Pilot Archive

Thread: Focus Thread: POB Ships (YT, Deci, Nova)

Odajja
Fri Feb 18, 2005 2:00 pm
#53






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??





have to Say No to this one.


Look im all for the SW prof. But Lets try to get some use out of the PPoints.


This chasis dealer is Buyin all these parts. Whats he doin withem? Perhaps Make High Lvl comps for my VT? And He has to spend So much time Buyin these parts. He cant get his PPoints. So as a Nice Trade for your 6 million PPoints he will give you oh say a Real nice Sheild Gen. Or for 20 million He cab give ya a even better one.


OR.....


This little guy Buys my Ship Parts. Psst hey got any Ppoints ya dont need? Jafo thinks Hmm actually i do what ya got. Well i got these Nice little dohickys here ya put it in your pannel of your ship. Nice little shield up grade here +50% to Shelds all Stats except HP. Jafo say wow How much ya lookin for there little fella. 20 Mil PPoints. Wow Deal.


AsI said Not dissin the SW Prof here but If I didnt have a MSW in my guild. I would nt be able to get what i wanted. Not due to price. But Lack of the MSW havin the resourses to Make it.


Now if we are worried of Well wed all be the same as far as parts. Hmm Maybe Skill of the crew could come into play. New Idea I Know But Lets go outside the Box on this.







____________________________________________________________________

PBCFR Ranger to the end No matter how Un Iconic or Strawarsy they say it is! Bria
YOU SAY YOU ARE L33T & UBER. LET ME TAKE YOU TO A REAL FIRE FIGHT! THEN GIVE YOU NEW UNDIES>


Odajja not used.
NivekAsh
Fri Feb 18, 2005 2:33 pm
#54

One thing I have been hoping for has been some diversity among the MP ships. I mean, other than the fun of a crew of us joking around and doing whatever we feel like, there is no incentive to use my Decimator. My KSE has almost the same firepower. One less missle rack, I use proton IIIs instead of IVs, and slightly reduced damage guns. But because it is faster, and handles better, I can outdamage myself with my decimator anyway. I am sorry, but a cap ship, even a small one, should do more raw damage.


To that end, I would like to see special guns, or an increase in level 10 gun drops, and an increase in their stats. I would like to change the arrangement of components as well. If you have 2 guns, you get 1 cap, 3-4 guns, 2 caps. Armor and shields should either be doubled up, or new MP ship versions should come out. Ones with mass so high that it is a physical impossibility to put it on any other ship.


Now, for the diversity I was speaking of. For the decimator, I think it should get 4 turrets, instead of just 2. Ordnance launchers would be the same as they are currently. The only other changes would be the ones mentioned above that would apply to all MP ships. This would make the Decimator seem more like it's description, to me. Something with a weapons load out to be truly fearful.


For the Nova, 1 more turret. Now I know this seems unfair to the rebels, but I am basing this on the fact that the rebels were outgunned. They used sheer determination to win, not superior firepower. But, in a game where we need balance, some change is required. I would, to that end, like to see the speed of the Nova's bumped up to .85, and an additional 15 to Yaw/Pitch/Roll. One thing the rebels did well was take shots at targets of opportunity, then run. This would allow the Nova to get away and maneuver a bit better than the Decimator.


For the YT, we must keep in mind that it is a neutral ship. Not all neutral, or civillians, are pirates/smugglers. So, staying with 2 ord. launchers and 2 turrets, I do think there should be a forward firing, pilot controled laser. So as to prevent the pilot from making jerking maneuvers and throwing off his turret gunners, I think this gun should cap at a level 7-8. It is still nice, and against careless fighters that stray into it's path, or making a run against a capital ship it does a bit of extra damage, but it does not become the main means of offense. Perhaps it is my perception only, but I don't imagine the YT as being as big as the nova, or the decimator, not when I think back on and watch the films and see the Falcon. No, I am not suggesting reduced mass for the YT. Rather, I am suggesting that it is a more nimble ship. Increase the speed to .88, and add 30 to Pitch/Yaw/Roll. I know the Falcon always seemed a nimble craft, and I think these stats would better reflect it. A smuggler doesn't stand and fight. They hide their cargo, they try to outrun the patrol, to get out of the inspection, not outfight it. With that in mind, I would also like to see a "hidden compartment" feature on the YT, allowing an additional 25 item capacity.


That's my thoughts on general improvements for MP ships, and to bring a bit of unique flair to each that is in keeping with canon.



In the doorway of Glory he found Death who put his hand in hers and said, "Now, come home now."
"Soon," he said.
MonsofoLexius
Fri Feb 18, 2005 2:48 pm
#55

Just wanted to add a great post to this (going thru my own floaters)






cknoos wrote:

Currently to fully crew a VT-49 Decimator (I'm Imperial, but I assume this holds true for all three variants), you need a pilot, co-pilot and 2 gunners at the very minimum. Add to this at least one, but preferably more engineers for in-ship repairs. Nominally, six to seven people. At best, this ship is still only capable of damage output comparable to that of a high-end fighter (Oppressor, B-Wing).

I would like to see a few changes/additions to this, namely:

* Turbo Laser Weaponry. Super sized versions of star fighter weapons really, only mountable on the three multiplayer ships. Why? Simple, at the moment, there is at no time when 6 TIE advanced can't out damage a fully crewed Decimator, the difference in absolutely staggering. This is a small capital ship; it needs to have some serious teeth. These weapons would ideally have a longer range than standard weapons, and of course do more damage per shot. To prevent three people from making suicide runs, require the pilot's seat and operations seat to be manned, in order for the heavier weapons to function properly, this would at least require 4 people, albeit with no engineering available.

* Heavier Reactor and shield generator. Again, even with the best equipment currently available, its armor and shield rating are just slightly above that of a high-end fighter craft. In addition to which it presents a very nice, big juicy target which is largely defenseless because of the fighter-class weaponry it's equipped with.

* Ability to reload tubes/countermeasures from the inside. This is one feature I'd really like to see on these ships, it makes perfect sense to be able to reload these launchers from the inside. This would also give the engineers something more to do, making their jobs more important.

* Ability to repair all components, as well as armor, from the inside. Again, just as with the above point, it makes sense and would give the ship a slight edge over fighters. This would of course also fall on the engineering staff.

* External Repair/Reload Capability. One of the potential uses of these craft would be act as FARPs (Forward Area Rearming Points), where your fighter screen can return for quick touch-ups and reloads of counter-measures. Ideally it would take some time to perform these, say 30 seconds for repairs, and 30 seconds for reloads, to avoid a potential invulnerable flight. During the operation, the fighter(s) would be unable to fire their weapons. This could easily be accomplished by requiring the fighter to /dock, which renders it defenseless throughout the operation.

* Make Operations a -LOT- more useful. Currently all this person does is issue droid commands; while novel it gets boring quickly. Offer more duties for this person, such as the ability to fire the forward facing torpedo tubes, chaffs etc.

* More powerful instruments. On the bridge (at least on the Decimator) one can see the spiffy looking holo-projectors, these are of course just background, but the idea is sound. There could be a third seat on the bridge, called either communications or radar operator. Ideally this position could tag targets for gunners, call out incoming threats to the gunners and operations staff.

* Engineering stations. Whoever is on-duty as ship's engineer needs a clearer view of what components are damaged, and where on the ships plasma leaks are occurring. There should be an engineering station, where one can get a quick overview of the ship's status and where help is currently needed (if any).

In closing, a fully crewed multiplayer ship should have the same offensive/defensive power as the combined power of its crew in individual fighter craft. At the moment, the ships prevail because of the sheer coolness factor, but once that wears off and you need raw stopping power, it becomes obvious that the multiplayer ships are not up to snuff combat-wise. I've had a lot of fun with this ship so far, myself and my guild-mates enjoy it immensely, but when it comes time to do the shooting business, it takes a backseat and we all take our fighter craft. I would really like to see these are viable combat options.

Just my $0,02.

-Stasos / Lowca
Imperial Ace since 11/02







----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
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Odajja
Fri Feb 18, 2005 2:53 pm
#56

Cant say I agree with the Im IMP i should out gun the Rebs. Think ATST and The debacle it caused. let makem Even. That way I can Have a Nice battle with a Novas Crew against Mine. I would like to have a few more guns but All 3 factions should get the same. We have to remeber we are dealing with 3 factions.




____________________________________________________________________

PBCFR Ranger to the end No matter how Un Iconic or Strawarsy they say it is! Bria
YOU SAY YOU ARE L33T & UBER. LET ME TAKE YOU TO A REAL FIRE FIGHT! THEN GIVE YOU NEW UNDIES>


Odajja not used.
Odajja
Fri Feb 18, 2005 3:47 pm
#57






JediYuDanJa wrote:


I know a lot of you will disagree with me, but I still think we should have the option of soloing in the Big 3 as well as have a crew. There should be a pilot controled gun and the ability to link the top and bottom guns forward, like in the X-wing alliance game. Also, the ships should be as fast and manuverable as the Falcon is in the movies. Even with these features, there will be a disadvantage over having a full crew.A solo pilot will not be able to fire behind, above, or below and he will not be able to make repiar without leaving the pilot chair.


I agree with everyone else that there should be better armor and shields for the big 3. I also think a repair driod would be cool too (that would negate one of the above remarks I made, but hey) The fact of the matter is that I'm not happy with any of the Master ships. Maybe I expect to much but that's how I feel.






Solo No. Have Faction pets as gunners Yes. And the Repair droid idea been said and I like it.



____________________________________________________________________

PBCFR Ranger to the end No matter how Un Iconic or Strawarsy they say it is! Bria
YOU SAY YOU ARE L33T & UBER. LET ME TAKE YOU TO A REAL FIRE FIGHT! THEN GIVE YOU NEW UNDIES>


Odajja not used.
RogueCloudwalker
Fri Feb 18, 2005 5:37 pm
#58


1. Add/Fix the third missile slot on the YT-1300.


2. Add the autopilot feature they talked about earlier (Getting up and moving in MP ships while the ship continues on course)


3. Add a feature to lock the turrets forward and allow the pilot to fire from the cockpit.


4. Allow us to hold more items in the ship (Even if we have to give up lots to add 150 items per lot etc.)


5. Solve issues with the plasma conduits (Not repairing, instant deaths etc.)



Captain Trevick Cloudwalker of the YT-1300 "Corellia Star"

If you like my ideas, you would probably like the others too! Please support me!

My Instanced Starport Proposal GCW NPC Prisons in Space Proposal
My GCW/PVP/Player Bounty Proposal
A very feature rich Hoth
Rogue1970
Fri Feb 18, 2005 7:17 pm
#59






Tumbler2002 wrote:

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.


Actually 5x on a 2500 front/back Reward Shield is 12500 front/back - 10x is 25k front/back - you would be invincible in PVE - thats why I think 5-10x shields are an unreasonable request.


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.


With the use of Cap Overloads and managing the use of your guns as you would in a B-wing (with 4 guns and 1 capacitor) it really does not open up a capacitor problem. On Reactors, there are lootable 25k+ reactors out there - some reported as high as 40k reactor output - this makes these fully equipped super ships rare and forced to be crewed to be used. We should not be developing EVERY POB shipinto an indestructable force here, but making the POBs more powerful with more crew.


Boosting their performance a ton,just because they are in a POB ship, would unfairly balance the game in favor of these ships - solo or crewed. There has to be a balance andany increased power MUST be tied to increased crew. Defenses on the other hand could justifiably be boosted without a crew due to the sheer size of the POB target.


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?


Should this be available to all ships or just POBs?



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.

I disagree in a CREWED ship, but this would be a nice feature in a solo POB ship. Allowing any Pilot to man the Operations chair also makes sense - it should not be tied to faction.


Message Edited by Tumbler2002 on 02-18-2005 10:10 AM









YEZ & GNOINTREPID
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BUYING Organomettalic (Lok/Kash) 140cpu & Carbonaceous (Naboo) Asteroids 130cpu

Odajja
Fri Feb 18, 2005 7:19 pm
#60






RogueCloudwalker wrote:


1. Add/Fix the third missile slot on the YT-1300.


2. Add the autopilot feature they talked about earlier (Getting up and moving in MP ships while the ship continues on course)


3. Add a feature to lock the turrets forward and allow the pilot to fire from the cockpit.


4. Allow us to hold more items in the ship (Even if we have to give up lots to add 150 items per lot etc.)


5. Solve issues with the plasma conduits (Not repairing, instant deaths etc.)




Have you remove all that ya put into it. Redeed it then reequip it. I did it no more plasma Bug.




____________________________________________________________________

PBCFR Ranger to the end No matter how Un Iconic or Strawarsy they say it is! Bria
YOU SAY YOU ARE L33T & UBER. LET ME TAKE YOU TO A REAL FIRE FIGHT! THEN GIVE YOU NEW UNDIES>


Odajja not used.
Ezis
Fri Feb 18, 2005 9:36 pm
#61

How about giving smugglers the ability to slice into a droid interface pannel to make it run faster, or perhaps adjust the engine speed, make slight shield modifications that work similar to droid commands, but stack. I mean come on, JTL was the biggest eye opener for smugglers, and then we once again realized the devs gave us the shaft. Forget Shipwrights adjusting stuff from the pannels, making the illegal temporary modifications is a job for a Smuggler!



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

Tumbler2002
Fri Feb 18, 2005 10:34 pm
#62

Actually 5x on a 2500 front/back Reward Shield is 12500 front/back - 10x is 25k front/back - you would be invincible in PVE - thats why I think 5-10x shields are an unreasonable request.


It would make them almost impervious to light NPC fighter craft, but they'd get their ship back in pieces from an NPC gunboat or worse a corvette. This wouldn't be overpowered considering they are a master level ship AND require multiple players to operate. They are designed to attack gunboats and corvette's they should be on par with them not fighters.

In my experience using the Decimator and YT1300 I have found it ridiculously hard to hit targets from the turrets. Simple manuevers on the attackers part will make you miss and if your pilot is manuevering you're likely not to hit anything. On the other hand the attacking players can do high speed straffing runs and be extremely accurate.

Here are the numbers:

4 Players attack a POB ship with 4 players inside. (Shouldn't this be an even match? 4 players vs 4 Players)

Those 4 attackers each fly a ship that has 2 guns and dish out about 2000-3000 shield/armor damage per volley. (This is pretty conservative)
That is 8000-12000 dmg for all 4 ships PER SHOT. Each ship is likely to get off AT LEAST 3 shots that hit.
24000-36000 damage taken in one strafing run...
Does 10x shield/armor boost still seem excessive? Cause it just got blown away in one pass...

Lets assume the ops officer dumped the capacitor into the shield just at the right moment and now the rear shields are in sorry shape and the gunners are blasting away at their targets, and they get one!

Now you have 3 attackers from different directions attacking and only 2 guns defending. That third ship is going to rip a hole through them. End of POB ship.

What about just using crates as ammo instead? So they come with 25 reloads automatcally?

Should this be available to all ships or just POBs?


This would be only for POB's.

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.

I disagree in a CREWED ship, but this would be a nice feature in a solo POB ship. Allowing any Pilot to man the Operations chair also makes sense - it should not be tied to faction.


It makes no sense to take such a vital function of the ship out of the hands of the pilot. Single player pilots have a HUGE advantage if this stays this way. Pilot needs these controls back. We don't need a station devoted to droid commands only. They require virtually no effort to control. Free up the ops officer to be the misc repair guy/extra gunner or something along those lines.




And would someone tell me what POB or FOB stands for? I always called em MP ships and I have no idea what POB and FOB mean. But now I'm using these terms too!

Message Edited by Tumbler2002 on 02-18-2005 09:40 PM

Foreign
Fri Feb 18, 2005 11:46 pm
#63

"* Make Operations a -LOT- more useful. Currently all this person does is issue droid commands; while novel it gets boring quickly. Offer more duties for this person, such as the ability to fire the forward facing torpedo tubes, chaffs etc.

* More powerful instruments. On the bridge (at least on the Decimator) one can see the spiffy looking holo-projectors, these are of course just background, but the idea is sound. There could be a third seat on the bridge, called either communications or radar operator. Ideally this position could tag targets for gunners, call out incoming threats to the gunners and operations staff."

I'm all for this. I'd like to have a group of 20 people split up into a fleet of, say, one MP ship with a crew of 10 and the rest be independent fighters. The ops chair would not only tag targets for the MP turrets, but also have a tactical view of the battle field, being able to filter out or highliight certain targets for the other ships in the group (within sensor range.) It's difficult, as a fighter pilot, to have to prioritize targets while keeping track of where the cap ships are, and I can find myself waltzing right into heavy fire without realizing it. Giving the ops chair the job of coordinating battle tactics can open up whole new doors.

In short, give the pilot the droid commands and give the ops seat a tactical view and tactical command of the battlefield. This way, we could have far bigger PvP matches, with the MP ships relying on smaller fighters for support and the fighters relying on the MP ships for the tactical advantage.


All of the other stuff sounds great, too.
BlkGryphon
Sat Feb 19, 2005 12:28 am
#64


I like the idea of Faction Pets in space....





BUT..... (Please hear me out before dismissing the idea)





I feel that which Faction pet/Crew Member you have available should be controlled by Rank and Faction.




this should be only available to "Master Pilots" AND dependent upon Rank in the Faction.



The different Faction Crew could be made available at different Rank levels



if my Rank list is incorrect in any way please understand that I used what I found in some post on RANKINGS, and the idea is that the HIGHEST Ranks only would have these Crew Members.



RANK Space Faction Pet/Crew



Private: 200


Lance Corporal: 400


Corporal: 800


Sergeant: 1200


Staff Sergeant: 1600


Staff Corporal: 2000


Warrant Officer II: 2500


Master Sergeant: 3000


Warrant Officer I: 3500


Second Lieutenant: 4000


Lieutenant: 5000


Captain: 5000---------------------------Repair Droid (Needs Repair Kits to fix things)


Major: 5500------------------------------Operations Officer (Co-Pilot)


Lieutenant Colonel: 5500-------------Gunner #1


Colonel: 6000----------------------------Gunner #2







Let me make a couple of comments/observations;




1. The Repair Droid would be able to handle MINOR Repairs (to keep you running until a Crew Member can resolve the Problem).




2. The Operations Officer/Co-Pilot would allow the Pilot to have his Pilot Commands and Droid Commands relayed, thus allowing the Pilot to issue the commands from the Pilot's Chair.




3. All either gunner actually does is hold the guns locked into the forward firing position and allow your Pilot's Trigger(s) to control the Firing (like on a Single Player Ship-not like a turret).




4. The Faction Crew Member can be killed when the ship is destroyed, thus needing to acquire a new Crew Member from the Faction Recruiter.





Please note that NONE of the Faction Crew Positions/Abilities are overpowered.



I would prefer to run with a full crew of Live Friends.... But there are times when my friends are unavailable. This would allow the ships to be ran by a skeleton crew, A live Crew would have many more options and abilities and thus would be the prefered way to fly.



I also want to state that while I like these Ideas, they should be addressed AFTER the other KNOWN BUG's related to Multiplayer Ships have been resolved.



If any of these Ideas would unballance the game then I would say that they should not be implemented, I just don't think that the ideas I have expressed would be unballancing in any way.



Thank you for your indulgence, and your patience.



Dym Mok..








Dym Mok
Master Rebel Pilot
Master Shipwright
Rebel Colonel
Naritus
MonsofoLexius
Sat Feb 19, 2005 12:43 am
#65






BlkGryphon wrote:


I like the idea of Faction Pets in space....



Great ideas imho. The one issue I see is how to include Privateers in this. Find a way to get all 3 space pilot professions involved and we might have a better chance to even get it considered when the time comes.....




----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

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