go to single player crafts on raids and missions. Raid leaders will demand that they do since they don't want their groups watered down with MP ships.
SandLizard
Fri Feb 18, 2005 1:35 pm
#52
sumner wrote:
Ok here is something I was working up for a seperate post....[continued]
excellent ideas, excellent post, 5*, agree 99.9%
0.1% disagree is that I don't really think we should be able to seperately power up say refire/min-max and PYR/speed, they should be kept as weapon and engine in my opinion, but I do think shipwrights need better options when crafting these so then you wouldn't have the desire/need to power them up seperately