Pilot Archive
Thread: Focus: Player-Controlled Capital Ships
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)
Some sort of gunboat (3-6 turret POB)
Heavy Cruiser Dark Eclipse type (add turrets to 8, POB ship)
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.
Message Edited by Qlint on 06-06-2005 05:04 PM
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!
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
Message Edited by CommTampers on 06-06-2005 02:38 PM
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.
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.
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.