Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

sharde64
Mon Jun 06, 2005 12:26 pm
#66

sorry for being abit brief but HELL YES



SWG in a nutshell
SWG is like a big hill, you spend ages going up it and then find you cannot even go over the top

IGN Sharde (Commando, CH) Edrahs (Ranger,Docter)

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
XStarbracer
Mon Jun 06, 2005 1:08 pm
#67

LoL some of these ideas are great but others are dumb like having only 3 or 4 flying around. Umm This is STAR WARS, freaking capital ships are a big part star wars, i dont think in any star wars movie they've ever shown less then a fleet of capital ships.


I liked the idea of a guild owning it and having a guild starship terminal and admins can launch it. Yes it should be fairly hard to get, requring the cooperation of the entire guild but it shouldnt be only 4 or 5 people per server can have a cap ship, everyone pays their 15$ a month and has a right to it. Building on that the Guild Leader could designate Commanders who can take the ship up with some people if the guild leader isnt around and the commander could then designate people to take positions


/makeCheifGunner, /MakeOps /MakeEnginer etc (basically apermissions system)



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- I support NO DECAY.It should be run like EQ . No 20k price cap on the bazar and everyone can craft. Its has worked for 7 years on everquest and there is no decay plenty of money and no crazy prices.

Decay is only good for crafteres and bad for everyone else.
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Kilarny
Mon Jun 06, 2005 1:21 pm
#68

Fly as crew only on set missions (turret runs, possibly fly your starfighter FROM the ship itself): Capital Ships of the largest sizes: Mon Cal cruiser, Imperial Star Destroyer, Dreadnaught Heavy Cruiser for Neutral.


Borrow: Larger ships. Light Mon Cal cruiser, Victory-class Star Destroyer, Nebulon-B frigate. I get a distinct impression that some of the ships seen in the earlier Lucasarts Star Wars flight sims are forbidden for some reason...otherwise I'd say Escort Carrier for Neutrals.


Players Can Own / Suggest Crafted:
Rebel:
Rebel Gunboat (3-6 turret, POB ship with limited interior)
Corvette (8-turret model, POB ship)


Neutral:
Some sort of gunboat (3-6 turret POB)
Heavy Cruiser Dark Eclipse type (add turrets to 8, POB ship)


Imperial:

Imperial Gunboat (6 turret, POB)

Lancer frigate or ATR Assault Transport (either would have to be altered, trying for 8-turret POB ship)


Gunboats should cost 400k-600k resource units.

Larger ships should get built in several modules, and probably take a total of 2-4 million resource units. Further, they should require a crew complement onboard, which costs 90k-180k faction points to complete (one or several 'crew' deeds obtainable from a faction recruiter, and added to a deed and/or Datapad entry like a powerup or clothing attachment.)


It would be neat to see some fleet actions get simulated, maybe on a 2-4 hour rotation perhaps. Significant time and number advantages on a particular side (not just one person running around throwing switches) should shift the overall GCW balance slightly.


I suggest an area that can only by hypered to by captial ships and gunboats. The only way to get starfighters in would be to borrow a ship (24 fighters, land on it in space and can walk around until launch again) or dock with a player-owned ship (8 fighters, same thing; POB until launch again.) Note that pilot permission would be required to land, and cross-faction landing would have to be prohibited (sorry, I don't have a docking clamp that fits your ship!) or some mechanism created to prevent accidentally letting that enemy Jedi land :-P.

This area could also contain the player-accessible largest capital ships, a fast shuttle from faction bases (straight load to the ship / area) could provide access without launching to space. Also, faction personnel would be able to land their ships there, and Manage them for repairs & reloads.

Don't leave the Neutrals out! Ideally, there should be 4 total factions in such a new space sector: the three player factions and some fourth menace, something for the Neutrals to oppose and to provide generic cannon fodder for the zone.


Lastly, player-owned capital ships would be awesome. Make it an expansion. Make your expansion price point $19.99 (or less :-P).


That's my $24.99 on this topic.
Qlint
Mon Jun 06, 2005 1:46 pm
#69

Okay couldn't wait to through in my 2 cents, but I was thinking, Maybe make ship officer an elite profession over master pilot. After all, when Obi-wan asked Anakin (clearly a master pilot) "Can you even fly this thing?" his answer was not an overwhelmingly affirmative one.



Qlint Iistwud (Pronounced Klint East would)
Master Artisan, Master Droid Engineer, Master Pilot
Hard Corps
Qlint
Mon Jun 06, 2005 1:54 pm
#70


Okay started reading, and came up with an idea that is a little strange at first,


To limit there number, tie them to a guild hall.


So to get a player owned ship, members of a guild would have to go to their guild management terminal and invest Prestige and faction points, which would generate a ship in orbit, the player on the guild halls access list would be able to /dock and board it.


So long as it survives the guild can use it as there own, once it is destroyed the guild can generate a new one,


I also agree with the idea of ship wirght upgrades, and high cost of repairs, but most systems should also be repairable from with in the ship.


P.S. just to clarify, I think the ship should stay in space once it is generated, no way to land it, only PVP overt while there is crew on board, but always vulnerable to NPCs, so leave the ship parked in a bad spot, and those tier three black suns will eventually destroy it. I think this take on it has the cool factor of, a ship yard area, a relatively safe place to the guilds, ship, but any pilot on that faction side, would feel obligated to protect all the ships lying dormant in that area. Also, imagine the frustration of the guild that got there ship disabled, but not yet destroyed, it would be a floating hulk until they scrounged up the repair kits and cash to get it to a station, even then it would take a healthy fighter escort, as I feel any ship with crew should be automatically overt.


Message Edited by Qlint on 06-06-2005 05:04 PM



Qlint Iistwud (Pronounced Klint East would)
Master Artisan, Master Droid Engineer, Master Pilot
Hard Corps
KinjiruSpleen
Mon Jun 06, 2005 2:25 pm
#71



JoceSearar wrote:
I know, I have ignored neutrals here, but i really dont see how they fit in. Perhaps a neutral pilot can chime in?
I also apologize for the incontinuity of this post. Ideas just kept flowing.





Heh, I'm an Imp, and I have ideas for neutrals:

Neutrals get to actually become Privateers, instead of just flying different ships.

Privateer cap ships can be used for:

1. Transport of resources
2. Smuggling contraband
3. Pirating... Arrrrrrrgh!
4. Mercenary force to be hired by Rebs/Imps or possibly guilds. (Hmmmm, I like that one)
5. Pirating...
6. Oh, did I mention Pirating?

Arrrrgh me Bucko!





Kinjiru Spleen
Double Echo Brigade - Bloodfin

Imperial Officer - ...Has Mastered the Imperial Pilot Profession
CINC - Vanguard Squadron - Double Echo Brigade (DxE)
Silent_Hero
Mon Jun 06, 2005 2:26 pm
#72

Their needs to be a limit, capital ships are plentiful in Star Wars, but their not THAT plentiful, Capital Ships aren't even really that offensive they are mainly used as a mobile launcher for fighter ships. think air craft carriers. Did the rebels send their capital ships against the Death Star? No they engaged the enemy fleet with their own fighters. I don't want to see every l33t player running around with imperial star destroyer. Also if they make the capital ships fit in your data pad, I will quit this game. They need to be permanent installations in space like a PA hall, or a base, or a house.



Dareth El'dor - Master Rifleman,4004 Doc,4404 CM

CommTampers
Mon Jun 06, 2005 2:31 pm
#73






Qlint wrote:


Okay started reading, and came up with an idea that is a little strange at first,


To limit there number, tie them to a guild hall.


So to get a player owned ship, members of a guild would have to go to their guild management terminal and invest Prestige and faction points, which would generate a ship in orbit, the player on the guild halls access list would be able to /dock and board it.


So long as it survives the guild can use it as there own, once it is destroyed the guild can generate a new one,


I also agree with the idea of ship wirght upgrades, and high cost of repairs, but most systems should also be repairable from with in the ship.


P.S. just to clarify, I think the ship should stay in space once it is generated, no way to land it, only PVP overt while there is crew on board, but always vulnerable to NPCs, so leave the ship parked in a bad spot, and those tier three black suns will eventually destroy it. I think this take on it has the cool factor of, a ship yard area, a relatively safe place to the guilds, ship, but any pilot on that faction side, would feel obligated to protect all the ships lying dormant in that area. Also, imagine the frustration of the guild that got there ship disabled, but not yet destroyed, it would be a floating hulk until they scrounged up the repair kits and cash to get it to a station, even then it would take a healthy fighter escort, as I feel any ship with crew should be automatically overt.



Message Edited by Qlint on 06-06-2005 05:04 PM





OK, let's add capital ships, but make them too hard and tedious for anyone to get or want them. Back to square one......no cap ships in sight. Limit the limiting of this rich content. We pay our subsription; we should get access to caps.

Message Edited by CommTampers on 06-06-2005 02:38 PM




Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
Loki_Ashaman
Mon Jun 06, 2005 2:33 pm
#74

Another idea hit me, actually I'm just bringing up a really, reallyold POB idea: Repair droid modules for astromech droids.


1. Starship Repair Module: an astromech droid with this module can run around a POB ship repairing damaged components. Mayberequire it so they have to be loaded with repair kits or the module itself requires a repair kit during the crafting stage.


2. Starship Fire Extinquisher: an astromech droid built with this module can put out the nastiest of flames generated onboard a ship. A droid with this module suppresses / prevents the fire DOT of a broken plasma conduit for the room they are in.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Qlint
Mon Jun 06, 2005 2:41 pm
#75






CommTampers wrote:




OK, let's add capital ships, but make them too hard and tedious for anyone to get or want them. Back to square one......no cap ships in sight.






First this is how I would love to seem them, second of all, what is tedious about runing to you guild terminal and dropping some faction or prestige, or maybe even cash? One per guild would put them out there, at least asEye candy, and well keep the skys from filling with them, making them overt would prevent the casual jaunt,


Allthough another thought occurs to me, there are true neutral freelance pilots, so perhaps there should be faction ships that are perma overt while crewed, and Neutral ships which are not, but such ships should be far more expensive.



Qlint Iistwud (Pronounced Klint East would)
Master Artisan, Master Droid Engineer, Master Pilot
Hard Corps
Qlint
Mon Jun 06, 2005 2:49 pm
#76

And a guildy gave me another idea, this might lead to griefing, but I think it would be so hard it would be worth the risk.


Make them captureable, let's say guild XYZ lost there capital ship in an attack by guild ABC, but ther is ABC's ship over there and it is overt, so they disable it and board it, just as you would for any onther capture the ship mission, instead of slicing it to self destruct, the guild leader of XYZ has his guys do a different set of slices, and he hit the "Take command" button and poof ABC guild's ship becomes XYZ guild's ship, and becomes allied with which ever faction (maybe even neutral) the guild leader directs at the time of capture.


Only a guild leader should be able to take it, and just like bases there should be a series of slices involved



Qlint Iistwud (Pronounced Klint East would)
Master Artisan, Master Droid Engineer, Master Pilot
Hard Corps
JoceSearar
Mon Jun 06, 2005 2:59 pm
#77


The problem to making these things "1 per guild" as many have suggested, is that every guild that wants them will be subdividing into like 10 smaller guilds using extra guildhalls. That, and a guild of 100 should be able to have more firepower thana guild of 10. Hence my proposal of 1 medium sized cap ship being tied to 5 players datapads, and 5 players having to use biolinked MP ship disks.



Also I dont think that ground PvP should be forced upon those who want a MP ship (boarding parties should not be able to take any ship they want, otherwise the l33t PvP guilds will just rule space). Boarding parties should happen, but be somehow restricted.




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Joce Searer
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NebHuskerFan
Mon Jun 06, 2005 3:06 pm
#78


This is a great thing to look forward too, but it needs to be done right with limitations. We don't need everyone running around with a vette!


I requirments something like master pilot, major amount of prestige points, and mayor or guild leader status maybe master politician. It should be something like a guild flagship that the guild leader could own and the guild could hop on to go do some missions. The turrets and controls all need to be manned by players thus if you don't have enough people you will have a weakness. You should be able to upgrade the equipment but the equipment needs to be hard to make. Resources and such should be rare. It should be able to be painted guild colors if it is going to be the guild flagship! I'll come up with more after I have a while to think on it, but this is a start of what I would like to see.




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| Cymrych Blade | | Kynerious Blade |
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Leader of Nocturnus Reconnaissance Corps
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Galactic Chronicles
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