Pilot Archive

Thread: PVP in space is a 3 second joke!

Vegitaa
Tue Mar 29, 2005 6:28 pm
#1


Oh yeah hey... if you want to survive more than 3 seconds in Space PvP you may want to read these.... found in the FAQ's



  1. Learning To Fly! -=* A step-by-step guide for novices *=- ( http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=13083 )

  2. K.I.S.S.: A guide to becoming a better pilot. ( http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=43156 )

  3. Know Your Ship: A continuation of Learning to Fly and K.I.S.S. ( http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=44275 )

  4. Learning To Fly, Part IV: Concepts, and 'Picking on the Pilot' ( http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=46651

(Sorry for no clickies.. but meh.. I don't do clickies)

Message Edited by Vegitaa on 03-29-2005 06:32 PM



There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


Acusnismoi
Tue Mar 29, 2005 6:53 pm
#2


1. Learning To Fly!

2. K.I.S.S.: A guide to becoming a better pilot.

3. Know Your Ship: A continuation of Learning to Fly and K.I.S.S.

3. Learning To Fly, Part IV: Concepts, and 'Picking on the Pilot'




And when your fears subside
And shadows still remain, ohhh yeahhh
I know that you can love me
When there's no one left to blame
So never mind the darkness
We still can find a way
'Cause nothin' lasts forever
Even cold November rain

Electrichazard
Wed Mar 30, 2005 2:06 am
#3


I'm sure most of you have noticed this by now, but I will post my observation regardless. If you read through all the posts about this very subject you will begin to notice that as more and more people become skilled as pilots, the lesspeople tend to think PvP is in need of a change. I think that an excellent job was done initially for the PvP system. Obviously tweaks are needed as in any game. Overall, the system works. I would like to see slightly stronger shields and armor for the multiplayer ships. Not too much, but a little. The roleplaying possiblities are definitly there, but not if your the first thing taken out in any battle. Who knows, maybe if you have a good fighter escort you might survive longer. I haven't had a chance to try any of this out. Maybe it's time for me to go fly starsider.






Message Edited by Electrichazard on 03-30-2005 04:09 AM



Mallarinot just good..... Oslif Sosi....good enoughKerrichybe

Spec-Ops Arcas Legion

Anthias SosiYes, we are still here. Malirk Sosi



TomoRainer
Wed Mar 30, 2005 2:23 am
#4

Actually, I highly recommend anyone interested in some serious PVP come check out Starsider for at least one battle. The differences between a fighter or three on a side and a 20 vs. 20 are so vast we're only scratching the surface of all the possible tactics and loadouts. Our strategies change from week to week, but the one constant is the more I PVP, the more balanced everything seems.

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







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Coran_Sienar
Wed Mar 30, 2005 6:25 am
#5

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.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Washell
Wed Mar 30, 2005 7:30 am
#6






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.


Washell
Wed Mar 30, 2005 7:31 am
#7






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.


Kitten_Starsider
Wed Mar 30, 2005 8:07 am
#8






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




Join the Pink Side of the Force!
LoNe-R
Wed Mar 30, 2005 8:42 am
#9






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....




LoNe-R Taladar
-REBEL ACE PILOT-

dSOCOMd

"We rule Space, 'cause Imperial Pilots suck."

Tumbler2002
Wed Mar 30, 2005 10:46 am
#10

PvP in space is only Dogfighting atm. There just isn't a way to survive without setting up your ship to dogfight.

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

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