Pilot Archive

Thread: Now that we got decent Transports.. Can we get Cap-Ships up to thier Proper Difficulty?

SBRD0C
Sun Oct 23, 2005 7:19 pm
#1

Honestly.. a single X-wing shooting the ISD should be about as effective as a Tier 1 Fighter hitting the 9k shields on my Nova...

The Method of Destroying cap ships needs to be Revamped.

Here is a Step-by Step analysis of what it Currently takes to kill the ISD

Kill the Primary and secondary Shields - both Can be accomplished in my X-Wing, B-Wing or Nova in a singlepass, my A-wnig takes 2 Passes.

Engines - 1 Pass in any ship dispatches these

Reactor - 1 Pass

Bridge - Several Passes.

In less than 5 Minutes from when I start, that ISD is dead. Much too Quick for the Battleship of the Imperial Navy IMO. If Capships are every to be player controlled, they must 1st be given the benefit of SW technology.

I am not saying that the ISD needs more guns.. Anyone can tell you the lag it makes with what it has now is plenty. Though maybe a small damage upgrade is appropriate.

Anyhow the Process I envision for killing a Capship.

Before the Shield Components can be destroyed, the Ships shields actually need to be brought to 0%. Obviously the ISD would have much more Shield HP than the Corvette, and both should have a fast recharge rate. What is the point of having shield technology if it doesn't shield anything? (as it works now)

Alternatively the ISD could be broken into different sections of Coverage such as Front/Rear shields, but with more Areas, Such as Front/Rear/Left/Right/Top/Bottom/Bridge in which case each area would have about 14.25% (if player controlled, the Players would be able to Rediret Energy to/from different areas of the shield) of the shield covering it. (So before you can destroy the Shield Towers you would have to do 14% damage to teh ISD Total Shields in the Area of the Bridge.)

You must still Destroy the Shield Towers before any other main components can be attacked because they generate an Energy field around Vital areas that is 'Strong enough to withstand any bombardment'. Once the shield towers are gone the Total Shield(if still present) Recharge Rate Reverses so it loses energy over time instead of gaining it. Alternativly it could just go down altogether.

Losing the Shield Towers should trigger a Spawn of Fighters that do not wander away from the ISD.

Once all the Components are destroyed(Engine, Reactor, Bridge) the ISD is still not dead but is Disabled(stops shooting!). Chassis HP need to be brought down to 50% before it explodes, and will do so whether or not the bridge is destroyed, but the Chassis HP should be Immense.

smaller Cap-Ships would (obviosly) have fewer Shield, and Chassis HP, but the requirements for destruction would be the same.

Also I've already mentioned it wouldn't hurt(much) if the weapon's Damage were slightly increased, and if the ISD would occasionally Launch a Warhead at Enemies Targeting it.

Message Edited by SBRD0C on 10-23-2005 09:30 PM



Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

FilanVader
Sun Oct 23, 2005 8:14 pm
#2

we would have to greatly reduce the accuracy of the guns on them then, remember the reason why the ISDs have fighters is its impossible for a turbolaser to hit a fighter as it cant move fast enough or shoot fast enough. however in game turrets seem to be pretty dead on accurate for NPCs no matter what fancy moves you have. so make the lasers more damaging but far far less accurate against fighters, but then make the ISD once its agroed start spawning out TIE squadrens to intercept you just like it would in the films.

so my rundown is this
Shield Towers and Guns: Damagable by anything
Armor, the Shields themselves(have to be hit before the towers), bridge, reactor, engines: POB guns only.

my basic idea is this, you send in the fighter(s) to seek out and blow away the guns, fast and close to avoid being tracked. next you come in with the bigger more capabled guns of a POB and blast off the shields and armor, fighters come back and hit the domes, POB finishes off the ISD but hitting the rest. basicly forcing teamwork on something that should take the bigger guns of our bigger ships to damage its primary systems.

Message Edited by FilanVader on 10-23-2005 11:21 PM

SBRD0C
Mon Oct 24, 2005 6:48 am
#3

I think the Current Accuracy is sufficient for the Cap-Ships in game, as they can never touch me



Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

Halyn
Mon Oct 24, 2005 7:25 am
#4

Really, two things could be done to the ISD to make it a bit more viable. Either boost the accuracy on its current guns, since the gunners apparently are trainees who skipped class , or boost the power of those turbolasers to do some massive damage if they actually connect, since they all seem to be running at starfighter-level power.




Halyn Lance -- Rara Avis Flight School
Common sense is highly uncommon.
...has mastered the Pilot profession.
"I'll type this slowly so even Imperials can understand..."--Michael Stackpole, RS IRC
Higginsis
Mon Oct 24, 2005 7:49 am
#5

They need to get some Tie Agessor Gunners, those guys hardly ever miss.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

bikebum
Mon Oct 24, 2005 8:05 am
#6






Higginsis wrote:
They need to get some Tie Agessor Gunners, those guys hardly ever miss.





Isn't that the truth...
ShaiLyn
Mon Oct 24, 2005 9:18 am
#7

A good start to making the ISD tougher would be to require something like several space bombs (i.e. more than you can fit in a single small starfighter) to take out the shield generators. Anything smaller than a B-wing should have absolutely no chance of soloing an ISD. I know, I know, we saw an A-wing shoot out the shield generators in ROTJ with blasters. However, I believe that A-wing would not have been able to do that unless the shields had already been worn down by guns from a rebel capital ship.


After addressing the shield problem, I'd not touch the accuracy of the guns, as it should be somewhat hard to hit a starfighter with a capital ship turret, but I would up the damage of those guns to roughly equivalent of the missiles from the Lord Cyssc mission.







Starsider
Xova Qiin - Nightsister Outcast

Corbantis
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Kettemoor
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...has mastered the Pilot profession
SBRD0C
Mon Oct 24, 2005 9:52 am
#8

Before they can make it required to use Spacebombs on the Sield towers,they shuold 1st make it possible to use missiles vs. the ISD.

Currently you cannot, because range to the ISD is calculated based on a single point in the center. and any attempt to launch a missile at ont eh the ISDs systems is out of range due to the size of the ISD.



Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

CorenLanra
Mon Oct 24, 2005 6:32 pm
#9

Not sure about you but I always take out the shield gens, engine, reactor and at least 25% of the bridge in one pass. If I'm lucky and get a few breaks the whole thing goes down in 1 pass.



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