Pilot Archive

Thread: Focus: Space and the GCW

HewerofWood
Tue Aug 02, 2005 2:21 pm
#79

One of the problems with creating any decent ongoing, dynamic content -- such as a tie in for the Death Star -- is that in reality, it can only be done Once. The Death Star can only be Built once, and only destroyed Once. Once the Emporer Loses control of the Galaxy, and is forced into exile, that's it. He can remount an offensive, return from hiding, and once again achieve victory but, in vastly different circumstances, and, the field is not the same. Ditto for a vanquished Alliance. Though it might reappear, and Will reappear, it is not the same beast. It cannot be. Different leaders, different allies, different climate in which it must operate AND, a different base power structure against which it must fight.



MMO's attempt to have static events, static circumstances in a dynamic setting. Every time WE do Emya's mission, The Exact same mission has been completed before, by thousands and thousands of people. And, how many times do we end up doing the same Duty mission, over and over and over again. When will ANY of it make a difference? I blew up the ISD yesterday morning, before I had gone one thousand meters it was back, big and red as ever. What's that about? It's like a folk tale in which an unsuspecting person is lured into the fairy realm and ends up doing the same task, for eons, never approaching the end and, never noticing the passage of time.



I'd like to see some dynamic quests. By thier nature, AND, by the nature of the game, they'd Have to be something other than "Save The World" encounters. Minor aspects that lead to new avenues, new content, and... MEMORIES. NPCs that actually remember who you are, and what you've done (In the vein of the non-repeatable quests, hopefully with a twist). It would be nice to see quest branches that could lead to Unique encounters. Quests that give choices, and open new pathways based upon those choices, with enough pathing that, though a great many people Could start the same quest, in a while, that number would dwindle as continued interactions with NPCs, and continued choices would both open and close routes. There isa glimmering of it.



Choice


Link Rank in here, have orders pop up, have "missions" that enable new promotions. Have Officialdivisions within the Factions, as Pilot does, and, have Unofficial divisions as well. Do little missions on the side for one commander, get in good with one squad AND, be on the outs with another as a result, or, simply be treated indifferently. Don't have the missions be all the same, have your past history reflected. If you've switched sides recently, show that too! Allow the possibility of life as a spy. I don't think it would be that difficult, a little at first but, the base is there for it. As is the role of the smuggler.


The smuggler should add a tremendous depth to the game; shadow operatives that are made use of by both sides, secretly working for various squads/individuals. Unmarked Ships, one minute, next assignment piloting a stolen Imp ship to some secret rendevous, delivering plans on a top secret run, where time is vital, One rebellion faction out to stop you, other rebel patrols simply responding to your colors. Deliver your cargo to some furtive Rebel, whose role you have no idea of, but, hints of deep ties. And, this mission marks you, though you don't know it at the time, draws you into the game. Let there have been an unseen Imperial Element at play. Perhaps the ship WASN'T stolen, a collusion between some Imperial "Sympathizer" and a Rebellion faction. Double agent Imp, yet, the true nature of the mission had nothing to do with the cargo, perhaps... it was you! perhaps you were just a pawn, or, maybe you were in the wrong place at the wrong time. Were you noticed by one of your old contacts? Some mission you did some time ago?


And, what did that Rebel agent REALLY want? were they simply drawing out the Imperial Double? were they exposing something, putting something, or, someone into play? Or was it a shell game?


Let it be that. Let there be a deep mystery, as well as shallow ones. Don't allow anything to be taken for granted and, it will open an entirely new way of creating Games.


take MMO's to the next level.


Experience the Greatest Saga ever told...





Current Projects
Storm Squad, A Midling Pilot's Diary

Tiimy -- Kauri Pilot 2x Master
R9D14
Thu Aug 04, 2005 1:18 pm
#80


The physics in space should be tweaked a little so we dont slide around so much. facing someone who is also facing you going in loops trying to hit them really gets to be annoying and unrealistic. ITs just a little to arcady. It should be a little more star warsy realism.



Droid programs take a long time to load, people have to wait to reload them before entering DS and it slows down any action that might occur there.



Like faction pets on the ground we should be able to get our own flights of ships we are after all master/ace pilots not some recruit who is worth nothing. It might be something like bomberstrike or pirate trap but the ships stay with you and defend you and will attack any thing you have targetted otherwise.


Ground and space need to remain seperate. the only thing from the ground other than having NPCs fly with you I'd like to see is a bounty system like mentioned before. Being able to get a bounty to hunt down other players in space of other factions would make the game mroe fun. the only thing is though that you shouldnt have to only get htem in DS but no decay would happen if u get shot down out of DS.



Also whats with all the Tie oppressors, interceptors and advanceds? In all of hte movies most of the ships are jsut regular Ties. maybe if they do fix anything though should look into that.

Message Edited by R9D14 on 08-04-2005 01:22 PM



Stuu Pididiot
Rebel Ace Pilot
Crimson 5----Pilot of Hunk-o'-Junk I-XII
Eater of Pie
S-1-l2-H-C
Fri Aug 05, 2005 12:33 am
#81

Two AT-AT commanders are having lunch on Hoth. One says to the other, "By the way, who won the space battle?"



____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
padren
Fri Aug 05, 2005 2:58 pm
#82






R9D14 wrote:

Droid programs take a long time to load, people have to wait to reload them before entering DS and it slows down any action that might occur there.



Like faction pets on the ground we should be able to get our own flights of ships we are after all master/ace pilots not some recruit who is worth nothing. It might be something like bomberstrike or pirate trap but the ships stay with you and defend you and will attack any thing you have targetted otherwise.

Message Edited by R9D14 on 08-04-2005 01:22 PM




We'll, we all have droid commands, we all have to load them, lengthening them would be sort of "we are going to make you tiddle your thumbs before you can play even longer" and most of the time the people I duel in DS want me to get back sooner (they like blowing me up).


A work around, would be to have scheduled battle events, where everyone who has the master pilot tag, gets a system message (like the shutdown server message) that in 60/30/10/5 minutes, there will be a battle in the x,yzsector(specalized just for battle events, not DS or kessel) go to such and such station to request to enter the battle.
Once you die, you cannot reenter until the battle is over, you get one shot and thats it.




On the second note, I would love to have more player/npc ship interaction, but the physics are so far apart for player and npc ships, it can never happen well. Watch any two t5 fighters fight...even if one landed every hit on the other, they'd never kill it because they have weak (so not to kill players in 1 hit) weapons and super strong (so players can't one-shot the npcs) shields.

Personally, I consider this the single largest design flaw in JLS and think it causes the most impedement to advances in immersion.

GCW idea:
One other idea for pushing your GCW standings, is to have a type of duty mission count for x planet points if routinely done. IE, you talk to a recuiter, and you take on "Rebel Activity Space Patrol" over Naboo. Unlike duty missions, you keep them after you land. You have weekly requirements: You must patrol x times in x days (you can do all in 1 day, or space them out over the next 7 days) but if you do, your side gets raised ground GCW standings. If you do them again next week, you keep those standings, or they go away if you don't.

These patrols are overt, and you can take low missions up to "squadron patrols" that are hard and require groups of masters. If you die while overt, the Empire (or rebel alliance) compensate you for your personal costs (ie, no decay).
If you die as a victim of an engagement with one of these patrols as an overt player, your faction also compensates you for your valorous attempt at holding off the enemy.

Last note: if you succeed in 7/7 you get full GCW points for your planet, if you get 1/7, you get 1/7th of them.
No redos till next week.
(Going off duty and resigning up does not give you the chance to redo the missions either, they just offer you to 'pick up where you left off', and a pilot can only take 1 patrol per planet sector, and be in 1 squadron mission per sector so their influence is limited)

That way, we can get out there, and see an wing of ships flying through naboo space, all imperial, all red, all players, and we know there is a patrol in the area. You can steer clear, or plan an attack, but this would do the best thing for space possible:

You'd feel like you were in rebel/imperial controlled space and feel the immersion



Final Final side note:
I'd really like to see a Privateer skill, or droid command, that let you fake your signature, effective only beyond 1500-2000m. If you engage it, you drain 100% of your capacitor, you loose your weapon/cap overloads, and you appear to be a civilian non-overt white-dot ship.
It would be really cool that if you locked it, instead of showing the ship, in the top-right display, it gave static like a jammed signal.
When you get in range though, or are otherwise detected, they get a beepy message (the same sound when a mission person updates you on the comm) and you are informed that a nearby enemy fighter is on the scanner that was masked as a civilian ship.

on the one hand it would be bad for a privateer to loose his weapon and cap droid commands, and on the other gives someone in a non-factional ship a chance to slip by, and the best scenes in SW was Solo doing just that. (ok, sometimes in a lamda shuttle toobut you get the idea)






Padren Talisan - Starsider pilot
Padrig Talsani - Corbantis
tmarine
Sat Aug 13, 2005 12:10 am
#83






FM_Warblood wrote:




Make JTL a true Combat Flight Simulator


I posted this a few minutes ago in the JTL forums and thought it would fit in here to. Make JTL a true space sim. Give use full control over flight systems and operations. Give us take offs and landings. Gives us all the great stuff other Flight Sims have. Let us shoot a ship and see peices fly off of it. Let an engine go out and make us hit the fire suppresion system. Make our radios go out ,make our landing gear go out so we must deploy them manually. Id love to be in space,get shot up and have to control a limpship back to port and land it while systems fail and I have to feather the engines..I would loveto be able to have towatch my fuel consomption. Would love to have to radio in to find a landing strip thats closewhen Im shot up(unless i lost my radio to). There are sooo many things that could be added to JTL.





Ihavefound space to be boring after or maybe even beforeI mastered pilot. It is the same thing over and over and over. I love flight sims but this isnt even close to that felling for me. If you compaired it to say IL-2 or Microsofts Combat Flight Sims it wouldnt even rank.

Do one mission in a B-17 with 8 other people on-liine and you would laugh at SWG's multiplayer ships.


Or how about a Spitefire? One flight in that and you would never want to fly an A-wing again.


And what about Lock-on? Kill a ground radar station in a A-10and then yank and bank to get that SAM off your 6 and you will be looking at JTL a whole new way.


And the Me 262 is the shnitz. Gotta really be good at controling both engines as not to burn them out and catch fire but man is it a blast to fly when you learn how. Anything in SWG can be jumped right into and dont require any type of skill to learn. Every ship is the same and has no detailed flight controls or operations.


Even ejecting in most flight sims is cool. Cant say that for JTL.


Of course the Flight Sims I play are very well thought out and researched and they show it.JTL justdosnt do it for me. Cant really say why . If it was a stand alone game it would be a major flop in my list of flight sims.



As long as you can 'LOAD' ur ship,hit the throttle to full speed and then shoot a player ship one time to get it to explode theGCW will be a joke


Message Edited by FM_Warblood on 05-27-2005 12:30 AM




my thoughts exactly.



Tlindsay Marine[Rest in Peace]
Kara Thrace[Elder Connoodlerette]
Tmarine Borg[Elder Connoodeler]
FATO
The Blast from the Past
Ezane
Sun Aug 14, 2005 10:30 am
#84

Hopefully i am posting this in the correct forum. Heres my idea. The Y-8 Mining ship is pretty much useless. I have tried epuiping it all with mining lasers. One mining laser on two tractors with no usefull combination that works. I think to make this a bit more user friendly to have have the tractor beams when fitted to a Y-8 to have a cone type shot rather than a shot from a ordaniary laser. With the movement from the pilot trying to get a chunk of astroid is a very difficult skill to achieve as it is now.


Also the front and rear turrets need to be able to overlap. The blind spots are too big.


Right nowI have a Krayt outfitted with three mining laser 3's. I fill the hold the in about 10 min. There should be a advantage when getting in a group to gather astroid minerals. Right now its just frustrating knowing I could be in the krayt doing the same thing with no problems.


My group that I have tried this with have yet to fill a hold up in a Y-8 just because its too difficult.



Ezzze Lightstrider Sep 2003 - Nov 2005
May the force be with you all.

SOE You still holding to the beleif that your cancelled subscriptions are not down that much? Entire guilds are quiting! This time the damage is too great...They are not coming back!
trojanman666
Mon Aug 22, 2005 12:25 am
#85



i was thinking the only way tomake GCW in space workis by add something that is going to affect everyone. i was thinking their should be in deep space where 5 space stations that can flip to imp or rebel. The stations should be placed in the center of deep space and on each side their is a star distoryer and a rebel command center. Now the faction that has the most bases fliped is the faction that should get a 20% bouns in faction and a 10% lower faction cost to base and other faction idems on every plant. Every day for 6 hours a base in deep space and be fliped. The only way to flip thestation is by playersdocking in to them and fliping them like they do to bases but with a longer timer.Then if the faction that is winning manges to get all the bases they will be able to enter the emenys base (star distoryer or rebel command center)and distory it with in and can be distoryed on a ship where it will be a PvP zone. The star distoryer and the rebel command center will have cloning centers and can take their ships off right from their faction base. Once a faction is winning the war in deepspace the faction will get the bouns.


1. deep space should be bigger sense it is the only place pvp go on.


2. the timer for loading in overt should be upped


3. And add the system i was taking about


4. Quest are not going to fix Space changing system is.

Message Edited by trojanman666 on 08-23-2005 10:24 AM

Beltfed
Tue Aug 23, 2005 9:54 am
#86


How about some space sectors with some rotating content, maybe even do this in Deep Space. Maybe time it with the village phases or something. Have a fleet action timed simlar to the kessel vette missions, just talk to your respective admiral and go wait for it to start. Have a phase that's a search and destroy, another that's boarding actions, Esocort missions, and a few other missions that I haven't thought of, just to keep stuff different.


These missions could either be for faction points, or count directly towards GCW standings (either galaxie wide, or for certain systems that the player picked for it to count towards). Having limits on how often someone could do a certain mission like this would be nessesary, maybe once per phase. Some missions could be open for PvP, some would not (the ones that aren't would probably need to happen somewhere other than Deep Space) The PvP missions would count for more than the non-PvP ones, just like the ground game.

Message Edited by Beltfed on 08-23-2005 01:57 PM



Aivolo Beltfed : Master Officer/ Master Rebel Pilot
Covann Beltfed : Master Commando/ Master Smuggler Pilot
Zephid_the_BattleMaster
Wed Aug 24, 2005 2:11 am
#87

1-currently pvp in space only lasts for seconds you kill or get killed with one or two hits. i think there should be some damage reduction for pvp in space so fights can last longer and no one or two shot kills occur

2- some say that new ships are too powerful but we should keep in mind that these ships are reward ships and they are one time only and every one can get one of these after completing missions but cant get the second because of the decays they cant be used forever they will become weaker lets just enjoy our awards.

3- some more customizations to our ships in building or loadup process. So that a smuggler may slice the blueprints and convert an ordinance slot to a wepon slot or vice versa. or a ship wright can customize chasis oror modify them maybe changing a missile launcher space to a weapon slot or loosing some mass to havea smaller profile or more agility. or giving some more mass to a ship but loosing some agility or resulting a larger profile. so we can have variants for ships.

4- make chasis modifications to do good something for the ship maybe inreasing yaw pitch rates increse speedor acceleration, a shipwright should be able to experiment on those stats.

5-i wonder why doest imps have a ship with 3 weapon slots? allother factions have a ship with at least 3 weapons. this gives much disadvatage while space mining in dagerous areas. (u cant use combinationf a big wepon, minig lazer and a tractor beam)

6- mastering a pilot proffesions may give dorid commands to character permenantly after giving up you may still use the droid commands with your new pilot proffeison. this may effect other proffeisons too like learned schematics. these may be looked like awards for matering a proffeison they wont be usefull without assambly or experimentation points but you may have a chance to make a crappy item in urgent.

Kalia
Wed Aug 24, 2005 8:20 am
#88

In reply to the above:

1) /snicker

2) A debateable point. In DS these ships will never decay.

3) "giving some more mass to a ship but loosing some agility or resulting a larger profile" Isn't that how it works already? Just buy a different chassis. ie: Scyk is tiny and ultra fast, Dune is larger, but still fast, Kimo is larger still, less fast and maneuverable, and Krayt is HUGE and slow.

4) Interesting! I like it.

5) If every faction had the same set of ship variations, what would be the point? We all get different things for a reason. By your reasoning, every faction should also get a three slot missile launcher as well.



----------------------------------------
"You can't take the sky from me."
Hecat
Wed Aug 24, 2005 8:33 am
#89

I'd like to see pvp decay taken out of the equation. It did wonders for ground pvp, and I think it would really help in space as well.

I'd also like to see things like the ISD and the Rebel station found in DS in other space zones as well, to encourage factional action in all of the sectors.


These are just my innitial thoughts, but I think these two things would be easy to implement ways to get pvp and gcw action more profoundly present in space.



Krom Voveo
Captain of the Glaston Pirates
Magnate of Vagabond's Rest
Obed
Wed Aug 24, 2005 11:48 am
#90



My suggestion relates to only one small part of the JTL/GCW integration: Military Rank!


Let me preface my post by saying that I'm primarily an RPer in terms of gamestyle and that until recently I haven't done much in space due to a lack of understanding about how it works (despite the fact that I participated in JTL beta).


As most of the folks on these boards probably know, only officers may be fighter pilots. Enlisted folk are support staff. In fact, most pilots in general are commissioned officers (though some Warrent Officers fly non-fighters). If you visit the technical commentaries on theforce.net, you'll find the ranking system for Star Wars Army, Navy, and Fighter branches. Note that some RP sourcebooks (like the old WEG Imperial Sourcebook)and some older videogames (like the TIE fighter series)have gotten these rankings dreadfully wrong due to a lack of understanding of military ways.


Typically, in the Fighter Corps, only officers below the rank of Commodore (equivalent of a Brigadeer General) actually fly the fighters. Once you've reached Commodore, you typically get desk jobs or coordination/planning jobs. There are six officer ranks below Commodore. And we have six teirs in JTL.


That's the basis of my suggestion. I've suggested it before, but never on these boards (I think). Upon completing a tier, you gain a new rank. Ideally, these would be titles rather than the current checkbox for ground rank. That way for RPers and guilds that have a ranking structure you could choose to display a rank lower than your Tier. I'm not suggesting we do away with the current JTL titles (or the methods for acheiving them); I'm suggesting that we suppliment them with rank titles. This could be implimented for the Privateers as well, since RSF and CorSec would have military-style rankings. And though the Smuggler's Alliance isn't a military organization, many smuggler groups borrow military designations for this type of thing.



Now for the specifics:


  • Novice Pilot: Imperial/Rebel/Privateer (as applicable)Pilot Officer (addressed as Mr. or Ms. So-and-so).

  • 1111: Imperial/Rebel/Privateer Flight Officer (typically also addressed as above).

  • 2222: Imperial/Rebel/Privateer Flight Lieutenant (addressed as Lt. So-and-so or by literal designation)

  • 3333: Imperial/Rebel/Privateer Squadron Leader(addressed by literal designation).

  • 4444: Imperial/Rebel/Privateer Wing Commander (addressed as Cmdr. So-and-so or by literal designation).

  • Ace: Imperial/Rebel/Privateer Group Captain (addressed as Captain So-and-so or by literal designation).

I've read a lot of complaints on the GCW boards about how the current ranking system is Army specific despite the fact that we now have ingame Navies and Fighter corps. Also, to me it seems kind of silly that our best pilot sometimes have enlisted ranks above their head. I will point out, however, that in Star Wars novels, pilots and figher squadrons assigned to Army units are often called by Army ranks to avoid confusion. For example, since an army Captain is the equivalent of a Flight Lieutenant, and a Figher Corps Captain is the equivalent of an army Colonel, things could get silly. However, I'd rather see Fighter Corps Ranks introduced than fall back on the 'assigned to army units' excuse.


Oh, and perhaps we could use Prestige Points to obtain Commodore and higher ranks (the various Marshal ranks).


Edited to add the Prestige Points thing

Message Edited by Obed on 08-24-2005 01:53 PM




Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
Ogoun_of_Kauri
Thu Aug 25, 2005 12:18 am
#91


My ideas deal more with space combat itself than overall galactic control. I like the ideas about having the space game affect the ground game and vice versa.


This is kind of a small issue, but I think the introduction of the jsf has made pvp into a bunch of clones flying in either jedi starfighters or the bugged-hitbox tie.


While nerfing the jsf would bring cries of agony (and threats of cancelled subscriptions) frommany peopleusing them, an easy way to aid the situation would be to make "advanced" versions of the TIE interceptor and the A-wing with equal mass, size, and weapon slots to the jsf. This wouldn't fix the innate superiority of any of these ships, but at least space battles would start looking like a battle between the rebellion and the empire again. (and my hat is off to anyone who still PvPs in the old-school ships)


I say make schematics that can be bought from faction recruiters for faction points (or maybe from faction space stations?), maybe needing asteroid resources to craft. Maybe make the shipwright need to be the same faction to use the schematic. I'd like to see the heavy Xwing offered in this way as well, since so many people wear out their chassis before they realize there's this thing called decay. Maybe offer a heavier TIE in the same way.


I'd also offer special factional compunentschematicsincluding POB parts. These don't have to be unbalancing,just different from the standard crafted parts,and by offering schematics instead of deeds and the parts themselves, itkeeps the shipwrights in business.


I see a lot of talk here about destroying and holding bases. I'd like to see base-killing missions have parts that can only be done by specific kinds of ships. Maybe have a computer nexus on thespace stationthat a POB ship needs to approach and dock with, so a slicer can deactivate security systems or shields (while smaller fighters keep other ships from killing it). Something like that would give people reasons to fly different kinds of ships as a team effort. Then give a reward for killing a base that will make it worth the risk of defending a pvp-weak POB ship as it does the mission. I'd also add one more forward-firing gun to the POB operated by the pilot, and hand over the controls of missiles and CM to the ops person, with the option for the ops person and gunners to have a hotkey to switch to the pilot's target.


I'd also say make some large targets have strong enough shields that only weapons doing over a certain amount of damage will touch them. (shields and armor that starfighter guns won't penetrate) This will make spacebombs necessary for certain missions and only heavy bombers or groups of bomb-equipped fighters will be able to damage the target. Either way, this requires a group effort as a heavy bomber needs a fighter escort and smaller fighters can't carry enough bombs individually to accomplish the goal.


Anyway, those are my thoughts on the matter.



...would master the pilot profession if the repeat mastery bug was fixed.

Kauri
Ogoun Astari
Master Shipwright (17 pt weapons and engines exp, 12 point chassis exp)
Smuggler's Alliance Ace


Starsider
Ogoun
Alliance Ace

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