Pilot Archive
Thread: PVP in space is a 3 second joke!
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(Sorry for no clickies.. but meh.. I don't do clickies)
Message Edited by Vegitaa on 03-29-2005 06:32 PM
Message Edited by Electrichazard on 03-30-2005 04:09 AM
Oh, and I should add you don't have to have jack to participate--last week we had at least two or three standard TIEs with 500 top speed in our wing. You won't be able to singlehandedly sway the battle in a ship like that, but you will be able to have some fun and see a few of the differences between small-scale and large-scale combat.
Message Edited by TomoRainer on 03-30-2005 01:26 AM
Which can be burned onto a chip (DE made) and transferred to rebels and privateers, thus balance is restored.
RIP101 wrote:
it is nowhere near balaced, to an extent anyways. the 2 - 3 shot a kill is realistic but the imperials are overpowering... they get weapon overloads, engine overloads, and their tier 4 ships beat the Awings in a long shot.
Drizt Do'Urden of Bria
Which can be burned onto a chip (DE made) and transferred to rebels and privateers, thus balance is restored.
RIP101 wrote:
it is nowhere near balaced, to an extent anyways. the 2 - 3 shot a kill is realistic but the imperials are overpowering... they get weapon overloads, engine overloads, and their tier 4 ships beat the Awings in a long shot.
Drizt Do'Urden of Bria
Coran_Sienar wrote:
What are some good spacing guilds on Starsider? I'll start a toon there as soon as I collect all 9 Ace badges on my Tarq toon.
I don't think there is many space-only guilds for either side. Most guilds on starsider are mixed ground and space and quite a lot RP as well.
We are mainly organised in squadrons with members from mixed guilds so you might be able to get into one too.
A good place to check out is http://fightercommand.futuredroids.comwhere most rebel and imperial squadrons organise the events and discuss space stuff.
Kitten
Kitten_Starsider wrote:
Coran_Sienar wrote:
What are some good spacing guilds on Starsider? I'll start a toon there as soon as I collect all 9 Ace badges on my Tarq toon.
I don't think there is many space-only guilds for either side. Most guilds on starsider are mixed ground and space and quite a lot RP as well.
We are mainly organised in squadrons with members from mixed guilds so you might be able to get into one too.
A good place to check out is http://fightercommand.futuredroids.comwhere most rebel and imperial squadrons organise the events and discuss space stuff.
Kitten
Kauri has some healthy PvP as well. We're trying to rganize a little and thanks for the site link. I'll check it out later.
PvP in space is all about knowing the game and practice. As well as having NO FEAR OF DEATH.
What kind of fighter pilotwhines about the danger of the fight? The arm-chair kind....
Major Problems I see:
1. Bombers have no target to go after. (MP Ships would work but need fixing, Big Time)
2. MP Ships have no Targets (Need an objective that MP ships have to attack...cap ships?)
3. Dedicating Mass to defensive systems is almost useless. (survive for at most another 2 shots = <1 sec)
4. Droid programs make it possible to equip a bomber with the heaviest equip and overload it so that it can dogfight with light interceptors.
So do you want skirmish battles...or a war?
What we have is a skirmish system. We can go up in our ships shoot each other up and thats it. There is no goal, no reward, and no in game system to organize players.
What I want is a zone that gives all ships a purpose. A group of players who jump in with a nova or decimator can find a target and go after it. (Cap ship or another MP Ship) If an enemy player in a Tie/Adv or Awing jumps in he can do his best to keep the MP ship busy but he'd be more effective against a bomber. A player in a bomber can jump in an either attack an emeny cap ship or an enemy MP ship but he'd be vulnerable to interceptors.
Summary
MP Ships- Good vs. CapShips Bad vs. Bombers
Bombers- good Vs. MP Ships bad vs. Interceptors
Interceptors- Good vs. Bombers bad vs. MP Ships
This is my vision for PvP.
Steps needed:
Fix Wpn Overload 3
Freelancer programs need a penalty for using them.
1/4 conversion ratio for Cap to Shield Shunt.
(Assuming average recharge of shields is 10 and avg charge of cap is 40)
Rebel programs timers should be 1-5 second in most cases.
Bombers and MP ships should have bonus's on the strength of defensive systems relative to their size.
Tie Bomber - 6x
Tie Aggressor - 4x Strength
Ywing Longprobe 6x Strength
Ywing 4x Strength (Assuming this is similar to aggressor in mass)
B-wing 8x (mabye more...)
Not familiar enough with the freelancer ships at this point.
MP Ships 20x-30x
May need to have a cap on manueverbility put in place with bombers as well, because with Engine Overload 4 they handle alot like Interceptors and that isn't fair to light fighter pilots.
Message Edited by Tumbler2002 on 03-30-2005 09:50 AM