Pilot Archive
Thread: Focus Thread: Master Content and Prestige Points (updated 3/3/2005)
Kessel Run:
Using similar coding to the ground based race tracks, add a small
spaceport in kessel that you can communicate with, and have it give
you a set of waypoints throughout kessel. Convert the time into some
conversion factor (of course making sure that it is nigh impossible to
beat Han's score of "less than 12 parsecs" )
Give a badge: "...Has held the daily record for The Kessel Run"
In the other focus thread I posted several MP/JTL issues.
I'll center on the question in this thread.
Pilot XP and Prestige should convert to say 50:1
(I can earn xp a little more than 50% faster in space than on ground, so the conversion rate should reflect.)
Master pilots need to be able to fly ANY POB ship.
Continue to restrict the ability for Master pilot ownership,
but allow any master pilot in a ship, who has been added to the admin
(to prevent hijacking) to fly or use the ops chair.
Additional ships.
Should schematics be purchased via prestige/faction points?
I'd like to see the Lambda shuttle, YT-2400 and another rebel POB ship.
PVP:
This would be rather controversial, however I would think it to not be that difficult in terms of code,
but would require additional hardware.
Add in a PVP Space Zone/Planet, Like Deep Space.
The planet would ONLY be accessible via player transport.
(change so that non-jtl players can board POB ships, but cannot access the controls or turrets)
Basically you have battles to get to one of two stations to land, and the planet itself would have two starports, one on each side of the map.
The map would not even need to be more than one "zone" such as theed or coronet.
*OR*
Allow bases to be placed down in this "hot-zone" and the PVP planet would control how much of an Imperial or Rebel presence in normal space.
Jedi ruined the ground game, they'd ruin space.
Subjective assessment. CM's ruined the ground game for me, and so did CH; neither of them, nor the Jedi, have any special privelage (or relevance) in space. Jedi, or any other class, receive NO BENEFIT from any powers they have in space. FS trade in for Prestige has virtually nothing to do with space; I earn it there, but I spend it elsewhere. I would NOT support the FS branch of vehicle control being applied to space.
Space population is small, let's keep it that way.
Small space population will lead to a proportionally small chunk of developer time. I'd like to see Space fully populated, and fully functional.
Next thing you know, they'll be wanting (insert ship or power here)
That's not the scope of the question, although you might include it in your answer. The question was about present FS/EXP conversion. I wouldn't want to see any powers, benefits, or special Jedi-spaceframes coming from such a modification. I would not want the drawbacks, as a Jedi, from having powers bleed over into space.
Other things should come first, before time is devoted to FS-development.
In this, I am in agreement with the consensus. This is not a big issue for me, and I'd gladly see it set aside for a year while new areas or items were developed.
Message Edited by Vegitaa on 02-23-2005 11:03 AM
Eilla wrote:
1. xp vs. gated missions. You should be able to choose your route tomaster pilot. Up the xp requirement to 15 million and offer a choice: vette or xp vendetta.
Sorry but I'm completely against this one. There are many, many master pilots out there now who wear the helmet and jacket, but simply put, cannot fly. Removing the mission gates, and allowing pure XP to qualify for master will make it possible for even more of these sort of pilots to advance beyond their skill simply by endlessly blasting lower tiered ships. The gates are there to encourage pilots to cooperate, or to improve their skills to a point they don't require assistance. Hopefully a bit of both. They can be done. (As you proved completing your T4 exit mission. Congrats, BTW.) They should be challenging, or they aren't valued, they aren't remembered.
WTS
space is way too empty. i would like for "everyone and their mothers" to come to space. more people in space might mean more interesting pvp in deep space.
I agree with ajag on this one, while I'd love to see more pilots in space, I don't think that is worth "Opening the door" for them to cry "Nerf!"
I would support a trade-in of PP for exceptional parts, or schematics.. MP ship accessories, clothing.. it still galls me that I missed some of my reward components on my way up, perhaps something akin to those? Really would rather not drop pilot to climb it again just for those parts..
I'd like to see new/alternate forms of piloting communication. Perhaps cantinas/lounges dedicated to serving pilots. Established places to congregate. An in game forum where pilots can post about requests and missions. (I've heard it said a large percentage don't or can't access these forums)
My 2 creds
There's more, but I need more coffee.
No. Absolultely NOT. Any trade in, at any ratio is nothing more than making Jedi's grind infinately easier. They want pilot xp converstion for an easy/fun way to get around the jedi xp grind they hate so much, and pilot xp is ridiclously abundant. With a 3 X master pilot bonus, a gunboat which takes me about 30 seconds or less to kill is something like a little over 100K xp a pop.
If jedi want their instawins they can do it on the ground where it belongs. No glowboats in space thank you very much.
Can we kill jedi in space now and the jedi will lose exp or skills on the ground? The answer to that question is the answer to yours.
If your going to start blending "ground" exp with space exp, jedi should be fair game and have it affect them on the ground. Keep the 2 distinct and seperate.
Gekok wrote:
>>First off a question: Force Sensitive Trade in? Yes or No and why.
Can we kill jedi in space now and the jedi will lose exp or skills on the ground? The answer to that question is the answer to yours.
If your going to start blending "ground" exp with space exp, jedi should be fair game and have it affect them on the ground. Keep the 2 distinct and seperate.
You can kill Jedi in space, in the same way you can kill anyone else. Presently nobody loses anything to death in space, not buffs, not experience. Presently noone gains anything in space from anything except space skills. No FS skills have _any_ bearing on Piloting skill.
Jedi are not overly concerned with FS Exp, because... they're already Jedi. Nothing will change that.
What I'm seeing time and again is a group of people dissatisfied with a ground based profession, so they wish to 'punish' that same profession in space. It's a shortsighted attitude. It's espoused by some of the same people that wonder why space seems so dead, why they can't get friends to help with missions, and why they can't find any PVP. Let me clue you in: anything you do to limit the participation of others in space, will ultimately hurt space. Fewer people in space will translate to less development time allocated to space. Fewer people in space will translate to fewer non-AI encounters. Fewer people will mean artificial monopoly of shipwrighting industry, because fewer shipwrights will be required to cater to everyone. Little or no crossover from space to ground for any reason simply increases the segregation of the two halves of play, and gets space shoved on to the back burner. Nothing to spend Prestige on will yield master pilots who won't fly anymore because you can only kill the same few types of starships a few thousand times before you start to grow weary of them.
As I've said before: I'll keep playing space because I like it, not because I seek some kind of reward. If you want to make the argument that _other_ things should be investigated _before_ prestige-to-FS conversion, I'm with you. This thinly-veiled petulance about Jedi is misplaced however, and will end up hurting space as a venue for further play and development.
- We are a 0 skill point profession (only combat related profession)
- (while it is not a big one) We are the only profession that has a use for post master xp: Enter Deep Space
- Space xp can be too easy to get
- The previous-master XP bonus (I have done at least 2 masters on my 2 JTL toons) would be hard to account for (and we are the only profession that has a bonus)
So I can say that we allready many benefits for xp post master, and I think that there are far better things to offer up to dev's other then a FS conversion.
MonsofoLexius wrote:Just for those still following along, for whatever the posters reasons, the following seem to be the best arguments against or things that would make a conversion difficult:
- We are a 0 skill point profession (only combat related profession)
- (while it is not a big one) We are the only profession that has a use for post master xp: Enter Deep Space
- Space xp can be too easy to get
- The previous-master XP bonus (I have done at least 2 masters on my 2 JTL toons) would be hard to account for (and we are the only profession that has a bonus)
So I can say that we allready many benefits for xp post master, and I think that there are far better things to offer up to dev's other then a FS conversion.
To respectfully discuss:
1. No SP expenditure is required to throw a grenade, which appears to be a going concern with FS accumulation. Politician XP converts to FS, and that profession requires no SP expenditure. I do agree that this is still the most relevant of concerns however.
2. All professions other than pilot use post-master exp as FS conversion, so they all have post-master uses. Yes FS points are a voluntary event, but so is post-master use of Prestige.
3. Agreed, but the FS conversion rate can be made difficult to account for it. There are already several conversion rates in use.
4. Also agreed, but since it is obviously a tracked metric, this should be a surmountable obstacle. At worst, the conversion rate could be made stiff enough to account for multiple-mastery.
It makes no sense not to have a way to transfer space xp to fs xp. Time on ground=Time in space. Jedi characters are a part of the game all players want to experience. It takes time to get xp up in space and that time should be just as good as the time someone spends on the ground killing a million creatures.
"Space xp can be too easy to get" - That is the pot calling the kettle black. There is nothing hard about getting FS xp, it just requires time. You stand around and drop grenades all day. You can make a macro that will do most the work for you. No macro's can manage combat in space. Time is the key component here, whether it's in space or on the ground, if the players put in the time they should get the xp.
Master content-
Add 3 more zones like deep space. Give each zone a theme (purpose) and make capital ships double as space stations. (IE you can declare/repair/spawn after death/and get missions).
Example:
Black Star - Rebels have the Nebulan B frigates as their cap ship. Cap ship can repair(100%), give duty missions, declare overt, and players will spawn under it after death. Imperial have a space station, same features as the Rebel Frigate. Rebel frigate will launch attacks on imperial space station. (3 Gunboats with escorts fighters spawn and fly in formation toward the imperial base. These ships should attack any non friendly players that are in range but not deviate from course. Gunboats are immune to space station blasters. Space station is immune to player attacks. If gunboats are destroyed and imperial players who did damage to them get a rare loot drop and appropriate xp. If gunboats succeed in their mission rebel players in the zone get a rare loot drop and appropriate xp. Spawn should have 1 hour timer. Imperial space station would spawn 10 min after destruction. Rebel frigate can be disabled (all it's subsystems destroyed) but will be repaired 100% ten minutes later. If disabled/destroyed all services/ability to spawn in zone are disabled until it regenerates/repairs.
Fire over Tattoine - Zone is empty, Tattoine is background. Star destroyer on one end, rebel corvette on the other. Cap ships have same functions as above. Corvette will be below the ISD and traveling in reverse, (Should take about 5 min to reach the ISD). Once in range of the ISD corvette comes to full stop, the 2 ships exchange fire for 10-15 min. If the ISD is not destroy'd then the corvette has a reactor explosion and starts in reverse, once directly under the ISD, it stops, then moves upwards into the hangar bay. Once in the hangar bay Imperials have won the battle. All imperial players get rare loot drop + appropriate xp, if ISD is destroyed at any time Rebel players who caused damage have won and get a rare loot drop and appropriate xp. If corvette is destroyed the battle is a draw.
I think you get the idea. Both expamples are things that can be added with the items in game at this time. Since we can't really have an ISD chase anything down we have to move the corvette backwards so that the isd appears to be overtaking it. If tattione is in the background it should give the appearance of movement.