Pilot Archive

Thread: Y-8 Mining Vessel The mining vessel that can't mine

Vampiric_Hoshi
Mon May 09, 2005 7:58 am
#53

For a Rebel player, the B-Wing really is the best fighter for mining because it can hold a tractor, mining laser and 2 standard blasters allowing you to fight off asteroid raiders in 1-2 hits. It's sluggish handling don't really make an awful lot of difference since roid chasing doesn't really require manoueverability, just speed (and a good tractorbeam).


But the point here is that the devs have gone to the trouble of building a ship that, internaly, is impressive. They've also gone to the effort of making the real first SWG mini-game with mining ... it seems stupid to me to put both these things to waste when the changes really are as simple as adding turrets which as far as I am concerned is no more harder in terms of coding that mapping a hard-point to the mesh of the Y-8 and telling the system its a turret. If, however, the current way JTL is encoded is such that it doesn't allow for any ship to have more than 2 turrets then I say its about time that was changed anyway as its exceptionaly restricting.





Abandon all hope
EEMAN
Mon May 09, 2005 8:40 am
#54


ok i am getting conflicting reports of the tractor beam.. can everyone confirm/deny if you are successful in getting it to operate at all in any turret slot on any ship. Those that are successful specify what slot on which ship it does and does not work on.


my experiences are that tractor beams mounted in the turrets do not rotate or move. This appears to not be limited to just the Y-8. I put this in a M22T krayt gunship turret and was still immobile. While entering the turret view of a tractor beam turret the field of view is static and does not reflect the environment. Its as if you are looking at a static JPG of a screenshot of space. You can also not zoom out to 3rd person when the tractor beam is in a turret slot. I have tried both crafted and reward tractor beams in 3 different ships in every turret slot on those ships. I have also had other crew members of the ships attempt to use these turrets and we all concur the tractor beam in a turret slot allows you to enter the turret but it will not rotate and the image of space is a static image non-reflective of the actual environment.


if it is working for some and not others we have to sperate the CANs from the CANNOTs and figure out whats breaking it.




Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

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Vampiric_Hoshi
Mon May 09, 2005 11:04 am
#55

It works in the top turret of the Y-8 but its like trying to pull a planet with a piece of string



Abandon all hope
ArdenStarmariner
Mon May 09, 2005 11:12 am
#56



Vampiric_Hoshi wrote:
Tractor beams in an ordinance slot would only give you forward-firing tractorbems which in a ship like the Y-8 is just as usless as a rear turret





It would work fine if it pulls in every small chunk in a 90 degree arch (45 degrees up, down, left and right) in front of the ship. What's needed is a wide angle tractor beam.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
Geevo
Mon May 09, 2005 11:46 am
#57






CNevyn wrote:





Salco wrote:
I'd say slap a turret on either side of the Y-8. This will give much better coverage for what the top and bottom turret can't reach. Would be nice if there was a way to get more tractor beams...make the craftable, maybe?




The only issue I have with adding more turrets is requiring additional crew. Right now the crew requirements for the Y-8 are pretty heavy. (Still don't know why there's 2 ops stations) Perhaps if there were a way to add dual mounts on the turrets.. as well as increasing their field of fire... additional tractors with/for additional crew might be very useful, but I don't want them as a requirement for basic operations. Will be enough to crew it minimally and get a couple fighters to screen...




In my opinion, it SHOULD require more crew. The ship should be for a "mining operation" ... but in return for the crew / teamwork ... the results should be impressive (significantly ... maybe 25-50% ... more than the crew could do it fighters)




Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
DialDoc
Mon May 09, 2005 11:59 am
#58


I think adding more turrets that are mining-laser / tractor beam only would be a great benefit to this ship.
Personally I would like to see them added to the sides a bit below the bridge (about where the escape pod hatches are now so they could be converted into access points for the guns) at least we should add 4 (but if we can go crazy what about 6?) more turrets like that aligned along the forward axis of the ship.

This would allow the ship to remain in a stationary position right in front of the asteroid (as many have pointed out) since this is the way I'd assume a mining vessel would work.

I do like the ideas of the improved tractor beam for the Y-8 that would allow you to haul in bigger chunks.
Currently these chunks move a tad bit too fast. This is not a problem if you mine with a star fighter but since the Y-8 will not be moving much it really needs tractor beams that work and can hold these chunks back.

Further increasing the firing hemisphere for the top and bottom gun turret would help a lot too (but keep it an 'open' turret that can take normal, mining lasers or a tractor beam) just so we can actually cover the whole visible area. These two gun turrets would be the only basic defense this ship should have, if you need more make sure to get you buddies to help you out in their ships

As for people saying that you should be able to operate this ship alone I'd like to object. I think this ship should only be operation able by a crew. It’s a POB ship after all and the only one so far you get a feel of commandeering a full crew. Also it's not meant to be a combat ship so I don't have any troubles with the pilot not seeing anything from the Pilot chair, so keep it there (he will only to have to fire the mining laser into a huge rock right in front of the ship who needs to aim for this?!). The two ops. chairs are a bit odd but don't bug me at all (compared to the real issues like not being a valid mining ship)

So I hope some of these interesting comments made in this thread will make it into live at some point in the near future


Thanks,
Jaz'ro
jsguttman
Mon May 09, 2005 1:11 pm
#59

I've made a couple of large fighter cargo holds with a capacity of1550 units.


H'vik Lightstar

Master Shipwright

New Esker, Tatooine, Flurry



H'vik Lightstar
Master Shipwright
New Esker, Tatooine
BonesDragon
Mon May 09, 2005 1:33 pm
#60

Man, a lot of good ideas on this thread.

I agree, the current turret placement and mining options are completely FUBAR. However, I actually like the position of the captain's chair. Granted, it's hard to see anything straight in front of you from there, but then again, my feeling is that the only thing you'd ever be aiming the entire ship at is the main large asteroid, to line up that drilling-laser. Even then, I'm inclined to believe that the drill may not be best used by the pilot. The pilot should be free to get up and walk to another station to do mining, once the ship is in position. So I like the idea of having the 2 current ops chairs converted to mining seats of some kind (whether that's turret control or something new). A new ops seat could be added in the console area that is behind and to the right of the captain's chair.

I think it would be best if the ship _can_ be used solo, and still be more efficient than fighters, but will be at it's best with a crew of 2 or 3, and maybe another 2 crew members for defense guns. It's hard to get a large team together for mining, so it shouldn't be forced... just merely useful.




(gnnn[[[[[[[[n]nnWX9ggggggggggggggggggggggggggg
-ZenBones
[Jedi Adept & Master Freelance Pilot / Former Master Shipwright / Kauri Server]

Vampiric_Hoshi
Tue May 10, 2005 3:33 am
#61

Well I'm very dissapointed to see that not a single Y-8 bug fix has made it into todays publish but instead they waste time with things like adding wounds to space death? I think the devs really need to get their priorities straight ... fix the bugs THEN tweak the game. Not the other way around... but then thats the whole 2-year story of SWG isnt it



Abandon all hope
pgm2b2
Tue May 10, 2005 5:51 am
#62


Such a bad design for a specialised ship, OMG.


Are you Dev people wanting some decent testers, because most of the people who play this game could do a better job of trying to implement a mining vessel than anyone you currently have.


Whoever does your testing/quality control, should be sacked.


Get this turkey (Y-8) out of the game and stop wasting our time



Farstar
Chewova, Master BH, Master Pistoleer, Alliance Ace Pilot*3
aka
Chyyk, Master Shipwright, Master AS, Master Pilot *3
ArdenStarmariner
Tue May 10, 2005 6:47 am
#63

Adding additional crew positions is impractical. It's like trying organize a Death Watch Bunker raid just to go mining. Your lucky if you find two other players with the maturity and paitence who will mine and not bail out because they are bored to fill the existing crew positions of three.

No, I still think adding a wide angle tractor beam is the simpliest and most effective solution.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
Vampiric_Hoshi
Tue May 10, 2005 6:56 am
#64

"Adding additional crew positions is impractical. It's like trying organize a Death Watch Bunker raid just to go mining. Your lucky if you find two other players with the maturity and paitence who will mine and not bail out because they are bored to fill the existing crew positions of three"


Well see there we have the "Are you just gonna get a bunch of ppl an make money for yourself" or "are you gonna be a successful mining ship with a crew" scenario.


If the Y-8 can mine effectively enough to make a profit, you can setup wages for an actual crew. The more runs you make, the larger your profit margin, the more crew you can have on the payroll.


Not to mention that the larger the crew the less likelyhood of 2 people taking a Y-8 and ruining the business of those that actually want to do it in a group.


You have POB ships to mine with 2-3 people. I say add more turrets and make the Y-8 require a good handful.



Abandon all hope
Noggral
Tue May 10, 2005 7:16 am
#65

ok, the y-8 is really bugged.



so i want to redeed it and wait for better times to use it.



BUT i cant redeed it !!


i go to the radial-meue and have the option "redeed" - and nothing happens



its really not nice to have a useless ship in a datapad where you can hold only 3 ships



till today i got no response on my ticket i wrote about it



_____________________


/frustrated


Rivaem


privateer-mPilot


infinity


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