Pilot Archive
Thread: Focus Thread: POB Ships (YT, Deci, Nova)
pgm2b2
Mon Feb 21, 2005 8:00 pm
#79
I would like to se the the sheilds and armour considerably beefed up on MP ships.
Not too fussed about the the damage they can dish out really.
In space reloads for missiles definetly.
One fixed forward firing gun for the Pilot, like the Millenium Falcon has
SanRa_Ledav
Tue Feb 22, 2005 8:10 am
#80
Monso,
Per your response in my Thread on "ways to enhance/fix JTL"
Here are the MP Ship specific items:
(Borders on a SW Issue) - Multipassenger Equipment issues. - #1.)
One idea floating around is to introduce level 11 and 12 ship parts
that would have mass in the hundreds of thousands, if not close to a
million mass, thus effectively making the parts multi passenger ship
only.
This would help MP ships last longer in a fight, and if implemented
correctly possibly would not unbalance the game. I'd love to discuss
this in greater detail.
(Borders on a SW issue) - MP Ship Issue #2.) The ship permissions
terminal is missing several options, one of which should be a limited
version of the "status" option in player housing, as at times it can
be difficult to keep track of how much storage space is in use.
If the option of parking a ship as a semi-permanent residence
ever comes into play, an entry/ban/public/private option list would
need to be added.
MP Ship #3.) Master Pilots should be able to use the pilot/operations station
of ANY ship. Continue to restrict the ability to own ships,
but if we can't have POB auto-pilot, at least let any master pilot take the helm.
I think this will greatly increase the ease of forming POB groups.
Landing - I am very well aware that the JTL Player base wants to land
anywhere they want, as seen in several movies. I'm not sure if this
is possible or not. One idea that has floated around, that I am in
favor of, is to have an Architect crafted "landing" pad structure.
Given the approximate footprint of a large house, a 1-2 lot cost and
maint fees slightly higher than a medium house, players could
experience an entirely new level of immersion.
(think along the lines of the lucky despot (starship casino),
or smugglers being able to actually drop shipments off outside
of town to keep a low profile)
PVP - right now, even with the no decay in Deep Space, on my server
(Bria) I can go Hours without seeing an enemy in Deep Space. Many
players are asking for PVP to be more exciting, and worthwhile.
Granted, the CURB and GCW re-vamp will help address this on the
ground, however the issue of a lack of enthusiasm towards PVP in space
is disheartening. I would propose a similar mechanism to the new
"base" system slated for the GCW revamp.
Lets push for a new PVP zone, that can be entered by any pilot,
regardless of level. similar in scope to deep space, however this zone
would determine how much of an imperial or rebel presence there is in
space.
The model for it is in game, Can we get the Lambda Shuttle please?
Sit me down with the modeling tools if you need to,
along with the SW technical books and I can get the interior worked out. :-)
Per your response in my Thread on "ways to enhance/fix JTL"
Here are the MP Ship specific items:
(Borders on a SW Issue) - Multipassenger Equipment issues. - #1.)
One idea floating around is to introduce level 11 and 12 ship parts
that would have mass in the hundreds of thousands, if not close to a
million mass, thus effectively making the parts multi passenger ship
only.
This would help MP ships last longer in a fight, and if implemented
correctly possibly would not unbalance the game. I'd love to discuss
this in greater detail.
(Borders on a SW issue) - MP Ship Issue #2.) The ship permissions
terminal is missing several options, one of which should be a limited
version of the "status" option in player housing, as at times it can
be difficult to keep track of how much storage space is in use.
If the option of parking a ship as a semi-permanent residence
ever comes into play, an entry/ban/public/private option list would
need to be added.
MP Ship #3.) Master Pilots should be able to use the pilot/operations station
of ANY ship. Continue to restrict the ability to own ships,
but if we can't have POB auto-pilot, at least let any master pilot take the helm.
I think this will greatly increase the ease of forming POB groups.
Landing - I am very well aware that the JTL Player base wants to land
anywhere they want, as seen in several movies. I'm not sure if this
is possible or not. One idea that has floated around, that I am in
favor of, is to have an Architect crafted "landing" pad structure.
Given the approximate footprint of a large house, a 1-2 lot cost and
maint fees slightly higher than a medium house, players could
experience an entirely new level of immersion.
(think along the lines of the lucky despot (starship casino),
or smugglers being able to actually drop shipments off outside
of town to keep a low profile)
PVP - right now, even with the no decay in Deep Space, on my server
(Bria) I can go Hours without seeing an enemy in Deep Space. Many
players are asking for PVP to be more exciting, and worthwhile.
Granted, the CURB and GCW re-vamp will help address this on the
ground, however the issue of a lack of enthusiasm towards PVP in space
is disheartening. I would propose a similar mechanism to the new
"base" system slated for the GCW revamp.
Lets push for a new PVP zone, that can be entered by any pilot,
regardless of level. similar in scope to deep space, however this zone
would determine how much of an imperial or rebel presence there is in
space.
The model for it is in game, Can we get the Lambda Shuttle please?
Sit me down with the modeling tools if you need to,
along with the SW technical books and I can get the interior worked out. :-)
SanRa_Ledav
Tue Feb 22, 2005 8:34 am
#81
Continuation:
Droids!
This would be a wonderful addition to help bolster sagging DE Sales:
Repair and Fire Extinguisher droids.
Give DE's the ability to make fire extiguisher modules
(re-use the entertainer "bubble" module)
Also, allow the repair module on droids to also fix POB ship damage
These items may also help increase POB ship survivability.
(the crew/droids should at least have some chance to try and patch up the ship in battle)
Droids!
This would be a wonderful addition to help bolster sagging DE Sales:
Repair and Fire Extinguisher droids.
Give DE's the ability to make fire extiguisher modules
(re-use the entertainer "bubble" module)
Also, allow the repair module on droids to also fix POB ship damage
These items may also help increase POB ship survivability.
(the crew/droids should at least have some chance to try and patch up the ship in battle)
RTPrimus
Tue Feb 22, 2005 10:41 am
#82
well, I would like to see on the Nova and Dec, 1 or two more weapons hard points added. Come on now, these are WARSHIPS! Give them the firepower that means. just one or two player maned guns would do it!
shfire
Tue Feb 22, 2005 10:48 am
#83
I agree whole heartedly with this. Everyone should be able to pilot every ship. They just should be limted on ownership by faction. Then acess to the pilot/ co-pilot chair should be only granted through the admin list.
Zeon_Zaku wrote:
SanRa_Ledav wrote:
MonsofoLexius ,
Pilots/Co-Pilots need to be able to use ANY MP ship station regardless of faction.
Pilots will still be restricted from owning cross factional ships,
but any master pilot should have the basic knowledge to fly about any ship.
I don't agree. They should be able to co-pilot, gun, ect. yes, but they shouldn't be able to pilot the ship. Only the owner of the ship (and those who are on the admin list of the ship or something like that) should be able to pilot it.
Letting any old ace pilot would cause griefing. I remember having a party on my SoroSuub, and anyone would be able to come up and pilot the ship. I'd be down in the main deck, the ship parked in a great location for a nice view, and I'd be partying along with everyone else when suddenly the ship starts moving. I run up to the cockpit to find someone piloting my ship. It's a pain in the ass.
There should atleast be an "allow" list for this.
Message Edited by Zeon_Zaku on 02-21-2005 03:35 PM
Zeon_Zaku
Tue Feb 22, 2005 10:53 am
#84
Ah, one other suggestion to make MP ships better. Make them bigger.
Heck, an X-Wing is as big as a Nova Cruiser. The scale is really, really off. Shouldn't be that hard to increase their size.
Qlint
Wed Feb 23, 2005 4:33 am
#85
MonsofoLexius wrote:
I have always thought we should be able to double up on most of the components, so it would look like this on a ship terminal
- Reactor 1
- Reactor 2
- Engine
- Booster
- Shield1
- Shield 2
- Armor f 1
- Armor f 2
- Armor r 1
- Armor r 2
- Weapon U 1
- Weapon U 2
- Capacitor U
- WeaponL 1
- WeaponL 2
- Capacitor L
Always thought that would be a simple way to beef them up using exsisting components, not add anything that would be unbalancing to be squeezed into an Oppressor or B-Wing or Krayt.
Message Edited by MonsofoLexius on 02-17-2005 12:45 PM
My two cents:
Okay, Love this, allthough I would suggest a second engine slot, let's don't forget the Millienium Falcon was the fastest hunk of junk in the galaxy. Coupled with someextra large craftable components, this could make these ships really worthwile.
I would also like to see some way to load the missiles while in flight, and either, a limited arch of fire forward facing turret for the ops chair, or the ability to pilot the ship from the ops chair if the pilot's seat is vacant.
As a DE, I would like to see ship repair modules as some one else suggested, and although some one said it would reduce the ships crew, so long as the droids continue to store when you man a station, like now, I see no problem, you would still need an engineer out there to control the droid.
Some one also suggested a crew should be able to repair the ships armor. I would point out, that for the armor to be effective it should really be on the outside of the ship, and the crew is normally inside the ship, as it can be a tad chilly outside a starship. But, as we saw in episode one, droids can be persuaded to brave the elements and venture outside the skin of a ship.
Perhaps instead of a droid using kits, they shouldfunction more like the structure maintenance modules, you assign the droid a ship system to repair, and the droid vanishes for a period of time to make the repair (based on the effectiveness of the droid, and the extent of damage)
Now, the last thing I want to comment on, Docking with a multiplayer ship. I am all in favor of this if the Devs can figure it out. One ship at a time, and the players from the docked ship spawn on the multiplayer ship to interact with the crew, maybe get wounds healed, but most importantly, the terminal that they use to leave the multiplayer ship and return to space, should allow ship management like a starport ship terminal. So a squadron of fighters with a YT-1300 along could use it to make repairs, and reload, even change out gunners in the two man fighters. This ability to support other ships could add a whole new dimension to the mulitplayer ships.
Okay I was going to throw in two cents, but I think I may be running closer to two bits, so I will shut up now.
Edited spelling
Message Edited by Qlint on 02-23-2005 06:38 AM
MonsofoLexius
Wed Feb 23, 2005 12:28 pm
#86
Just adding a link formy own reference
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=46081
Duy
Wed Feb 23, 2005 1:17 pm
#87
1. Mark VI parts, with high mass to avoid using them on single player ships, is a great start. Of course this needs to be done in a way that keeps pve
interesting. These ships should 2 or 3 shot any non-multiplayer ship. Hard enough to hit them as it is.
2. It takes alot of effort to crew these ships, so why not keep them in space longer?
Change the way these ships are "destroyed".
Instead of destroying the ship (8 shots), set the ships to self destruct after the crew has been eliminated or after being incapacitated a few
times.
Plasma fires already kill crew members, and these ships are useless withouta crew. Put a plasma conduit next to the gunners.
Repairby the crew is already unique to this class of ships.
Using these thoughts:
1.Set an incapacitaion time that allows the crew to repair and recharge for another run at the enemy (maybe incapacitaion quick
charge for large shields.)
2.During the incapacitation time the ship is neutral to all surrounding ships and vice versa.
3.Make everything repairable (armor, weapons,shields, . . . )
4. Remove the chassis hitpoints from being damaged by attacks. (will still decay by destruction)
5. Time from being "beat" to being able to fight again is reduced, reward the effort to crew the ship.
6. Wounds and damage taken during incapacition of the ship dont' have time to be healed b/c of the deadline of the incapacitation
timer.
3. Problem:
The crew gets the ship running again, onlyto be knocked out immediatly by the waiting fighter: who is sitting still.
?enable hyperspace while engine in incapacitated.
?fast mark vi engine with low turning (150sp, 40 pyr) to run away and make repairs.
The ship doesn't kill of crew because of dr buffs and heals.
?Make an incapacitated ship a very hostile environment. (Now we have to get buffed to run around in space?)
- If alone and unbuffed or with an unbuffed crew,the escapepod would send everyone to the cloner, sameas now.(que ship explosion)
4. Benefits:
Reward the crew for manning the ship with more time fighting in space.
Increase the activity on the ship by giving time to run around making repairs while incapacitated.
Fewer crew members needed since repairs can be done while incapacitated.
Enable mp ships to possibly beat 1 or 2 players, but bring an escort for more.
Shikkari
Fri Feb 25, 2005 3:06 pm
#88
Add a base front and back armor stat to all ship chassis' in additon to the mass and HP stats. I think the higher lvl a ship is, the harder it should be to destroy.
lund0529
Sat Feb 26, 2005 1:54 am
#89
I would like to see the ability for a POB ship to be worth more than the sum of it's parts. By taking a POB ship into combat, you're using up a master pilot, plus several other players that could have their own ships and be much more combat effective.
I'd like to see
--Droid Commands (same or new for POB only) usable from pilot chair.
--Pilot Specials (same or new for POB only) usable from pilot chair.
--Co-Pilot able to use the pilot's specials or droid commands in addition to their own.
--Fixed-Fire Turrets (turrets can fire straight forward or backward at pilots discretion.)
--Double weapon slots. My Millenium Falcon toy had 4 barrels on the turret on top. If each gunner had a pair of weapons chained together, they would hit much harder.
--Pilot able to trigger particle weapons from the pilots chair.
--A capacitor for each weapon or turret/weapon group
--Shields for each side of the ship (F&R or top & bottom)
--New parts classes for POB ships (An A-Wing uses the same engine as a YT-1300???), especially shields, armor, engines, boosters, and reactors. This would allow capitol ships to have tractor beams, warp interdictors, and cloaking devices. (future development)
Basically, I think a POB ship should be fundamentally different from single fighters. Should the day come when players control capitol ships, or space stations, they would continue on the same trend and have their own class of operation. Fighter-grade gear could be put into larger class ships, but not the other way around. A POB engine would make a POB ship handle much better than trying to put a fighter engine into it.
Especially with a chassis that handles so poorly, you're taking all the skills of the master pilot away from them.
I'd like to see
--Droid Commands (same or new for POB only) usable from pilot chair.
--Pilot Specials (same or new for POB only) usable from pilot chair.
--Co-Pilot able to use the pilot's specials or droid commands in addition to their own.
--Fixed-Fire Turrets (turrets can fire straight forward or backward at pilots discretion.)
--Double weapon slots. My Millenium Falcon toy had 4 barrels on the turret on top. If each gunner had a pair of weapons chained together, they would hit much harder.
--Pilot able to trigger particle weapons from the pilots chair.
--A capacitor for each weapon or turret/weapon group
--Shields for each side of the ship (F&R or top & bottom)
--New parts classes for POB ships (An A-Wing uses the same engine as a YT-1300???), especially shields, armor, engines, boosters, and reactors. This would allow capitol ships to have tractor beams, warp interdictors, and cloaking devices. (future development)
Basically, I think a POB ship should be fundamentally different from single fighters. Should the day come when players control capitol ships, or space stations, they would continue on the same trend and have their own class of operation. Fighter-grade gear could be put into larger class ships, but not the other way around. A POB engine would make a POB ship handle much better than trying to put a fighter engine into it.
Especially with a chassis that handles so poorly, you're taking all the skills of the master pilot away from them.
ArdenStarmariner
Sun Feb 27, 2005 4:56 am
#90
We had a few passengers on a YT-1300 last night. It would have been nice if they could have gotten a radial option off the 3rd and 4th chairs in the cockpit that would give them a HUD and let them scroll their view outside the ship. Not actually do anything, just be able to use it as an observer.
Swagga
Sun Feb 27, 2005 8:52 am
#91
Some really good ideas here, which we've been sitting on for some time 
I'd like to see confirmation of droid commands from the co-pilot seat. When my Ops controller fires the program, there's no notification of its activation (such as it is with single-player ships). Of course, the pilot gets the confirmation, but having to relay messages back and forth in the thick of a fight does put a strain on combat ability. Especially when you use several programs at the same time (yes, I jury-rig my ship for maximum performance
).
Auto-pilot. Would love to be able to set a course and jump up from the seat and do something else. You can do this with hyperspace already, and it would be useful to have. Imagine setting the autopilot and then manning a gun as your ship flies in a straight line.
There's an idea somewhere up this thread about swapping a missile tube for a gun the pilot can fire. Strangely enough, how is it that a 240k mass B-wing can sport 4 weapon hardpoints and 2 missile hardpoints, while a 5 mill mass Nova can only have 2 guns and 3 tubes? It would be nice to see the firepower on par with these master ships, at least. It would really justify bringing a large ship with full crew. By all means, let's swap that missile tube for a gun, or reconfigure these large ships for bigger payloads. They can take it
I'd like to see confirmation of droid commands from the co-pilot seat. When my Ops controller fires the program, there's no notification of its activation (such as it is with single-player ships). Of course, the pilot gets the confirmation, but having to relay messages back and forth in the thick of a fight does put a strain on combat ability. Especially when you use several programs at the same time (yes, I jury-rig my ship for maximum performance
Auto-pilot. Would love to be able to set a course and jump up from the seat and do something else. You can do this with hyperspace already, and it would be useful to have. Imagine setting the autopilot and then manning a gun as your ship flies in a straight line.
There's an idea somewhere up this thread about swapping a missile tube for a gun the pilot can fire. Strangely enough, how is it that a 240k mass B-wing can sport 4 weapon hardpoints and 2 missile hardpoints, while a 5 mill mass Nova can only have 2 guns and 3 tubes? It would be nice to see the firepower on par with these master ships, at least. It would really justify bringing a large ship with full crew. By all means, let's swap that missile tube for a gun, or reconfigure these large ships for bigger payloads. They can take it