Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

CrimsonCredits
Tue Jun 07, 2005 1:54 am
#92



Ships should be restricted per faction (at least for say 4-6 months). This helps define the role of the different factions a bit more as to what kind of capital ships their forces control. Imperials should have a frigate class, perferrably Neb B's. these were made to directly defend convoys from all forms of raiders, most notably rebels and larger pirate clans. Rebels should have a standard corvette as they have been in service for a godo while and are used throughout the galaxy from picket duty to the mainstays of outer rim naval forces. As such these are easy to get and do to their size, need less personnel to man them. Nuetrals become a bit more of a problem to decide. I would suggest an all new ship or possibly a corellian gunboat as their first captial ship. Smaller then the corvette but heavily armed fits the model of privateers and nuetral business people trying to protect their goods and businesses.


Ships should be only on a lease through guilds. This requires guilds to pay a fee, not light but then mot too taxing either to keep these ships mantained and in fighting order. This will give guilds a stronger importance overallin the galaxy. This will also help define guilds more factional wise. The DEVs have been wanting to tug people into picking a side more and this could help. By having the ships leased to guilds the multi factional guilds have to decide how they will be aligned. Some people and guilds argue about this but I believ this could still be pushed through without too much fuss since all 3 space sides will be supported in capital ships.


In the beginning the first 3 ships should have equal berths for manning their ships. As time goes on and more ships added then different crew amounts could be set into place for the different factions to show the size and importance shown to these ships by their factions. I would suggest a crew of 15, but no more then 20 per ship total. limiting the numbers allowed aboard these ships allows for the chance at more action to take place. Smaller numbers of crews allows for the chance of more capital ships to fight in the action or to allow fighters to help support their larger ships during the battle.


Captial ships should betrue flying brick. do not let them turn like they do on the corvette runs and whip themselves around as they do. By making all points of rotation a slower event it allows more movie like actions and battles. This will also make their crews, and mainly their captains, to learn a new type of fighting skill.


Ships should be allowed to be boarded but not taken. The cost should for winning one way or the other a bonus to the faction in some form. By having the battles take place on two fronts brings more to the battles and the importance of keeping your ship or fleet under good command. This will also make the players who crew these ships ready to fight and keep their crews combat capable since they know at any time they could be boarded. This adds in a sense the battlegrounds back into the game ina new format. They brings about pvp in two versions into the same field. Now with line of sight changes, This adds to the realism of fighting in close quaters aboard ships and will make the battles a bit harder on both sides. If a capital ship is taken that guilds ship should not be allowed to be sued for 24 to 48 hours to hopefully kepe the crews more willing to fight and protect their ships more then just going up to go up and not really care one way or the other to what happens.


There should be battles that take place against NPC ships so that there can be battles between capital ships even if one or two factions on the server are not up to the task of pvp combat in this form. NPC ships would also allow the added use of larger capital ships in the forms of Star Destroyers or Mon Cal Cruisers or even a convoy of goods being escorted by a small assault taskforce.


There are many more ships in the Star Wars Universe that could be added to thissort ofaction or even those new ones that are designed for the game. I do not believe they should go above drednaught level though as then they would simply become too massive and lag filled I believe.

Message Edited by CrimsonCredits on 06-07-2005 01:58 AM

WornTraveler
Tue Jun 07, 2005 2:27 am
#93

First off, I am really looking forward to these ships, but with just a bit of aprehension...


Now, I liek the idea of player owned, but I dont liek the idea of seeign them everywhere, so I think uit being a guildleader's ship for guild use is cool. However, I would be biased since I am aguild leader. Plus you would have people breaking off from their guild and forming new guilds just to get a ship. So I will propose the opposite of what most people have....


Instead of a player owning it, there is one capital ship per faction manned by players. The requirement to even get on the ship is master pilot- no newbies going there for XP runs, thats what YTs and Decis are for. Anywyas, you start out as a lowly repairmen- your first mission is in the manner ofa patrol, but under the pretense of checking ship systems. Should you be in a battle, you will be needed to fix the components. You do this a few times, for maybe an hour each time with at least a few days between each mission.


Next step is something a bit harder, like Ops manager. While some may say gunner is the next step, gunner is I think the most rewarding spot ona POB ship, so it ought to be saved for near the end. Anywyas, you simply preform your duties ina long, drawn out quest. Since thereare other people on the ship who will be on the same level as you, the server will use a potluck draw to decide who gets to do what in the case that there arent enough positions to be filled. Sorry gunner, but there are too many and we need repairmen. He simply wont be allowed ot enter any station, and will either putz around the ship and die or do his job.


So you do all this till finally you get to the Commander's Seat- you have just a few chances to be the commander, say you are the commander for the next two times you get on the ship. And then- you are reported incapable of preforming your duties and start back over. That way you dont have a bunch of commanders who hop on for a joyride everytime they get bored.


Now of course, like I said, I really want it to be player owned because that would just be WAY cool, but since everyone else has already supported that idea, here is another.





Gledako Fo'Kray- Retired Master Ranger
Encoded until further notice!
Proud Captain of the YT1300 Vasarian Escape- Confirmed Stats from Last Battle- at least 3 kills, 5 disables, 2 spacebombs to the rear shielding and 4 snubs to take us down. Go crew!
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ajag
Tue Jun 07, 2005 3:02 am
#94

Forget that crap about making them hard to get and limmited. Right now space is completely empty. If you make these hard to get, space will still be empty. The trick of capital ships is that they should be hard as hell to destroy when manned with a full crew. Getting a full crew is hard enough work as it is. It should be near impossible for a single fighter to destroy one solo when fully manned. That said it would be a great achivement for ay fighter to solo a PC controlled capital ship. So what if space is filled with them? more challenge for fighter pilots. Let everyone get one if they want, they are going to be useless if they fly them solo. But since tey are working on capital ships, they should revant ALL POB ships as a whole. The Current POB ships are crap to fight with even with the new components which ar not at all great. We ind of have small capital ships in the game right now, they just suck!




AJAG
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JediNg
Tue Jun 07, 2005 4:11 am
#95

What the hell is wrong with you people under the impression that they'd allow a capital ship to be operated at 100% capacity by ONE player. Seriously.



Ritha Egasiso - 12 experiment point Master Weaponsmith.
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Cisst
Tue Jun 07, 2005 4:23 am
#96


Why would people want to limit the number of capital they see in space... i mean, they allready made an corvette sized cap ship availiable to players, its called the Y8. And i dont think they're going to let you control bigger ship.

Pairno
Tue Jun 07, 2005 4:39 am
#97

How about this idea for a one man crew. Have auto pilot enabeled while away from the pilot seat. I like that idea for all ships that you can move around in anyway. Thhe the pilot would be able to run around to different stations only being able to do one thing at a time. Before you put my head on a spike, realise how big these things are. Auto pilot on run halfway to the back of the ship go down 2 decks man a gun that watches over the loading bay. Sheilds get low, leave the gun run back to elevator go up a deck, run to the back of the ship, repair it, run back down to the now diabeled weapon. So it will be like no one is there but it will give the one guy in there a hell of a work out.


*prepares for flames*
Djyn
Tue Jun 07, 2005 4:46 am
#98

this is a continuation from my earlier post about capital professions


Rather than giving master pilots the ability to use capital ships why not create capital professions.i really dontthink that your skills with a starfighter would help atall in pilotiong a capital ship. This would give us something new to work towards and would give us new missions and plotline to follow. and also new abilities and programs that would suit capital ships


It also looks like from the trailer that the Star Destroyer could be a space based theme park.



"Guns only lead to trouble"
"and when that trouble happens well be ready to blow its head of"
Sly9
Tue Jun 07, 2005 5:24 am
#99


Given the limited size Space "cubes", what would the top speed on a captial ship be? 20? 30? At faster speeds, the front end of the ship would encounter the boundry 30 seconds after you started piloting in the bridge at the rear of the ship, assuming an SD. ( Three point turn in space? ). ( Captial ships have reverse? ).


What I would prefer to see is effort directed towards aplayingsurface for small craft to fight over. IE around and in the hull of the Death Star II, where fighters could twist and turn to avoid obstacles as well as enemy fire during a dog fight. Maybe the Alliance wasable to tow a largeintact chunk of the Death Star I to some *secret* location forexamination by their weapons research weenies. Possibly manable turrets on the stations for POB fans?


Capital ships, though,should have a part in GCW. What Rebel is gonna set up a base on a planet's surface when faced with the possibility of orbital bombardment? Manned Capitals should have an effect on a planet's Reb/Imp score. Give the ships known patrol times when they can be manned and or protected by loyal faction members and attacked by enemy fighters.


Col. Gallant Reflex, Imperial Forces Naboo, Shadowfire




Gen. Gallant Reflex,
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C.A.G COBRA

"There is no war here, unless you brought it with you."
ajag
Tue Jun 07, 2005 5:38 am
#100






DigitalOne wrote:

I heavily support the concept of a Pilot elite profession that allows you to be a capitan or bridge crew. A capital ship should definatly not belong to one person, perhaps storing in the datapads of 3+ people who need to be at the same terminal at the same time to launch the ship or something like that.





This idea is not really viable because that would limmit the amount of capital ships in space to a minimum if you actually get to see them at all. Let people own them and use them as they feel like it. Yes I know in real life it would be impossible to man one of these things solo, but this is a game. If you need a full crew to just fly the thing, then you will never seen them. let 1 person fly them like any other POB ship, but to be able to fight you would need to have a crew.




AJAG
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
SToD

-I support the wholesale slaughter of Rebel terrorists...You can too!

Dixos
Tue Jun 07, 2005 6:10 am
#101


Looks like a great feature - hope its implemented well






Dixos Solarion
----|------------------- Valcyn


ShinyJedi
Tue Jun 07, 2005 6:20 am
#102






BHM wrote:

A few things:


To prevent capital ship wars, they should require:


-Master Pilot


-Huge amount of Prestige points


-Very high rank (maybe new ranks like admiral, which should also cost prestige and involve new space quests)


If a Capital ship is disabled, it should cost a a lot to repair it.


One should be able to (say) disable it THEN /doc, get on board, fight the players and do something like base busting. If a ship is disabled from inside, it should take x days to repair it. I know that this might be very hard to code, but it would be cool..


Basically, capital ships are extremely cool, but we don't want to see 200 Vettes in space fighting each other and 0 starfighters.


Turrets should be manned, no npcs firing from turrets. It should take 7 or 8 persons to pilot/shoot/repair the vessel.


I don't like the "borrow" option, but I really don't want to see 200 Vettes at the same time..








QFE!!


GREAT ideas from Andros and Drendal Kahn, please make sure the devs see them.


I especially want to see Admiral, Commander and other space ranks necessary to fly certain capital ships, and lots of ways to spend Prestige implemented.


The current system leaves everyone with like 4 zillion Prestige and nothing substantialto do with it.


My wishlist would be to have a method of running certain missions that, depending on how well you do, reward you with a chance to convert Prestige Pointsto FP (if you do the delivery run fast or kill a high number of enemies, you get a chance to do a 100 to 1 or 70 to 1 conversion, if you do it normal get 300 to 1, do it badly get 600 to 1, etc., not actual numbers just an example.)


Namav

Message Edited by ShinyJedi on 06-07-2005 08:22 AM



Rebel Ace Pilot Colonel Namav Forsirn
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Thoreson
Tue Jun 07, 2005 6:20 am
#103


http://homepage.mac.com/jevans12/iMovieTheater2.html

according to this video it looks like the addition of capital ships to the game is just quest mission content. which isnt a bad deal cause that is just 1 more step closer to us having them eventually.

being able to board the star destroyer is uber, and the corvette.

Message Edited by Thoreson on 06-07-2005 06:20 AM



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Catman-Does
Tue Jun 07, 2005 6:29 am
#104

I love this concept, its something that JTL is lacking.

YES the captial ships (star destroyer, mon calmary cruisers etc) should be ownable. The requirements to own one should be high. Maybe they should cost like a million faction points for just the schematic - then you need a Shipwright to build it. Queue a MASSIVE amount of resources required. I see a lot of people saying Master Pilot and a rank of Colonel - which I fully agree with.

The bigger the ship the higher the need for more people to run it. However someone who's jumped through all the hoops to get their captial ship (for example: star destroyer) should be able to launch the ship on their own (much like you can with the POB ships at present). However the amount of players needed to operate effectively should be high, this will mainly be dictated by the amount of turrets the ships have.

Also the bigger the ship the more room in your datapad it takes up (therefore you sacrifice ship lots for it)? Star Destroyer would take up all your slots bar one, allowing you to have one fighter.

To be honest, I think if you that if you gave everyone a capital ship it'd quickly get balanced out, if a star destroyer has 20 gun ports then you're going to need something like 23 people just to run it - that alone is enough to servely limit the amount. Couple that with having to kit one out! And then you're going to need about 10 people to "house" their fighters in the hanger... then you're going to need people to protect the ship in case the shield drop and you get boarded -- of course that's if you and your ship go overt.





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