Pilot Archive
Thread: Vick Cloudwalker's Guide to Improving Multiplayer Ships!
One thing I'd like to add to your list, though. Give MP ships a third weapon slot. This weapon would be attatched to the front of the ship and would fire forward, and fired by the pilot of the craft. This would really help out in a fight with or without turret gunners. Having three blasters instead of two is always better, and would indeed make them more powerful like they should be.
The Falcon had them, after all. They did pivot, however, but these don't need to. They should only fire straight ahead.
But if I remember right, these weapons where a custom modification by Han. So... if that's the case, why not let Smugglers "slice" the ship (for lack of a better term) and add this third weapon slot that way. The Smuggler would have to board the MP ship, walk to the front of the ship and type some kind of command to slice it. After that, the owner of the ship could add a weapon to the the new third slot, and switch the weapon out whenever he/she wanted to.
RogueCloudwalker wrote:
1. Forward Locked Turrets
Definately need this.
2. The YT-1300 Needs its Third Missile Slot
Need this too.
3. Multiplayer ship components should be able to be replaced in flight
I can understand some components being replaceable but there are many components that can't realistically be switched mid-flight. Basically the only thing you could switch would be a flight computer and even that would be difficult.
4. Ordnance and Countermeasures should be able to be reloaded in flight.
This would make sense but you'd need people on board or you'd have to leave the pilot's chair to do so.
5. Droid Commands should be given to the pilot and the copilot should have new abilities.
I'm not so sure about these. The first ability sounds good, but the others seem a bit overpowered. If sensor modules were a part that you had to add to your ship then I could understand the second ability, but this game assumes your sensors are stock. As for the last 4 abilities, using one system boost should detract from another system by the same amount or all the systems equally.
6. Secret Smuggler Compartments
This would be a nice addition.
7. Add the Interior Turret Graphics to the Ships!
This is just one of those little details, not necessary but nice to have. I don't see any real reason to implement it.
8. Add the Falcon turrets please!
Those were military grade weapons. Normal people can't get ahold of them.
9. Other Smuggler Options - Fake Transponders, Jammers, Cloaks, Tractor Beams, Magnetic Claws, Cargo Space, Holonet Slicing
Cloaking devices and tractor beams wouldn't fit on ships of those sizes. The rest are good though.
10. About the Falcon manueverability...
It was the Falcon. There is no ship in existence as manuverable as she is. Our piddily little ships could not hope to match the brilliance that is the Falcon.
11. A better Autopilot command and /SetThrottle
This is something that MP ships should be able to do.
12. Smugglers should be able to slice ship components
In general, most smugglers are not as technologially apt as Han. Most wouldn't know how to modify the ship components to make them work better. The books mention this fact on many occasions. People who have tried to modify their ships like the Falcon generally end up fertilizing some asteroid.
13. Astromech Droid uses on Multiplayer ships.
Repair droids would be nice to have, but they better work on fighters too.
14. Roles in Combat, Level 11 Parts and Balance Issues
They just need to modify some of the part to use chassis values likeengines do. Armor placed on an MP ship should be far more effective than the same armor placed on an A-Wing.
My thoughts in this color.
1. Forward Locked Turrets
Definately need this option, however I think there should be an accuracy penalty... that's just me though.
2. The YT-1300 Needs its Third Missile Slot
For balance, agreed.
3. Multiplayer ship components should be able to be replaced in flight
Not sure that this is a "must have" but it might be nice.
4. Ordnance and Countermeasures should be able to be reloaded in flight.
Definate must have.
5. Droid Commands should be given to the pilot and the copilot should have new abilities.
Droid Commands and the standard flight commands each proffession gets. As for the Co-Pilot commands, I'm not sure.
6. Secret Smuggler Compartments
Yes, definately a good one.
7. Add the Interior Turret Graphics to the Ships!
Another goodie.
8. Add the Falcon turrets please!
The sound effects? Yes, please.
9. Other Smuggler Options - Fake Transponders, Jammers, Cloaks, Tractor Beams, Magnetic Claws, Cargo Space, Holonet Slicing
Gonna have to go on this one piece by piece...
Fake Transponders - Yes.
Jammers - Maybe...
Cloaks - No, everyone may hate my guts for this, but cloaking devices in this timeline are huge and take tons of power... as said in ESB "No ship that small has a cloaking device!
Tractor Beam - Maybe...
Magnetic Claws - A good one.
Cargo Space - Good one.
HolonetSlicing - I personally think this would be better reserved for the ground game myself, but it should be implemented.
10. About the Falcon manueverability...
Nearly every ships maneuverability for that matter... but yes, the POB ships in particular.
11. A better Autopilot command and /SetThrottle
Yes, 100% agreed.
12. Smugglers should be able to slice ship components
I think this should be a choice, slice or reverse engineer. Can't do both, but a slice would make the part a little more prone to failure (ranging from massive system failure to a fluke where a good fist to the dash would fix it.)
13. Astromech Droid uses on Multiplayer ships.
Astromechs, LE Repair Droids and... well, all droids should have their place, repairing or giving some more juice so to speak...
14. Roles in Combat, Level 11 Parts and Balance Issues
Personally I prefer the idea of secondary shield generator, capacitor for each turret, secondary layer of armor and the like. I don't see the need to add a full set of Level 11 parts.
RogueCloudwalker wrote:
1. Forward Locked Turrets -
No comment with this, doesn't appeal to me. Only comment is with this statement:
However, with multiplayer ships moving like a brick and being as large as a bus, it will be difficult to fight anything beyond Tier 3. Not sure I understand this statement, are you saying they are not effective beyond Tier 3 oppenents? If so, this is untrue, I know of a few crews that are very effective in Deep Space.
2. The YT-1300 needs its third missile slot
Definately agree.
3. Multiplayer ship components should be able to be replaced in flight.
Interesting idea, but I don't think this is feasible. I truely doubt Han replaced anything mid-flight, repaired yes. This is the type of work done at shipyards. If it was a serious consideration, I'd recommend adding timers, down-sides, and chance of failures. And not short timers, minutes long timers. For Example:
Replacing the Reactor would kill all power to the ship for 3 minutes, if you fail to install you have to wait for the 3 minute timer to run-out before trying again. Engine would result no thrust, weapons would be that particular weapon offline, etc.
4. Ordnance should be able to be reloaded in flight
Definately, need to add an Ordnance panel somewhere, from there the missiles & countermeasures can be repaired or reloaded.
5, Droid commands should be given to the pilot and Co-pilot should have new abilities.
Get a better Operations Officer, your's seems to be slacking. I have an excellent co-pilot, he runs through the pre-flight cycle, fires off shunt-to-shields when needed, repeatedly types /who to find determine if enemy players have entered the sector (and warns the gunners when they do). This leaves me free to make sure the ship is in the optimal position for the gunners, and the gunners free to kill everything that moves. As for other abilites:
Ability 1 - Shut off Plasma Conduits for 30 seconds.
Plasma conduits transfer the power from the reactor to the components, shutting down allthe conduits should thus shut down the entire ship.
Ability 2 - Ultra-Range Sensor system and Inspection system
Cool idea, although I'd settle for the operations to be able to pull up a huge radar screen with the ability to get info from using mouse-over similiar to the new ground ability.
Ability 3,4,5,6
E-shields, E-thrust, and e-weapons already exist in the game. If Operations-specific versions were implemented, they would probably function similar to the already existing versions, in other words they would not stack with droid commands. No thank you.
6. Secret Smuggler Compartments
Interesting.
7. Add the interior turrets graphics to the ships!
Yeah, some sort of interior would be nice, even just a pair of seats with handles.
8. Add the Falcon turrets please!
Agree
9. Other Smuggler options - Fake Transponders, Jammers, Cloaks, Tractor Beams, Magnetic Claws,Cargo Space, Holonet Slicing
Eh. I'd be more intrigued by this if I could inspect / arrest smugglers.
10. About that Falcon manueverability....
Get a better engine, cut speed when you start rapid turns. I've seengood RE'ed level 10 engines with speed in the 90s with YPR in the high 80s.
11. A better Autopilot command and /SetThrottle
Agree, /slaps droid.
12. Slicing Ship Components
Bad Idea [TM]. SW have RE, allowing smugglers to slice components could break the game. How? Easy, here's an example: Weapon A gets max-damage sliced, Weapon B gets min-damage sliced, Weapons C and D get vs shields and Armor sliced respectively, and Weapon E getsrefire rate sliced. A SW now RE's this weapon set, but uses Weapon F (which has not been sliced) as the first object placed in the RE tool - the final component now counts as if it has not been sliced, yet has had slices to 6 of its stats already.
13. Astromech droid uses on a Multiplayer ship
More droid uses, yes. 2 possible droid modules have been discussed since beta: a fire-extinquisher, and a ship repair module (this one has been discussed as possible requiring the repair kits to be loaded into the droid).
14. Roles in Combat - Level 11 Parts and other balancing issues
Heavier equipment and dual-armor/shields are both good ideas which our friendly correspondants hopefully have been trying to pound into the devs for awhile now.
I hope you all liked my suggestions! Please let me know about this with your feedback! Thanks!
RogueCloudwalker wrote:
Thanks for the suggestions! A few things I want to clear up...
About the Tier 3 thing....
I'm assuming that anything Tier 4 and 5 will be too hard to catch half the time unless you joust in the multiplayer ship. The turning at high speeds is impossible. Jousting can take a while...
I've read 2 ways to deal with fighters while piloting the POB ships, both involve your standard straight and level flight.
1. Fly slow, most guides recommend 250 spd, and let the fighters joust you - don't spin and turn trying to catch them or follow them, your gunners can handle them as they approach. This option seems to take less damage and spreads it out both over time and between front/back.
2. Full speed ahead. With a high speed engine, most enemies will slow down enough to keep you in their sights, thus they are relatively sitting targets for your gunners. Advantages: easier for gunners to hit targets, high kill speed. Disadvantage: Multiple enemies directly behind you, firing into your engines - who ever is running shunt-to-shields better be quick and the cap better be fast.
I'm still playing with both, not sure which I perfer. 2 is real nice, be can get scary.