Pilot Archive
Thread: Sick of DEV silence MP Ships are useless thropy items unless changes are made...
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ArdenStarmariner
Tue Jan 25, 2005 8:13 am
#1
Guess what happens if you should up to a Kessel raid in an MP ship? The raid leader sends you a tell saying get out of that piece of crap and come back in your SP fighters. I don't want my group strength diluted by any MP ships.
I'm sick of the DEV's silence on this issue. Why should a MP ship that requires 5 people to operate be just as easy to kill as a SP fighter? And why are the gunners so handicapped that they are lucky to connect with one shot in a hundred? You might as well take the weapons off them and make them invulnerable glass bottom boats like the Sorosuub 3000.
At a minimum, the following changes should be made:
1. Disconnect the turret aiming from the ship maneuvers. I mean, common! There's 20th century choppers with gunner controlled turrets that are stablized and don't have this sort of crap behavior.
2. Add in lootable/craftable Level 11 to 15 armor and shields. The level 11 through 15 makes sure that such high mass parts can only be RE'ed with each other and never get masses small enough to put one of these parts into a SP fighter. A level 11 shield should have front/rear shields of 2500/2500 wereas the level 15 should have shields of 12,500/12,500. Same sort of scaling with armor. Baseline masses for these should components should be about 100K-200K for a level 11 and 500K-700K for a level 15.
These changes alone would make MP ships into the flying fortresses they are suppose to be and would justify taking up 5 slots for the people who operate one in large space groups.
I'm sick of the DEV's silence on this issue. Why should a MP ship that requires 5 people to operate be just as easy to kill as a SP fighter? And why are the gunners so handicapped that they are lucky to connect with one shot in a hundred? You might as well take the weapons off them and make them invulnerable glass bottom boats like the Sorosuub 3000.
At a minimum, the following changes should be made:
1. Disconnect the turret aiming from the ship maneuvers. I mean, common! There's 20th century choppers with gunner controlled turrets that are stablized and don't have this sort of crap behavior.
2. Add in lootable/craftable Level 11 to 15 armor and shields. The level 11 through 15 makes sure that such high mass parts can only be RE'ed with each other and never get masses small enough to put one of these parts into a SP fighter. A level 11 shield should have front/rear shields of 2500/2500 wereas the level 15 should have shields of 12,500/12,500. Same sort of scaling with armor. Baseline masses for these should components should be about 100K-200K for a level 11 and 500K-700K for a level 15.
These changes alone would make MP ships into the flying fortresses they are suppose to be and would justify taking up 5 slots for the people who operate one in large space groups.
Odajja
Tue Jan 25, 2005 9:14 am
#2
its all been fixed now. All you have to do is remove everything from the ship and redeed it. total fix. And they said the Devs couldnt even fix a board game. I could seeit if we wanted a I win button or sabers to shoot out of the thing. But we only want what they intended it to be.
ArdenStarmariner
Tue Jan 25, 2005 9:25 am
#3
Odajja wrote:
its all been fixed now. All you have to do is remove everything from the ship and redeed it. total fix. And they said the Devs couldnt even fix a board game. I could seeit if we wanted a I win button or sabers to shoot out of the thing. But we only want what they intended it to be.
That only fixes the pesky plasma alarm. Doesn't do squat for making MP ships viable.
sillyrack
Tue Jan 25, 2005 9:36 am
#4
I put this as a solution on another post.
Stacking Shields will increase the energy lv's required while increasing mass and output to lv 10 equipment excludes it from being used on ships like bwings.
As I posted the only way to do this is to add an additional energy output to the shields from the ships basic stats like they do on the engines ( even though they cap these instead of increasing them) So eg 10x output on the shield installed, with a doubled Recharge rate. soooo
lv 2 shield is 200 front/rear with rr 8 , once install on an MP it is then 2k front/rear with and rr of 16, for a lv 2 shield that is the basic lv we get from and MP at the moment.
Soo on at lv 10 is will be 2k front/rear with and rr 15, once install on the MP it is then 20k front/reat with and rr of 30. This seems a fair number for a ship of its size.
This system can also be used in future ships, the large the ship the larger the increase in output.
Odajja
Wed Jan 26, 2005 1:44 am
#5
ArdenStarmariner wrote:
Odajja wrote:
its all been fixed now. All you have to do is remove everything from the ship and redeed it. total fix. And they said the Devs couldnt even fix a board game. I could seeit if we wanted a I win button or sabers to shoot out of the thing. But we only want what they intended it to be.
That only fixes the pesky plasma alarm. Doesn't do squat for making MP ships viable.
Ahhh but does it fix the Pesky Plasma Fires that you cant repair!!
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