Pilot Archive
Thread: Focus Thread: POB Ships (YT, Deci, Nova)
Page 9 of 9
Malcolm_CaKre
Tue Mar 08, 2005 8:57 am
#105
*** The default action for a component is "Examine". So, double clicking on it causes the examine window to pop up instead of fixing it.
Solution: Since it would be much more handy to repair a component through doubleclick than to target, click/hold, wait, move to option 2, change the default action to "Repair". By double clicking, you can tell if it's undamaged anyway, because you'll get a system message.
*** The people inside the belly of the ship can't see what the status of the ship is.
Solution 1: For people in the ship group who are standing around, make the ship appear in the second slot of the group list, as if it were a player ora pet. (Obviously, we'd need to display armor and shields instead of HAM.)
Solution 2: Put a display terminal in the various rooms of the ship, permitting the passengers to takea detailed look at the ship's status. Red flashy-lights on the damaged components would be a plus. 
*** MP turrets are ineffective.
Solution 1: Allow a quadmount or doublemount in each turret, and allow the pilot to set their groups for chainfire or groupfire modes.
Solution 2: Make the turret mount a craftable component in it's own right, and allow our WS's to experiment on Slots, FireModes, MaxTotalWeapLevels, MaxWeapLevel, etc.
Solution 3: Make any mounted weapon fire as a quadmount, with a slight divergence.
Solution 4: Add a skill to Pilot tree for Turret Gunnery. Higher values of this skill will allow near misses against a targeted ship to hit anyway.
Solution 5: Double the range of weapons mounted on MP ships. (If you can't fire well, at least fire first)
*** MP ships have few roles in space, other than camping spawns for newbie players or flying an MP ship for it's own sake. Having a single Master'sfighter can be more combat effective. Having two fighters is almost certainly so.
Solution 1: Make the three ordnance slots option for projectile/ordnance, so MP ships can go blasting gunboats and similar big bads.
Solution 2: Add in-space reload of ordnance hoppers by crew members.
Solution 3: Allow MP ships to load ordnance by the factory crate.
Solution 4: The quadmount weapons (as above) would help this out a lot too, as would the range boost. (To be fair, the big bads' range would have to match the range on an MP ship... that would make MP ships the only ones that would match the range of the NPC guns, giving the MP ships a role in space right there.)
Solution 5: Allow MP ships to mount an "enhanced tractor beam", craftable by SWs but with limited duration, that would increase the drop rate of loot, or improve the odds of getting exactly the type and level of loot you're looking for. (The sensors in the gadget would be scanning burning hulks aggressively for the right parts, and standing by to grab what it's set for...)
*** MP ships are seriously too vulnerable in PvP.
Solution 1: Put in the much-needed 90% damage reduction for allPvP, to make it similar to PvE in the amounts of damage given and taken. This would make all ships last longer, but MP ships would have the added benefit that their crews might actually be able to repair something during combat instead of going from condition green to sucking void in a second or two.
Solution 2: Put in a damage reduction for PvP, and a higher damage reduction for MP ships in PvP.
*** Toons in MP ships are subject to inactivity logout.
Solution 1: Remove inactivity logout from all toons on MP ships.
Solution 2: Have the inactivity detector count rotation or firing of the turret as activity.
*** Cannot heal BF in a MP ship, while you can in a house.
Solution 1: Add the ability to heal BF in an MP ship, just like in a house. 
*** Cannot transport aquatic creatures back in time to talk to the big telephone pole thingy with a Small Ball floating next to it.
Solution 1: Add transparent aluminum to the resource list.
Solution 2: Add capturable aquatic creatures to the spawn tables.
Solution 3: Extend the space maps of all sectors so that we can booster-slingshot around the stars.
*** Other...
1: Wish we could dock with other MP ships.
2: Wish we could rescue damaged friends, either by towing them or having them dock with us and hop aboard. (This would also be handy for getting latecomers aboard ship.)
3: Boarding actions would be very cool. Both with player crews boarding for a wee bit of space piracy (arr!) or Imperial inspectors docking and boarding, etc.
4: I like the double-components ideas, as well as the really gigantic L11 and L12 components ideas.
5: (Yes, I know it would take a ton of effort to implement, but...) Having a player-owned landing pad would very much rock. Have it so that it's bound to a particular MP ship and takes a lot on the ground. When the ship is parked, it shows up on the landing pad. When it's in space, the pad is empty. Smoke, steam, sparky bits, and droids dinking around repairing things. Maybe the ability to go inside the MP ship to pick up and drop off junk without launching into space, etc.
mal
MonsofoLexius
Tue Mar 08, 2005 10:30 am
#106
Brutus_TOD wrote:
I know this is just a focus thread, but have the Devs given any hints or shown any interest that they are thinking about making changes to POB ships? Im just curious at what stage the process is in (whether you started the thread to prove that changes need to be made orif the devs told you to start coming up with ideas).
Im happy to see it being discussed though!
Kasamatsu
Sat Mar 12, 2005 5:11 pm
#107
What I'd like to see: (every point has probibly been bought up already but here's my list)
1) Each Turret Station has its own capacitor and 2 guns per turret, with options to fire link, shoot one , alternate... just like we can configure in our 1-player multi-weapon ships.
2) One Foward Firing Blaster for either the Pilot or the Operations Officer to use... making it possible to fend off small fry with just one or two people (missles get expensive if you don't have your own SW)
3) Specially Crafted or looted shields, specifically for POB Front, and Back. IE Two Shield Generators, and make it so that one can be shunted to the other via droid chips.
4) Make actual Mass influence handling... so that it's possible to do a bit more dogfighting in a light ship. I hate compairsons to movies, but the Falcon moved quite well chasing after TIEs.
5) More Variety Between the Ships, The biggest differences are ship size/surface area and the YT havin one less missle tube atm.
6) More POB Ships! Lambda Shuttles, Gunboats, etc... don't make me get out my Star Wars Ship Book and start listing all the possible designs off!
7) When the poodoo hits the fan, repairing conduits and plasma fires can get too cumbersome, it needs to be toned down a bit IMO. And we shouldn't have to have a Doc to survive in space, make a space-only fire supression method certed at tier 3 or 4 or something. Make more things for teh crew to do when they're not repairing, keep it simple but not repetative. Small tweaks to maximize certain systems on the fly.
1) Each Turret Station has its own capacitor and 2 guns per turret, with options to fire link, shoot one , alternate... just like we can configure in our 1-player multi-weapon ships.
2) One Foward Firing Blaster for either the Pilot or the Operations Officer to use... making it possible to fend off small fry with just one or two people (missles get expensive if you don't have your own SW)
3) Specially Crafted or looted shields, specifically for POB Front, and Back. IE Two Shield Generators, and make it so that one can be shunted to the other via droid chips.
4) Make actual Mass influence handling... so that it's possible to do a bit more dogfighting in a light ship. I hate compairsons to movies, but the Falcon moved quite well chasing after TIEs.
5) More Variety Between the Ships, The biggest differences are ship size/surface area and the YT havin one less missle tube atm.
6) More POB Ships! Lambda Shuttles, Gunboats, etc... don't make me get out my Star Wars Ship Book and start listing all the possible designs off!
7) When the poodoo hits the fan, repairing conduits and plasma fires can get too cumbersome, it needs to be toned down a bit IMO. And we shouldn't have to have a Doc to survive in space, make a space-only fire supression method certed at tier 3 or 4 or something. Make more things for teh crew to do when they're not repairing, keep it simple but not repetative. Small tweaks to maximize certain systems on the fly.
hatfield02
Sat Mar 12, 2005 5:39 pm
#108
Malcolm_CaKre wrote:
*** Cannot transport aquatic creatures back in time to talk to the big telephone pole thingy with a Small Ball floating next to it.
Solution 1: Add transparent aluminum to the resource list.
Solution 2: Add capturable aquatic creatures to the spawn tables.
Solution 3: Extend the space maps of all sectors so that we can booster-slingshot around the stars.
LMAO!!!!!!!
Fortune120
Mon Mar 14, 2005 2:39 am
#109
Really nice ideas, it's been a long read, but definitely worth the effort.
As many have said already, I'll agree that the main issue MP ships have right now is the lack of defenses to counter its huge size, crew required, slow movement, etc. So a quick fix would certainly be to beef up both armor and shields. Be it the way some fighters get extra speed out of nowhere just because the chassis allows them to (like the a-wing or the Kihraxz), or by adding an additional (or even 3) layer for each, or even by creating a new type of armor/shields super-heavy, so that only MP ships can mount them. Any of those approaches would work in my opinion, it would just be a matter of tweaking numbers until it is more or less right.
I for one don't believe that a 4-crew MP ship should be equal to 4 fighters, but it should be able to put a really tough fight, and this is where the crew's work come into play.
First of all, and as it has been mentioned already, I'll have to agree that right now the co-pilot's work is too dull. The co-pilot should have full knowledge of the ship's status at any time, more or less like when you press the 'V' key (by default) to bring up the components panel. Well, something like that should be their default HUD, so they can focus on the systems. Well, the thing I'm about to suggest is some kind of dream that I doubt it'll ever get real, but it would make a really nice addition in my humble opinion... So once they have this specific HUD, they should be able to administrate the energy among components. So instead of relying the droid commands on them, they would be able to direct more energy to certain parts, like taking out energy from the turrets and redirecting it to the capacitor, or emptying the booster's stored energy and dumping it into the rear shields, really there are dozens of possibilities here that would make the co-pilot a must have, and a challenging and entertaining role in the ship.
I know there are multiple droid commands that to some extent can do this, but frankly, they are either too limited or takes too long between uses to really make a difference. For example, in my YT-1300, the only command that's worth a million to me is the Capacitor to shield shunt. Why? because it's the only really useful command I can ask for when I'm taking hits. The rest of them are usually loaded prior to battle, and this is done in what, 2-3 minutes? That's how I'd sum up the work of my current co-pilot. Now if they were able to know the exact status of every component and attempt to play around with the energy pulled from the reactor, AND if it was not pointless (meaning that it could be the difference between doing great if the crew is really experienced and dying rather quick if they are all rookies), well, in that case, it would make MP ships a valid option other than to have a expensive, massive chassis parked in the starport.
EDIT: In the end, what I'm asking for is to have the co-pilot become some sort of droid interface on steroids that's not limited to its own faction's programs and the storage capacity of a common astromech/flight computer, plus some abilities that only MP ships would have (ie. re-directing energy usage etc...)
I think it hadn't been mentioned already, at least I don't remember reading anything like this;if I'm mistaken... uhm, sorry
As many have said already, I'll agree that the main issue MP ships have right now is the lack of defenses to counter its huge size, crew required, slow movement, etc. So a quick fix would certainly be to beef up both armor and shields. Be it the way some fighters get extra speed out of nowhere just because the chassis allows them to (like the a-wing or the Kihraxz), or by adding an additional (or even 3) layer for each, or even by creating a new type of armor/shields super-heavy, so that only MP ships can mount them. Any of those approaches would work in my opinion, it would just be a matter of tweaking numbers until it is more or less right.
I for one don't believe that a 4-crew MP ship should be equal to 4 fighters, but it should be able to put a really tough fight, and this is where the crew's work come into play.
First of all, and as it has been mentioned already, I'll have to agree that right now the co-pilot's work is too dull. The co-pilot should have full knowledge of the ship's status at any time, more or less like when you press the 'V' key (by default) to bring up the components panel. Well, something like that should be their default HUD, so they can focus on the systems. Well, the thing I'm about to suggest is some kind of dream that I doubt it'll ever get real, but it would make a really nice addition in my humble opinion... So once they have this specific HUD, they should be able to administrate the energy among components. So instead of relying the droid commands on them, they would be able to direct more energy to certain parts, like taking out energy from the turrets and redirecting it to the capacitor, or emptying the booster's stored energy and dumping it into the rear shields, really there are dozens of possibilities here that would make the co-pilot a must have, and a challenging and entertaining role in the ship.
I know there are multiple droid commands that to some extent can do this, but frankly, they are either too limited or takes too long between uses to really make a difference. For example, in my YT-1300, the only command that's worth a million to me is the Capacitor to shield shunt. Why? because it's the only really useful command I can ask for when I'm taking hits. The rest of them are usually loaded prior to battle, and this is done in what, 2-3 minutes? That's how I'd sum up the work of my current co-pilot. Now if they were able to know the exact status of every component and attempt to play around with the energy pulled from the reactor, AND if it was not pointless (meaning that it could be the difference between doing great if the crew is really experienced and dying rather quick if they are all rookies), well, in that case, it would make MP ships a valid option other than to have a expensive, massive chassis parked in the starport.
EDIT: In the end, what I'm asking for is to have the co-pilot become some sort of droid interface on steroids that's not limited to its own faction's programs and the storage capacity of a common astromech/flight computer, plus some abilities that only MP ships would have (ie. re-directing energy usage etc...)
I think it hadn't been mentioned already, at least I don't remember reading anything like this;if I'm mistaken... uhm, sorry
Message Edited by Fortune120 on 03-14-2005 10:45 AM
CommTampers
Tue Mar 15, 2005 3:18 pm
#110
How about adding two additional gunners to cover the front and rear hemishperes? It's quite a pain to track fighters that fly along the boarders. After all, it's mass that can be passed around and spared.
RSQViper
Wed Mar 16, 2005 3:21 pm
#111
MonsofoLexius wrote:
One of the top issuesfor pilots seems to be the POB ships. Currently an Opressor/Krayt/B-Wing has as much (or more) defence and firepower then the POB ships. 2 Masters bring more to a battle in non-POB ships then 1 fully crewed FOB ship.
My take: Put turrets on a gyro so that ship movement does not effect them until they reach their limits. This adds to the ability of the MP ships by a lot since maneuvers won't generally interfere with the gunners.
Add a pilot gun that fires forward.
Make one capacitor per weapon. It's abig ship, it can hold them easily.
Reloading missles in space is excellent. Also, allow reloading of couter-measures.
A droid that does maintenance during flight. This is what Astromechs can do aside from just planning routes.
Allow cross-faction copilots. Not Reb/Imp, obviously, but Neutral/Reb and Neutral/Imp teams should be allowed.
Increase speed some. Make it 0.85 or 0.90.
Add an extra armour slot front and back.
Add an extra shield slot.
Raise our line of sight in the yacht. Also, make it so that cockpit removal removes the Yacht cockpit
Make autopilot work while away from the Pilot's chair. I should be able to walk around my ship while my ship continues on.
****FIX THE BOOSTER PROBLEM*** Right now when you boost and the boost ends the stick reverses. So if up was down and down is up normally for you, down is now down and up is up until the ship reaches max speed (booster wears off entirely). This happens every time. Either that or the ship drops straight toa speed of 0 and then accelerates normally when the booster ends. This happens a lot if you terminat the booster before it ends due to expendature.
***THIS ALSO HAPPENS IN THE YACHT***
Message Edited by RSQViper on 03-17-2005 10:27 AM
Khenn_Praxton
Thu Mar 17, 2005 4:57 pm
#112
I would like to see content that made us want to enter space other than for PVP reasons once we reach Master Pilot.
RSQViper
Tue Mar 22, 2005 9:31 am
#113
Are any of these ideas going to be implemented or talked about? I see it's no longer a floating thread... 
MonsofoLexius
Tue Mar 22, 2005 11:20 am
#114
RSQViper wrote:
Are any of these ideas going to be implemented or talked about? I see it's no longer a floating thread...
Its still linked on the Issues thread. We were just getting to a huge ammount of stickies.
I am in the process of cleaning up the FAQ's a bit and will be adding all the curent issues threads to there as well. An will be updating the first posts to come up with a "package" idea soon to for us all to peep at, kinda a consolidation.
Then after we have bantered about that for a bit I will send an updated "POB Ideas" list to the Dev's and hope it gets some serious consideration (maybe even implemented, but lots on their plates ATM, but why should that stop me from trying to put gravy on top of the food
)
Jasynn
Wed Mar 23, 2005 2:02 am
#116
Yes. Auto Pilot. Would be nice.
1 and only real request. Either a forward firing gun for pilot or the ability for all turreted craft to 'lock forward' and be fired by pilot. In most cases turrets are a waste [Y-wing, Aggressor].
secondary request. some ships need their mass reajusted. The advanced would be a great ship if it could actually hold all the equipment its rated for.
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