Pilot Archive

Thread: Small Capital Ships

CommTampers
Mon May 23, 2005 2:59 pm
#53


No faction points. They pigeon-hole private pilots into being factioned, unlessthere could be Overt Corsec. These must be shipwright run schematics. Corvettes and larger cap ships should also be 100% craftable. The fact that they require large crews should discourage large numbers of gunboats. I am also against nerfing turrets from the player controlled gunboats. Paltry firepower does not belong on cap ships.



My philosophy: If NPCs get it, then so should players.

Message Edited by CommTampers on 05-23-2005 03:04 PM



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
DarthEnderX
Mon May 23, 2005 3:01 pm
#54






Malican wrote:

Executor Class Star Destroyer- 17,600m with a crew of 279,144 and 1,590 Gunners...






Thats Super Class Star Destroyer. Executor is just the name of one of said ships of that class.



Anyway, the game Tie Fighter has about a million different capital ships of all sizes they could use. Hell, even the freighters in that game looked cool.
KajaGrae
Mon May 23, 2005 3:25 pm
#55

maybe instead of FP for Privateers, could just cost higher Credit amount.

But I dont think there will ever be Capitol Starships in this game. Not unless they Expand each of the Quadrents to allow for the Gigantic Nature of these ships. Not to mention the EXTREME lag potential of hving a few hundred peeps in the same general area to man a true Capitol. But the Gunboat thing would be sweetnees. and I goues they should have the 8 guns :-)

Message Edited by KajaGrae on 05-23-2005 03:27 PM




KajaGrae


Structural Engineer Extraordinaire
Owner: Tavern of the Nine Aces
1900 165 Fenix Rising, Corellia
CommTampers
Mon May 23, 2005 3:37 pm
#56

Not necessarily the full ISDs, but maybe 20 man caps or at least full corvettes. They have 8 or 9 guns. It could use 2 in the bridge, 8 gunners, and 1 or 2 repairmen. Big quadrants are necessary, but require more HS points for low level pilots with slow engines. Do you know how long it takes to get to a WP for the corsec rookie missions? Corellia has the appropriate space needed for caps.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
JediNg
Tue May 24, 2005 5:48 am
#57

If/When Capital ships come out there really needs to be a timer as to how many ships can enter before another one may. Or something to that effect I think? Also a special fleet battle zone would be great. lets say 100k x 100k x 100k lol



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
Jagged-F3l
Tue May 24, 2005 6:02 am
#58






DarthEnderX wrote:





Malican wrote:

Executor Class Star Destroyer- 17,600m with a crew of 279,144 and 1,590 Gunners...






Thats Super Class Star Destroyer. Executor is just the name of one of said ships of that class.



Anyway, the game Tie Fighter has about a million different capital ships of all sizes they could use. Hell, even the freighters in that game looked cool.





Actually, I have seen the SSD referred to as the "Executor-class" in more than one reference.



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JediNg
Tue May 24, 2005 6:08 am
#59

Maybe you're thinking of Eclipse-class.



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
Yalton
Tue May 24, 2005 8:30 am
#60

Hehe not here about Tech Ng.

Anyway these arre war ships. The Scehm needs to have a faction cost for Imp and Rebel and a long quest. For real neautral people and pilots I would say a long quest series from Nym at the end of which you can BUY a schem. Why? Because if it can be made by any Shipwright any time if they have the resources then the devs won't make it worth using. It is a balance issue.

Schem:
-Use 10-100 times as much resources as the PoB ships a Shipwright can make.
-Faction cost of about 100k faction. I know this means a nonhumna Imp can not buy one. But that is the Emprie for you. For Neutral pilots soem thing like 50 million cost to buy the schem from Nym at the end of the quest series.
-Quest for the schem is repeatable and should take the BEST players and guilds 40 hours to complete at least. ( Means I won't have one for a year. )
-Schem can be traded and used by the person the scehm was traded to. This means the shipwright does not have to buy the schem but the shipwright is needed to make it.
-Schem is one use.

As much as we might want the Big warships or even the small warships like the Vette it isn't going to happen. I do see it possible to get a Gunboat. See below for my thoughts on what it should be.

Product for the Schem:
-1 Gunboat. Use the skins that are already in game. Neutral will get the Rebel Skin.
-The Gunboat ( boat from now on )will have 4 turrets and 4 ordinace slots. A turret will be on each side and one on top one on bottom layout. This will amke it fair. THe curret Rebele Boats having no guns on the bottom makes them to easy and unfair for PvP.
-The Crew.
+Ordinace chair. Controls th missles. Sort of like a turet on teh fron with 20 degrees of movement but it is there to get missle locks and shoot the missles.
+Operations Cahir. Same as the oerations chair is now and controls the countermeasure launchers. MUST be occupied to use the turrets and ordinace chair.
+Pilot Chair. Controls the flight of the ship ONLY. Can be used by any Ace pilot.
+4 Turret Gunners. Turret gunners, what more do I need to say here?
+Engineer chair. MUST be ocupied to use any of the other chairs.
-Each turret would ahve it's own capacitor and have 2 gun. Yes I said only 4 turrets but 2 guns in each turret gives you 8 guns total with the capacitor energy to use them.
-After soem drastic increase in teh ability of teh POB parts or maybe new Boat parts. 2 PoB reactors, 2 PoB engines, 2 PoB shields, 2 countermeasures, and 1 droid interface. If they make new parts then cut that to 1 of each except the countermeasures.

This results at least 2 people to fly it WITHOUT even being able to shoot it, at least 3 people to be able to just sit there and shoot, and at least 4 people if you want to move and shoot. As many as a 10 person creew with two people running repairs. It would need the ability to invite peopel outside the group or an increase in group size.

Those are my thoughts on it. I think taht would make it balanced for a time and effort vs the reward we get. No faction cost and no quest means we will get a peice of junk that isn't a true warship.
CommTampers
Tue May 24, 2005 1:28 pm
#61






Yalton wrote:
-Quest for the schem is repeatable and should take the BEST players and guilds 40 hours to complete at least. ( Means I won't have one for a year. )





A little over the top for time requirements. It seems ment for those who have no life except for SWG... It would also be unfair to include ground combat for a space ship. Ground combat requirement screw over crafters.






Yalton wrote:
+4 Turret Gunners. Turret gunners, what more do I need to say here?




Is that the same amount that NPC gunboats have? We shouldn't have any less.






Yalton wrote:
As much as we might want the Big warships or even the small warships like the Vette it isn't going to happen. I do see it possible to get a Gunboat. See below for my thoughts on what it should be.



Sad, but we must keep trying. If the players can't have it, then it should be nerfed from the NPCs.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
Rypht
Tue May 24, 2005 3:40 pm
#62

Frankly I'd love to see larger ships, so what if the thing takes 300k resources... 500k resources, 1mil resources..., people pay anywhere from 5-10 mil for a KSE, even at 4cpu on a 1million resource ship you wouldn't be spending as much as what the cost of a dinky KSE is. The price is not a factor here. Heck if they are big enough and require that many people to operate guilds could chip in for the costs, that's how the price tags and resource requirementsof guild halls were originally planned out. It greatly adds to the fun of space to be able to have larger ships running around and to have them fully manned and combat effective.


Lets face it theY-8 is a piece of junk that is sorely in need of redesigning... its big enough on the inside thatit could easily house another 2-4 turrets instead of the two it just has currently that are ineffective for defense or mining operations. As the nemesis of change has stated the captain's seat is completely impractical to pilot from without switching to third person. Probably be better just to have an observer chair that anyone can sit in be at the captains location and move the pilot's chair up to the left operations position and put operations on the right of the two forward chairs.


Everything will need to get bigger and scale will have to be moved up as well, we're talking ships with multiples of the same components, two engines, front and rear shield generators etc. If you get too many of these ships a large scale confrontation zone will need to be built by the devs, more warship to warshipgeared content. Can't have roving gunboats just eating everything in sight.



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QuickyFox
Tue May 24, 2005 7:36 pm
#63


no no no no!!!!


Dont go thinking in Capital ships small or large



start thinking of "outposts" first, its not like you can "make" a corvette, or ISD on the ground (you could but,,,, I like to see you "purchase" it from the chassis dealer, and he whips a corvette out of his pocket)



Outposts:


We all know player city's on the planets. why not have something like that in space (perhaps 4 per sector MAX)


first thing you need is a "floating platform" (city hall) made by a shipwright(perhaps in cooperation with a Architect (components wise))


after you have the platform you can expand it with components like, hangars, repair-yards, housing GunTurrets(manned and unmanned)


after you have the basic structures, you can expand and try to make it a specific "outpost" like a Trading Outpost, let them put mission terminals


in the outpost, to move cargo from A to B, going a certain route (waypoints) the higher the payout, the more dangerous, perhaps even smuggler terminals


or make it so, that you can "purchase" goods from a NPC and try to sell it for profit somewhere else.



or make an Outpost that will eventually evolve in a Shipyard, so that you can build ships (this is where the capital ships come in) the "mayor" of the outpost can


order the creation of a ship (rebel/imperial/neutral) and all those that "live" on the outpost have to gather materials (building components, resources, money, loot items)


to complete the ship, (depending on how fast the resources/components can be collected the faster the ship is ready) after the completion of teh ship, depending on the


type of ship the "mayor" can do a /transfer command to give it to a person who loses a certain amount of Lots (the bigger the more lots), perhaps even make it so


that if a ship is being build, that the opposing faction can "raid" the construction and damage it, or NPC attacks



make an Outpost that acts like a Repair Station, (like a hospital) bigger ships go there, and they get repaired over time perhaps have a shipwright make components to


speed up the progress.



but all these "Outposts" should be able to be attackableby Pirates/Imps/Rebs (depending on the faction of the outpost) or even the real die hards can make it so that


its an "overt" Outpost,



anyways im probably talking to much, however i think if you want to actually get big capital ships in this game, you should have a good base to start it with (the Ouposts)


or something simular





Obifox - "Just because you have a Library Card, doesnt make you Yoda"

Yalton
Wed May 25, 2005 8:08 am
#64



CommTampers wrote:


Yalton wrote:
-Quest for the schem is repeatable and should take the BEST players and guilds 40 hours to complete at least. ( Means I won't have one for a year. )


A little over the top for time requirements. It seems ment for those who have no life except for SWG... It would also be unfair to include ground combat for a space ship. Ground combat requirement screw over crafters.


Yalton wrote:
+4 Turret Gunners. Turret gunners, what more do I need to say here?


Is that the same amount that NPC gunboats have? We shouldn't have any less.


Yalton wrote:
As much as we might want the Big warships or even the small warships like the Vette it isn't going to happen. I do see it possible to get a Gunboat. See below for my thoughts on what it should be.

Sad, but we must keep trying. If the players can't have it, then it should be nerfed from the NPCs.





The time requirement is large if we don't amek it really hard to get then it won't be a true gunboat. The Devs want a effort vs reward with there being a lot of effort for some thing with this reward. Like I said I won't have the time to get it. I didn't say any thing about it being a ground based quest. Think of all the escort missions and other ways to take time in the space missions. It could littraly be a space epic quest. That would allow any one that ahs the time and skills to finish it. I wol expect though it to be as hard as Storm Squadron for how diffulcut it is. No matter what they say Storm squadron has the hardest missions.

NPC boats ahve 4 guns. They are numbered 0-3. For a player boat they need to be place diffrently then teh NPC boats of you're Rebels are goign to ahve a real disadvantage in teh fat the NPC REbel Boats don't ahve any guns capable of shooting below the boat.

I don't agree that the NPCs can't have some thing if players can't have it. That would make the game no real challenge. In fact one Boat as I have outlined helping on misions for some one to get to sace would be very helpful. Almost make most of the missions to easy. That is another thing to look at. If adding a warship is going to make it to easy to get to Ace then I doubt the Devs will let it in either.
Mizraal
Wed May 25, 2005 9:47 am
#65






JediNg wrote:
If/When Capital ships come out there really needs to be a timer as to how many ships can enter before another one may. Or something to that effect I think? Also a special fleet battle zone would be great. lets say 100k x 100k x 100k lol





I could see a simple message stating something like, 'Hyperspace entry point obstructed, calculating new entry point. XX minutes until calculations complete'. Its simple helps keep the immersion.




@ Mizraal @
The man took all my proffesions away. I ain't jack no more.
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