Pilot Archive
Thread: Focus: Space and the GCW
Message Edited by Bacajow on 07-06-2005 05:22 PM
Well, here's an idea how to make minimal changes to the game with maximal boost to the both groud and space GCW...
1. Have one "switching" PvP stantion per a planet's sector. That's capturing an Imperial Station (by whatever means applicable) would replace it with a Rebel Station and vise versa.
Lom wrote:
One serious problem with bringing the GCW intot he normal space zones is the cost. In DS ships dont degrade when you get trashed. I imagine theres a lot of peeps will be reluctant to bring their reward ships and components out into PvP [ where , lets face it , you ARE going to get trashed regulaly]. And even if you stick to replaceabe stuff, the cost is goin to hurt.
Hmm... a valid point...
Then probably the onlysolution could be making a small (in order to reduce lags) PvP sector for each planet accessible by Master Pilots only. Such sector might be some kind of "a customhouse" for its planet and set on the planet's hyperspace route. It might even have a factional Interdictor class ship instead of a Space Station. The Interdictor's faction would define who controls the planet's sector.
The Interdictor can be made attackable at any time or at random vulnerability windows.
Master Pilots of the opposite faction could get access into a planet's PvP sector by signing for "an attack mission" from their faction's coordinators.
Master Pilots of the friendly faction could get access by signing for "a defence mission". Since it's unknown when enemies would attack there could be "a notification feature" - that's the Interdictor would send ingame mails to the signed defenders when the ship's attacked or when its countdown started.
I have not read any of the other sugestions.
- Score card - it would be nice to know how many times you killed an opposing faction player and how many times you have been downed.
- Bases thatcan havemanned or un-maned defenses. I like the ground bases and I think the same concept would work in space.
Those 2 things would be a great start.
Message Edited by EfreaK on 07-12-2005 09:40 AM
idolatry wrote:
TobiWan84 wrote:
I think that Jedi should have bonuses to their attributes while in the Jedi Starfigher, not sure if the ground bonuses count toward this so hear me out before bashing me if they do. The Jedi Starfigher is made for a Jedi so why not give Jedi bonuses like +10 yaw rate or something like that. It would only make sense to me considering that Jedi have quicker reflexes anyway, right? Maybe even give Jedi a +5 ship speed, something like that. My point is the Jedi Starfighter was designed for Jedi yet anyone can get one in JTL so in order to get the Jedi excited about having a ship designed for them give them bonus attributes to give them a reason to pilot it. If I was a Jedi I would fly the starfighter but only if I had a reason to. Jedi dont need to be indestructable in them but they need to be slightly better than a person flying a Jedi Starfighter with the same components, even if it is twitch based. It is definitely time though to get people in space and active up there.
No.
Please search the forum archives for jedi and space. You'll see that we've done this to death. There's no way any character-based skills should affect anything to do with space combat.
JTL is all about player skill and ship loadout, and that's how it should stay.
The Dev team has mentioned on a number of occasions that the ground game (especailly jedi skills) and the space game are, and should always be, separate.
Well firstly the Shipwright skills have quite a large effect on ship combat, through loadout.
Secondly its about your system and connection, Loadout , and player skill.
But I agree character skills, especially Jedi skills , shoulden't have any direct effect on your flying performance.
Lom wrote:
well firstly the Shipwright skills have quite a large effect on ship combat, through loadout.
Secondly its about your system and connection, Loadout , and player skill.
But I agree character skills, especially Jedi skills , shoulden't have any direct effect on your flying performance.
This is asomewhat quick, simple run-down of my ideal system. It uses various systems and art already in-game, so while there is still a lot of work to implement it, it would not be too bad for the Devs:
New ship: A-1 (not actual name, just for simplicity sake).A military transport ship. No ordnance or turrets, but it does have 2-3 Countermeasure slots. Very slow moving. It's a POB ship, but the inside is simple: a cockpit up front with a ladder leading down into a large, metallic room with benches along the sides. The combatants can prepare for battle while in here, getting their blasters ready, putting on armor, etc. This transport is special because it is the only ship that can drop people of the opposite faction off at this base, as well as pick them up. However, any ship can dock at the station if they are of the same faction as the station.
Each sector has 1-2 space stations that are for the GCW. The longer a faction owns this station, the more defenses it spawns: more turrets, more NPC's. In addition the actual station itself becomes larger and larger, to the point where it is massive, almost like a capitol ship.
In order to take it over you must take down the defenses and get inside it. The new ship, A-1, must get to the docking pay and then unload all the combatants (for the record, these are actual players, they're the boarding party). These people must go inside, fight their way through the base. The art and such is all already there from the Cap Ship video we saw and the inside of a space station is already created, as we go in one during the tutorial, it just needs to be revamped to be given more cool, large, rooms with specific uses. There is a terminal at the very bottom of this station. The boarding party needs to work their way down to it, all the while facing traps and turrets and such. Once they flip the switch, they need to secure it for 30 minutes. If succesful, the base switches factions, and therefore the Sector switches factions.
A planet on the ground can only be controlled by the faction if that faction owns the space sector related to it. IE. the Rebels cannot take over (place bases) Talus or Corellia if the Imperials control the Corellian Sector. If the Rebels already own Talus or Corellia and the Corellian Sector switches from Rebel to Imperial, they can place no further bases on it.
Deep Space: as I mentioned before, the stations grow over time, so that the largest ones take a full out fleet, including Cap Ships, to take down. Change the Freedom Station to a Nebulon B Frigate. This is roleplayed as both the ISD and Frigate being transports, giving resources to the various Imperial or Rebel stations to help them grow. Every time the Star Destroyer is destroyed, it slows down the growth of the Imperial stations, and same goes for the Frigate and Rebel stations. Not sure how to do this technical-wise, but there are plenty of options (ie. theres a check every 6 hours and if the Star Destroyer is up, every Imperial Station gets a "checkmark" towards their next upgrade, and the more significant the upgrade is the more checkmarks are needed: at the beginning it may only take 4 checkmarks (1 day) to upgrade, while near the end it may take 28 (1 week). This would mean Deep Space is not actually controllable, however it would be a hotbed of meaningful PvP actvitiy.
Note this doesn't have much that actually promotes space battles, but that stuff is all in the details. My goal here is a system the encorporates the ground and space games in the Galactic Civil War, something that is essential for it to truly be fun, in my opinion (and this is coming from someone who spends 90-95% of my time in space). You could even have it so there is a static NPC base on the ground that projects a shield onto the space station, ie. the static base on Tatooine projects a shield around the Tatooine Sector station, and it needs to be disabled before the boarding party can go in (though it doesn't have to be disabled for the pilots to begin taking out all the turrets and defenses), ala Return of the Jedi.
You can also have certain things that the pilots outside can do to help the boarding party while they are working their way through, such as the boarding party uses certain terminals in the station and it makes certain components hittable, which the pilots outside must destroy in order for the boarding party to move on. Another example would be the pilots blowing the Reactor for the station, which cuts out all the lights inside the station (and the same alarms from the POB ships go off inside the station), as well as disabling turrets, since they have no more power (note there's a strong NPC and hopefully PC presence inside the station though, so they have a lot of resistance still).
Message Edited by Feynan on 07-13-2005 10:59 AM
TomoRainer wrote:
That's right. It's Galactic Civil War time, baby.
Many of us love space, but feel that, once you hit master and have fooled around with your new ships, ground out some loot and cash, and PVPed a bit--and these days, strapped on a mining laser and blasted some asteroids--it starts to feel a little lacking. Personally, I love space PVP, and the organizers of our battles do a great job in adding some meaning to them, but I know it would be a completely new experience to have in-game mechanics that both affect and are affected by the state of the GCW in space--a system that would add a neverending endgame to JTL.
This thread's meant for us to be able to discuss that system, what we'd like to see in it and what we'd like it to do.
Any thoughts, ideas, and suggestions are welcome, no matter how ambitious or far-flung they may be. Remember, though, that much like the ground, many pilots wouldn't want to participate in the GCW, and that playstyle needs to be respected; ideas that force people into PVP, for instance, probably won't fit with the spirit of the game. Likewise, wild and intricate suggestions may be a lot of fun to discuss, but they're less likely to see the light of day. By no means let that stop you from making them--this thread's wide open--but their complexity and difficulty to implement will be a factor in the kinds of suggestions I'd like to eventually take to the devs.
In terms of dev communication, most of it is still focused on eliminating the RotW bugs, particularly those that are preventing people from getting or deeding ships, as well as seeing about a balance pass. However, I'd hope these issues will be taken care of in the near future, and I'd like to see about building a constructive discussion here so that, when the time comes, we'll have some ideas to throw their way to improve the content of space as well as the mechanics.
FM_Warblood wrote:
Oh and how about real instruments in the cockpit?
Or how about G-loc? Tell me it wouldnt be cool to pull 9 G's,black out and end up like a bug on a windshield when you hit that big space rock?
Message Edited by FM_Warblood on 05-27-200512:35 AM
Message Edited by FM_Warblood on 05-27-2005 12:35 AM
Space has ZERO gravity, so you cannot pull g's so no need for any compensators of any sort.
Tharsgaard wrote:
FM_Warblood wrote:
Oh and how about real instruments in the cockpit?
Or how about G-loc? Tell me it wouldnt be cool to pull 9 G's,black out and end up like a bug on a windshield when you hit that big space rock?
Message Edited by FM_Warblood on 05-27-200512:35 AM
Message Edited by FM_Warblood on 05-27-2005 12:35 AM
Space has ZERO gravity, so you cannot pull g's so no need for any compensators of any sort.
Um, ever heard of Inertia? That's what causes "G forces". The acceleration caused by gravity is 1 G. When you take off or turn fast in your car, feel that pull to the back or to the side. That's not gravity causing that. It's inertia. Accelerate or turn in space, you feel the same thing. Turn too fast and all the blood in your body rushes into orout of the place where it''s supposed to be causing "grey-out or black-out". Currently the limiting factor in Combat Aircraft today is not the technology but the pilot. The planes can already turn a lot faster than the pilot can withstand.
Tharsgaard wrote:
FM_Warblood wrote:
Oh and how about real instruments in the cockpit?
Or how about G-loc? Tell me it wouldnt be cool to pull 9 G's,black out and end up like a bug on a windshield when you hit that big space rock?
Message Edited by FM_Warblood on 05-27-200512:35 AM
Message Edited by FM_Warblood on 05-27-2005 12:35 AM
Space has ZERO gravity, so you cannot pull g's so no need for any compensators of any sort.
This is incorrect. All of space is subject to the laws of inertia, which is unrelated to the effects or gravitational attraction. A change in inertia is an acceleration. A 'g' is a measurment of acceleration about equal to 9.8m/s^2. This also happens to be the accleration due to gravitational forces close to the surface of the earth.
In the Star Wars universe, however, all ships are equiped with either accleration couches or inertial dampers. These keep the occupants of the ships from feeling acceleration forces which could black them out during a turn in a starfighter, cause difficulty in remaining standing while a Capitol ship manuevered, and prevents them from becoming pate when a ship accelerates to hyperspace.