Pilot Archive
Thread: Bringing JTL into the GCW, Capturable Space Stations, and Give me a reason to go Overt!
- Only Overt Pilots can fire on the station, non-overts will do no damage.
- A POB ship will be required to start and complete the capture process.
The process would work as follows. To capture the station you must take out all the components (Destroyig the turrets would not be required but would be advisable). This will render the station defenseless and vulnerable. At that time the POB ship would have to pull within 500m of the station and use the radial to intiate the capture countdown. The countdown lasts 5 minutes and the POB ship cannot go more than 500m from the station.
If the POB ship is destroyed, or wanders outside the 500m zone then the coutdown is reset and the process must begin again.
What would this look like in Live? Well, first off the POB can't do it alone. Sitting there for 5 minutes would make it quite vulnerable to opposing pilots. So of course escorts would be neccesary. Imagine 2-5 pilots guarding that Nova/Deci/YT-1300. While they're in the middle of capturing the station an squad of opposing players tries to stop them. And fun ensues....
Benefits of controlling the station... some discussed below, but at the station itself. Free repairs once the station is within your factions control. "Space Insurance", you could purchase insurance much like we do on the ground so that your ship components don't decay.
There's some incentive to win right there. Gives us something to fight over!
Bringing JTL into the GCW
By adding these stations we have an oppurtunity to add the most Star Warsey content in the game. Lets say that the Imperials control the station in Tattooine. An Imperial Star Destroyer would then spawn somewhere in Tat space far enough away from newbie space lanes and on the opposite side of the zone from the station.
Lets say the Rebels control Correllia/Talus Space. A Mon Cal cruiser spawns somewhere in that zone. Again far enough away from newbie space lanes and on the opposite side of the zone from the station.
These capital ships should be supported by 2 gunboats, a nebulon cruiser and 2-4 squads of appropriate tier'ed fighters. The one big change about these spawns is that if you are not overt, you are unable to damage the spawns/stations.
"Give me a reason to go Overt!"
Well, I gave you two. These targets would only be attackable by overts, and only Overts would take damage from these spawns. Considering there will be multiple stations in multiple zones it gives people a reason to keep fighting. Organize raids, patrol for enemy fighters, and take pride/ownership of the space GCW.
Currently we have no "ownership". I watched a Rebel take out the ISD last night. Thought to myself, " Self, you know you could ruin this guiys day easily. But what do I get out of it?" So I let him blow the ISD and hyper away. It doesn't hurt nor help me if the ISD or Rebel station get blasted in Deep Space.
Questions and Answers.
"What abot us Nuetrals? You leaving us out of this?"
No way Jose! Nuetrals would be able to participate by going overt on one side or the other, much like the way Deep Space and Kessel work now.
"What about those poor newbies and unarmed miners?"
These ships/stations would only fire on overt members of the opposite faction. I guess we could through in a "Imperial Crackdown" piece liek on the groung with Imperial/Rebel Patrols stopping ships and scanning them if we really wanted to get deep with this. But thats another discussion.
"Wouldn't it be cool if we had to actually board the station and fight it out like the Corvette or Avatar Station Missions?"
Honestly, sure it'd be cool, but this is about the space game. Lets not add something like that yet because it complicates things and requires even more new code. K.I.S.S. This way a CL1 double crafter can still feel like they're apart of the GCW by participating in space.
"What Tiers would these new "spawns" be?"
Well The ISD/Mon Cal cruiser should be about the same as the ISD currently in Deep Space. Their support fighters would be tier'ed appropriately to the zone they are in. Their support cruisers would be similair to corvettes. Difference is, instead of corvette's use the Nebulon Frigate (1 each) and maybe a couple of gunboats. Also for immersion, with the Mon Cal cruiser spawn a few Rebel Transports now that they're in game. Spawn some Lambda's near the ISD. Tune it up or down but add something similair to this either way.
"Why not just limit this to Deep Space or Kessel?"
Simple answer, newbies. I want to see this content available to everyone! Sure, a Tier2 pilot would probably get blasted but on the otherhand it's his right to get blasted. No need to cover all content with bubblewrap and coddle new players or low tier pilots. They'll know... "This is the equivilant of Base Raids on the GroundGame." They'll know the risk, and if they don't they'll figure it out the first time they try to solo something like this.
Oh course, this is just a draft idea, I'm sure I'll edit it a bit here and there based on your input below. I think adding a way to bring the GCW to space, without affecting the ground based GCW, would get more pilots in the skies. Eventually it will become something that people want to do for bragging rights "We own Correlia, Dantooine, and Tat in space!"
Gives people a reason to organize and group without requiring it. Gives people something to battle over with a clear payoff and incentive.
I want this to be as easy to implement as possible the ess Dev coding time the more likely they'd consider it. I don't propose to change all of space, just add some fun group style content. None of this should be soloable, not even for the best of the best of the best pilots on any server. The capture process shouls take at least 3 or more pilots (2 escorts and the POB) but I would like to see that number higher.
This is not supposed to be easy. Especially once you have an actual fight for a station. Imagine 8-10 Rebels trying to capture the station in Endor while Imp players try to stop them. This could be very cool!
Have any comments, questions, or ideas feel free to throw some responses!
Some good ideas here, can only see a few things that might need to be tweaked. (Well that and the fact that we'll ignore the "coincidence" that this post reappears shortly after you loot an ungodly engine and blaster *coughs*
)
Death wounds. Not every server has Docs hanging out in Med centers, and 100 wounds isn't too bad, but they can add up. Suddenly a pilot can be useless on the ground. That issue would need to be addressed because of how SWG works in the post-CU world
POB Ships: Have to stay within 500m of the space station, while getting savaged by enemy fighters. PvP damage, or honest-to-God *massive* POB components would be a must. Even the new things that can be crafted aren't good enough.
Perhaps the capture could be improved to include an instanced dungeon (like the Corvette missions) without the ungodly NPCs. I know the programming would be a lot more intense, but if possible it might even allow for a strike team from the opposing faction to also land on the station and defend it.
Overall though, these are some great ideas you have listed.
Gaitan wrote:
Some good ideas here, can only see a few things that might need to be tweaked. (Well that and the fact that we'll ignore the "coincidence" that this post reappears shortly after you loot an ungodly engine and blaster *coughs*
)
Death wounds. Not every server has Docs hanging out in Med centers, and 100 wounds isn't too bad, but they can add up. Suddenly a pilot can be useless on the ground. That issue would need to be addressed because of how SWG works in the post-CU world
Maybe an NPC doctor you pay say 100 credits for each wound?
POB Ships: Have to stay within 500m of the space station, while getting savaged by enemy fighters. PvP damage, or honest-to-God *massive* POB components would be a must. Even the new things that can be crafted aren't good enough.
Perhaps the capture could be improved to include an instanced dungeon (like the Corvette missions) without the ungodly NPCs. I know the programming would be a lot more intense, but if possible it might even allow for a strike team from the opposing faction to also land on the station and defend it.
How to implement the transition...hrm...
Two hangars on the station (like the one hanger on space stations now). To get into the station you have to fly into it. Each hanger is specific to the faction. After you land in the hanger you actually see the ships you fly in parked inside (just for the cool factor).
Overall though, these are some great ideas you have listed.
I love the idea of instanced dungeons in space....thats whatthe death star rescue was.
Slysix wrote:
Maybe an NPC doctor you pay say 100 credits for each wound?
Gaitan wrote:
That would work, was sort of hoping for a reduction in the amount of wounds dished out, but paying to get healed would be fine.
menyou wrote:
I'd like to see the capture take one more step. The POB is needed because to actually take over the station (and fix it) you need to board the station. You dock with the station and the crew get's transferred to an instanced zone inside the station.
The crew then kill any resistance and repair the station ( requires and SW and DE to repair ).
I totally agree with that. Hard part is getting those profs together and willing to go, but y'know.. it's like they say...
"Build it, and they will come."
I like the idea of multiple things to do on missions like that, but it would require a lot of work and planning onthe devs and participants parts...like attacking the fighters from the station and safe guarding a strike team as they dock, disabling things on the station, taking out reinforcements...etc. Seems likemore of a merger of space and ground game that way and sounds really exciting if it can trade hands from faction to faction.
Ta'l
S-1-l2-H-C wrote:
make it so that if you eat it while overt then you get free decayless repairs, like when you leave deep space.
then everyone will be going overt in space, even while grinding npcs.
the shipwrights might whine, but other than that i see no problem with it.
ohh and another idea for you, if your faction owns one of the stations, then make it so you can buy a faction npc wingman "pet" that you can use while overt.
For me the best solution is to make specialised repair kits give no decay. Keeps me as a SW happy because I can keep sales and the pilot in me happy because those components I worked so hard for can be kept from decaying.
The crew then kill any resistance and repair the station ( requires and SW and DE to repair ).