Pilot Archive

Thread: POB Talk

Catman-Does
Wed Jul 27, 2005 7:19 am
#105


TomoRainer wrote:
A general argument: POBs do take 4-5 crewmembers to make them work, but that doesn't necessarily mean they need to be as powerful or effective as 4-5 individual starfighters. I'm not even sure you could set up a system where a well-run POB could do all the same things as 4-5 well-piloted single-player ships and maintain balance.

So to me it's not an issue of making them a multiplayer duplicate of starfighters, but rather as a class of ships that can fill roles that starfighters can't physically handle. That level of personnel investment needs to be worth it. Not as a direct comparison to single-player ships, but as a result of being able to do certain things you just couldn't with an Eta-2 or a Krayt.

That mindset ties in pretty well with the current talk about being able to permanently customize them to play different parts. I'm not sure how likely we are to see such a thing happen, but the concept driving it--well, I think it's a pretty great one.




Soz to drag this thread back up...

First up my crew and I use our Decimator for PvE fun. I run a guild event every Thursday where we go for a bit of a fly around. From what I know space PvP is so messed up it's hardly worth bothering with. For my crew and I; PvP has no bearing or interest in it's current state.

I find my Decimator a lot more limiting than my ETA-2 and my Oppressor has the same firepower capabilities. I don't believe a POB ship should zipping around dog-fighting like a fighter, it's a slow turning beast not designed to chase around after fighters. They're your weapon platforms - the tanks of space; high protection, high damage but faced up against several good fighters they should have a hard time to stay alive... you know: gunboats. At the moment that practically have fighter shields and weapons, the POB components are only marginally better in some/most aspects but a few good RE'd bits can yeild better results.

Quick Comparison of Firepower - Fighters vs POBs:
Fighters
The Rebels have B-Wings with 4 weapons and 2 missiles, the Freelancers have the Krayt with 3 weapons and 1 Missile, the Imperials have the Oppressor with 2 Weapons and 3 missles. Each ship can have one countermeasure launcher too.

POBs
Then your POB ships (Imperial/Rebel) are 2 weapons, 3 missles - or 2 weapons 2 missles if you're Freelance. POBs also only have one countermeasure launcher - which strikes me as rather odd also.


The Missiles on POBs are rather useless, they're designed for starfighters and as a result have extremely limited ammo capacity - being able to reload these in flight on POB would go to relieve the pain. It would be rather nice if turrets had their own missile launcher - where the person in the turret is responsible for the lock and firing of the missile.

Personally, as stated earlier, I'd rather see POBs with more turrets placed on them. The Decimiator/Nova should easily have 4 turret slots - Ok so they'd need a crew of 6 then. Maybe, then, a consideration would be that turrets take 2 weapons each: Doubling the firepower while maintaing the crew at 4?

Considering the POBs practically take starfighter parts AND are wholly less maneouverable AND require 4 people to work them: 2 people in what can only be described as HORRIBLE turrets that twist and turn with the ship making shooting when the ship is dogfighting nigh-on-impossible. The people in turrets have to aim forward and adjust their aim slightly with the pilot otherwise they stand very little chance of doing anything - I believe this should be fixed, the turret should "free float" and only turn when it hits the end of it's axis.

To add further insult to injury exp and faction points are divided up and shared among the crew, rendering the POBs ships rather fruitless adventures for anyone needing exp. I'd be better off flying around disabling ships and then letting some rookie put in a few hits before finishing them off.

Also I think the component system as it is is rather nice and very flexible and rather than going nuts by nerfing and/or adding new bits I think POB ships should have a lot more equipment slots and use a coupling system.

For example:

My Decimator would have 2 shield unit slots. I get two shield units:

Shield One
Front Shield: 2313.1
Back Shield: 2383.6
Sheild Recharge Rate: 12.93

Shield Two
Front Shield: 1812.1
Back Shield: 1963.4
Sheild Recharge Rate: 16.01

As a result of coupling my shields would be rated at:
Front Shield: 4125.2
Back Shield: 4347.0
Sheild Recharge Rate: 28.94

This coupling system imo would add a vaster degree of customisation.



One thought that just popped into my head (soz if it's been mentioned before) but why can I "add" turrets to my ship? Say my Decimator has 10 "ports", these "ports" are flexible equipment bays. I could if I wanted to put 10 turrets on my ship, requiring 12 people to man it. However I might want to make my Decimator a massive 2 player gun platform and load it out with 10 forward firing blasters or even 8 forward firing blasters and two countermeasure launchers. It could be that I want 2 turrets, 4 missles, 4 countermeasures. Etc etc etc loads of flexibility and customization. Put that with the coupling idea and you near endless variations.





>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
Catman Does Catius
Dark Jedi Imperial Colonel Droid Engineer & Shipwright
>>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
>>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
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we start changing it. And now we?re alienating the players
playing our game, losing our subscribers."- Jeff Hickman

Kirkmeister
Thu Jul 28, 2005 6:14 am
#106






Catman-Does wrote:




TomoRainer wrote:
A general argument: POBs do take 4-5 crewmembers to make them work, but that doesn't necessarily mean they need to be as powerful or effective as 4-5 individual starfighters. I'm not even sure you could set up a system where a well-run POB could do all the same things as 4-5 well-piloted single-player ships and maintain balance.

So to me it's not an issue of making them a multiplayer duplicate of starfighters, but rather as a class of ships that can fill roles that starfighters can't physically handle. That level of personnel investment needs to be worth it. Not as a direct comparison to single-player ships, but as a result of being able to do certain things you just couldn't with an Eta-2 or a Krayt.

That mindset ties in pretty well with the current talk about being able to permanently customize them to play different parts. I'm not sure how likely we are to see such a thing happen, but the concept driving it--well, I think it's a pretty great one.






Soz to drag this thread back up...

First up my crew and I use our Decimator for PvE fun. I run a guild event every Thursday where we go for a bit of a fly around. From what I know space PvP is so messed up it's hardly worth bothering with. For my crew and I; PvP has no bearing or interest in it's current state.

I find my Decimator a lot more limiting than my ETA-2 and my Oppressor has the same firepower capabilities. I don't believe a POB ship should zipping around dog-fighting like a fighter, it's a slow turning beast not designed to chase around after fighters. They're your weapon platforms - the tanks of space; high protection, high damage but faced up against several good fighters they should have a hard time to stay alive... you know: gunboats. At the moment that practically have fighter shields and weapons, the POB components are only marginally better in some/most aspects but a few good RE'd bits can yeild better results.

Quick Comparison of Firepower - Fighters vs POBs:

Fighters
The Rebels have B-Wings with 4 weapons and 2 missiles, the Freelancers have the Krayt with 3 weapons and 1 Missile, the Imperials have the Oppressor with 2 Weapons and 3 missles. Each ship can have one countermeasure launcher too.


POBs
Then your POB ships (Imperial/Rebel) are 2 weapons, 3 missles - or 2 weapons 2 missles if you're Freelance. POBs also only have one countermeasure launcher - which strikes me as rather odd also.


The Missiles on POBs are rather useless, they're designed for starfighters and as a result have extremely limited ammo capacity - being able to reload these in flight on POB would go to relieve the pain. It would be rather nice if turrets had their own missile launcher - where the person in the turret is responsible for the lock and firing of the missile.


Considering the POBs practically take starfighter parts AND are wholly less maneouverable AND require 4 people to work them: 2 people in what can only be described as HORRIBLE turrets that twist and turn with the ship making shooting when the ship is dogfighting nigh-on-impossible. The people in turrets have to aim forward and adjust their aim slightly with the pilot otherwise they stand very little chance of doing anything - I believe this should be fixed, the turret should "free float" and only turn when it hits the end of it's axis.







I have to disagree here m8. I PvP regualrly in my Nova with excellent results. 12 kills to 4 deaths so far. One reason we are so successful is the use of missiles. i'd like to see anyone dodge 3 IR II's which is what I pack. this usually means we get a kill, and as they lock straight away, you usually get the kill. This has even happened against multiple players, where i lock on one guy and the gunners take the other. Targeting engines helps a lot, as fighters can't fight without an engine. Oh and the engine I have, which is looted can keep up with a player JSF if I run at 50%, and can track tier 5 NPC's with relative ease. So PvP in a Nova is more than possible. It's your mindset that matters. You need to belive in your own and your crews ability, if you believe you can win, you tend to win. And we do




Yanus Ulriksen-Guild-Leader-LRDP
Master Bounty Hunter
Lakeshire-Talus
Dragon942
Thu Jul 28, 2005 6:33 am
#107






Just_Bri wrote:
Check it out, the Devs have put the house moving stuff on test center. Now to see if this can be extended to putting ships on the ground!





That would be awesome. Of course first step is to just let us pack them up with components still in, so that I can finally try my Y-8 out without having to "un-decorate" my Decimator and Yatch.



Starscreamer Sapphire
Starsider
JanuHull
Thu Jul 28, 2005 7:36 am
#108








Kirkmeister wrote:


I have to disagree here m8. I PvP regualrly in my Nova with excellent results. 12 kills to 4 deaths so far. One reason we are so successful is the use of missiles. i'd like to see anyone dodge 3 IR II's which is what I pack. this usually means we get a kill, and as they lock straight away, you usually get the kill. This has even happened against multiple players, where i lock on one guy and the gunners take the other. Targeting engines helps a lot, as fighters can't fight without an engine. Oh and the engine I have, which is looted can keep up with a player JSF if I run at 50%, and can track tier 5 NPC's with relative ease. So PvP in a Nova is more than possible. It's your mindset that matters. You need to belive in your own and your crews ability, if you believe you can win, you tend to win. And we do







This is possible even on a crafted engine with <70 YP. Sure the higher YP helps with the PvP performance, but people grossly underestimate a POB's agility. POB maneuverability only sucks when you've got a skipper with a lead foot, but any fighter pilot with half a brain knows faster isn't always better.


Kirkmeister does in PvP whatI do in PvE, slow down, get loose and give your gunners a stable target to shoot at, rather than a stable platform with all these little gnats whirling uncontrollably that your gunners could never track. Plus by going for maneuverability he's reclaimed the vast bulk of a POBs firepower locked in those missile launchers.


I still think their defenses aren't even close to what they should be for a POB, but they're obviously far from helpless.




Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Yoda-5499
Thu Jul 28, 2005 8:21 am
#109

I decided to take all the ideas that I like, and mush them together in this post. If you see anything that might need tweaking, just post it and I’ll go back and edit it. Unless major tweaking is required, I’ll make another post.

Defense
Shield Strength: Going with the stronger shield point of view held by most. Increasing it to accept a lot more damage would be incredibly helpful. PvP against POB ships with a stronger shield would be a lot better and make more sense. I don’t know the exact numbers, but having the enemy player having to hit you with around twenty-five average (Level 7 weapons) shots to knocks out your shields sounds good. Since POB ships were never meant to run destroy missions like fighters, this increased shield would work well in PvE as a transport of some kind.
Armor Strength: Naturally, a certain POB exclusive armor would have to be put in-game. This would make the ship both withstand fire from enemies longer in flight, and have it be more along the lines of an actual ship in the Star Wars universe. Using the same “complex” system as above, I’d say ten average shots would take out the armor during PvP battles. As with shields, the armor would be there in PvE in case the opposition manages to put enough fire on you that you shields were and the hull was exposed.
Offense
Hardpoints: Having POB-only weapons available which dished out up to 4700-5000 worth in damage per shot would greatly increase the power of POB ships in combat. Adding another turret would be great if it were to be used for combat. But being that this ship is not intended for combat, these guns would merely protect the ship if it were to be attacked a large number of enemies at one time, hence the large damage per shot ratio.
Turret Control: Turrets should continue to be manned. Turrets could also use ordinance from one of the three slots. And as stated before, the gunners should be offered the option of gyro-stabilization.
3. Damage
Attacking Components: Only by taking out the listed components could a POB ship be taken out. I’ve also including the possible sound effects that could be applied to make the whole procedure more “Star Warsy.” Note: For easier understanding of this example battle, the attacking ship and it’s crew will be Ship A and Crew A, and the defending ship and crew will be called Ship B and crew B.
The shield and armor of Ship B would both have to be lowered to 0 on either the front or back portions before any damage to the components could be dealt for Ship A.
The Engine: The engine of a POB would be the first component to be targeted before destruction/boarding g could commence. Targeting the engine would only prevent the ship from moving. An enemy ship could not attempt to capture a motionless ship for the turrets would still be operational, along with the shield recharging which would lead to a halt in the enemy taken over the ship. The sound of the engine slowing down should be like when Han trys to jump to lightspeed but can't.
The Shield: The shield of a POB would be the next available component to be targeted before destruction/boarding could commence. Taking out the shield would ensure any attempt of the crew to prevent the boarding of an enemy ship. Sounds like the shield going up on Destroyer droids except played in reverse, much lower tone and over a longer period of time (5-10 seconds).
The Reactor: The final component to be targeted on a POB before destruction/boarding could commence. Taking out the reactor would ensure that the ship could not fire its weapons or prevent a boarding procedure via an increase in the shields. The lights in the ship would go off and the gentle hum in the background would slowly die.
After all three of the components are knocked out, an attacking ship could choose to either destroy the ship or board it.
Boarding: Once the reactor is disabled the ship is vulnerable to boarding. Only 1-on-1 docking would be permitted in the attempt of capturing a ship. Crew B will have the options to surrender their ship to the Crew A or fight them. In the event of surrender being selected, the Crew B would have to sit and watch Crew A attach bombs at several key spots on the ship. If the option of attack is selected, the Crew B will be able to attack the Crew A, regardless of whether or not they are of the same faction (Imperial flying with a Rebel crew). If Crew A defeats Crew B, they could commence to attachment of the bombs on Ship B. But, if Crew B defeats Crew A, they could proceed to go onto Ship A and place bombs in various key spots.
Now the question arises, if Ship B is disabled, how could they 1) leave Ship A before it blew and 2) go anywhere after the battle. My suggestion would be that they would have the time then to repair the damaged components to then fly again. Then, you might ask, if they can repair them now, why not in battle? Well, I say it is because Crew B would be preparing for an unavoidable attack that they wouldn’t bother fixing the parts just yet.

Engine
Giving POB ships an engine that is faster than most would help in their role as a transport ship. Not as much as evading enemy fire as really getting the cargo to their destination fast. The shields would hold out against fire, but good is a transport if it can’t to the job quick?

Capacitor, Boosters, and Droid Interfaces
Capacitors should have more energy and higher recharge. Booster should be able to get POB out of a situation fast. Doesn’t need to make the ship go to fast, but the acceleration should be that in which it can get in and get out fast. Droid interfaces only need to be slightly faster. No special DI should be crafted for POB ships.
Ordinance
Other than the fact that the YT-1300 should have another slot, I have no comments. See above for other uses.

The Repairs
Finding enough engineers to fix parts might be hard. So, have Droid Engineers craft astromechs and LE Repair droids that run around on the inside of POB ship repairing whatever they are assigned to repair when it reaches a certain percent of damage. Astromechs could also go on the outer hull of the ship to repair armor damage. But, these poor droids are subject to being a selectable target by enemy craft if on the outside of a POB ship. Droids shot on the outer-hull of ships can not be used again unless they are revived by a special “Space droid” repair kit which Droid engineers could also make.

Missions

See below post. I love that idea. Makes the pilots seem important in the GCW. I would also include transporting troops and VIPs along with supplies. Transporting commandos across enemy lines seems exciting.

Message Edited by Yoda-5499 on 07-28-2005 10:03 AM

Message Edited by Yoda-5499 on 07-28-2005 10:08 AM



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DarthGorilla
Thu Jul 28, 2005 8:59 am
#110

POB ships should be the key to opening up the GCW in space and tyeing space into the existing GCW. ROTW brought us cargo holds which can and should be used for more than just hauling rocks. Since the POB ships are freighters they should be hauling freight not trying to engage in dogfights against interceptors. Yet they should still be able to survive encounters with them as most people here are suggesting. So I have a proposal for adding freighter missions to the role of the POB ships that can also tie them into the ground based GCW.


In any war keeping your troops supplied is just as important if not more so than winning battles. In Star Wars your supply lines consist mostly of space lanes. Being able to move supplies through space is critical to victory on planets.

Proposal: Supply Missions

Supply missions can be done by any ship equipped with a cargo hold. Supply missions can be taken from factional space stations and or from factional supply officers located at important factional POIs on the planets. Perhaps these could even be taken from any factional mission terminals.
When you take a supply mission in space supply units are transferred directly to your cargo hold. The bigger your cargo hold the more supply units you can carry on your ship. When you take a supply mission on the ground the supply units are placed in your inventory and must be loaded into your ships cargo hold before you launch.
The objective of the supply mission would be to get your cargo safely to a contested planet and land. If you don't make it then the cargo in your ships hold is lost. You don't get a second chance to get the same cargo to the same destination.
A successful mission would give a credit/faction payout dependent on the amount of cargo you were able to carry in your ship. It would also decrease the cost of purchasing factional equipment on that planet for a time depending on how many supply units you were able to land with.

Mission types PvE and PvP

PvE Missions: Mundane supplies

PvE missions would consist of carrying rather mundane supplies to the target planet. These supplies are needed to maintain the war effort but they are not considered critical so the degree that the missions have in affecting the cost of factional items on the target planets would be lesser as would the mission credit/faction payout. Like an escort mission the players would be attacked by waves of enemy fighters when they enter the target system. The level of difficulty of the spawning fighters would be directly related to the amount of cargo being carried so obviously Tier 5s would spawn if you had a full cargo on a POB ship.

PvP missions would consist of carrying supplies vital to the war effort and are therefor given only to pilots willing to take the greatest risk. These missions could only be taken from factional space stations since pilots would have to be overt to take them. These missions would give a greater credit/faction payout and have a greater impact on the cost of purchasing factional items on the planets. Fewer NPCs would spawn on these missions but of course the players would be open to attack by any other overt player in the system.

Of course POB ships would have to be made more survivable in PvP for this to work well.



Haunt; Pirate, Bounty Hunter, Scum of the galaxy.





ex-Col. Bendo Kyn, Grey Ghost Squadron. Retired

Catman-Does
Fri Jul 29, 2005 5:39 am
#111


Kirkmeister wrote:
I have to disagree here m8. I PvP regualrly in my Nova with excellent results. 12 kills to 4 deaths so far. One reason we are so successful is the use of missiles. i'd like to see anyone dodge 3 IR II's which is what I pack. this usually means we get a kill, and as they lock straight away, you usually get the kill. This has even happened against multiple players, where i lock on one guy and the gunners take the other. Targeting engines helps a lot, as fighters can't fight without an engine. Oh and the engine I have, which is looted can keep up with a player JSF if I run at 50%, and can track tier 5 NPC's with relative ease. So PvP in a Nova is more than possible. It's your mindset that matters. You need to belive in your own and your crews ability, if you believe you can win, you tend to win. And we do




I think you misunderstood me there m8, I was saying that missiles are "worthless" because they just run out so fast: 3 Missile launchers with ~11 missiles each... that maybe 33 missiles but that's still only 11 targets to fire at. And my crew and I only do PvE where 3 missiles into the back of a target only half damage it. Now if you could reload the launchers in space or if POBs could take larger magazines of missiles that would go a long way to helping.

As for my engine thats rated at around P/Y 65 and following targets at low speeds is not a big problem.





>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
Catman Does Catius
Dark Jedi Imperial Colonel Droid Engineer & Shipwright
>>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
>>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
"So instead of sticking to the thing that our players really love,
we start changing it. And now we?re alienating the players
playing our game, losing our subscribers."- Jeff Hickman

JanuHull
Fri Jul 29, 2005 6:23 am
#112






Catman-Does wrote:




Kirkmeister wrote:
I have to disagree here m8. I PvP regualrly in my Nova with excellent results. 12 kills to 4 deaths so far. One reason we are so successful is the use of missiles. i'd like to see anyone dodge 3 IR II's which is what I pack. this usually means we get a kill, and as they lock straight away, you usually get the kill. This has even happened against multiple players, where i lock on one guy and the gunners take the other. Targeting engines helps a lot, as fighters can't fight without an engine. Oh and the engine I have, which is looted can keep up with a player JSF if I run at 50%, and can track tier 5 NPC's with relative ease. So PvP in a Nova is more than possible. It's your mindset that matters. You need to belive in your own and your crews ability, if you believe you can win, you tend to win. And we do







I think you misunderstood me there m8, I was saying that missiles are "worthless" because they just run out so fast: 3 Missile launchers with ~11 missiles each... that maybe 33 missiles but that's still only 11 targets to fire at. And my crew and I only do PvE where 3 missiles into the back of a target only half damage it. Now if you could reload the launchers in space or if POBs could take larger magazines of missiles that would go a long way to helping.

As for my engine thats rated at around P/Y 65 and following targets at low speeds is not a big problem.





Few ideas. One, I use Spacebomb II's experimented to have 25k+ damage, and 4 shots. With three, I've got 12 targets worth of endurance, even with Tier 5s (except the gunboats). PvP's a different animal and I haven't had the opportunity to try anything yet.


Certainly not dutymission level endurance, but more than enough for travel from here to there and some of the minor quests. I did the space phase of a couple Kashyyyk missions alone in the Nova with those.





Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Snooze821
Fri Jul 29, 2005 11:46 am
#113


POB ships should be able to land on planets and function as housing or as a way to land people. I think if your on a POB ship you can bring up the planet map and pick any location far enough from a city to land at which point it becomes a house where you can walk in and out of it until your get in the pilot seat and take off.


Also I think that a SW or Artisan should be able to do special shunts with the conduits in the ship. Where you can "Buff" a conduit to add a ship bonus but each buff can decay or potentially blow up the conduit doing damage to the main component.


And they should have heavier shields and guns they aren't Transports there are "Cruisers" At if they don't have better shield and guns should have "special abilities" like the YT-1300 could get a speed link bonus to any ships they are grouped with, or Nova can link targetting with other ships to increase damage in a group or a decimator can link shields so all ties in a group get a bonus.


Normal fighters should still be stuck in starports but would make POB ships really interesting especially when grouping to do things like hunting on planets like Endor where you can land anywhere and make a POB ship as the base camp.





Iw-Ip MD - Doaba, Eclipse

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Please hold and you'll be ignored in the order which you were received.
werehere
Fri Jul 29, 2005 1:39 pm
#114

that would rock but then people would land just a little ways away from the village make it no landing on danth unless it is the same distance from the science outpost to the village
JanuHull
Fri Jul 29, 2005 1:42 pm
#115






werehere wrote:
that would rock but then people would land just a little ways away from the village make it no landing on danth unless it is the same distance from the science outpost to the village






Bleh, on Kettemoor there are so many friggin' factories and harvesters out there, you couldn't land safely near the village anyway.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Dragon942
Fri Jul 29, 2005 1:42 pm
#116






werehere wrote:
that would rock but then people would land just a little ways away from the village make it no landing on danth unless it is the same distance from the science outpost to the village





Or just delete the village.



Starscreamer Sapphire
Starsider
werehere
Fri Jul 29, 2005 1:46 pm
#117

LOl i am becoming a jedi first time i went to village was yesterday i say we have vader come down destroy the village and then hunt down the jedi once they are killed give then the ability to respec to anything but not jedi , ANd make a new master profession like mandolorian or just make the game completly space
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