Pilot Archive
Thread: Space PVP Ideas
Howdy all,
Been working some fellow space jockeys on Lowca, Raja and Mentali, to come up with some great ideas to add fun to space. Got two basic game types that you see in FPS, capture the flag and assault.
Capture the Flag:
Basically what we want to do is set up two "neutral" ships to be flags that you set up and both ends of DS. One will be Rebel and the other Imperial. For this to work, you need two trusted pilots with fast ships that won't cheat for their side. Basically the object is to return that ship to your base in DS. To grab the flag, the pilot actually has to physically bump the flagship. At that time, the flagship will put on autopilot/follow and follow the carrier back to their side of DS.
Issues not quite ironed out yet:
1. What happens to the flagship if the carrier is destroyed.
Possible solutions:
a. The flagship should be destroyed to at that point. To solve issues of time delay to get back to DS and have programs running, maybe have multiple flagships.
b. Maybe have the flag ship turn on autopilot at that point to fly in a straight line back to starting point on opposing teams side.
c. Have one ref and everyone at the event have them on their friends list. Set up two wp's that the ref has as were the flag should be. When a player arrives their, they announce flag on the public pilot chat channel. At that point the ref /findfriend that player to establish that they are truely there. The same technique would be used to establish that the flag was returned to base.
2. Will need some sort of refs to delegate when a flag is picked up and returned to base.
Assault:
Basically Assault mode will be how DS should be set up. Two sides with two stations, but both stations are attackable. We were waiting on Pub 24 to actually try this one out. Have maybe two to three factional POB's set up on opposites side of DS. Object is to destroy those POBs. Once Pub 24 hits i think this game could be awesome, especially having y-8's for the POB's.
Issues not quite ironed out yet:
1. Will the POB's be stationary. I think they should be or have a very small flight area.
2. Again will need some sort of ref's to delegate when bases are destroyed to "win" the round.
Please feel free to respond with any other issues, possible solutions, or ideas you have to add. We haven't tested any of these games out yet as the pilot population isn't quite as organized yet on Lowca, but Rajais doing an awesome job of getting things together.
I'm all for trying the 'virtual flag' variant of capture the flag for our Oct. 2 event. I think it will do far more to encourage strategy and planning than simple furballs. It will also make use of the full zone, which has a lot of appeal. And games should reset quickly, since it'll be possible to lose without being forced to return/repair.
It would also force squads to make some interesting loadout decisions. A successful flagrunner might be sporting an engine completely unsuitable for turnfighting.
Mono_Cheeton wrote:
Can I ask what you think should happen to the flag ship if the carrier ship is destroyed?
With a virtual flag, I'd say it should be considered teleported back to it's origin point.
Raja_Asenn wrote:
I'm all for trying the 'virtual flag' variant of capture the flag for our Oct. 2 event. I think it will do far more to encourage strategy and planning than simple furballs. It will also make use of the full zone, which has a lot of appeal. And games should reset quickly, since it'll be possible to lose without being forced to return/repair.
It would also force squads to make some interesting loadout decisions. A successful flagrunner might be sporting an engine completely unsuitable for turnfighting.
virtual flag unneeded just need someone in a JSF with crafted engine to play dead(in non DS stay non overt)
Why because if you shoot them they automatically target the person shooting them you just need to run a /follow macro that frequently does a /throttle .001(don't know if 0 works by itself) to avoid straight line flying if the follow target get's killed
this assumes no one abuses /launchmissle to get lock from 4k out so I'd ban missles outright in this event
Well the point to having a virtual flag is that it would only require 1 non-participant (the referee) over 2 (the two flags). And that non-participant would be using a standard pvp loadout and so could change easily from run to run.
IL-Vec wrote:
virtual flag unneeded just need someone in a JSF with crafted engine to play dead(in non DS stay non overt)
Why because if you shoot them they automatically target the person shooting them you just need to run a /follow macro that frequently does a /throttle .001(don't know if 0 works by itself) to avoid straight line flying if the follow target get's killed
this assumes no one abuses /launchmissle to get lock from 4k out so I'd ban missles outright in this event
Raja_Asenn wrote:
Well the point to having a virtual flag is that it would only require 1 non-participant (the referee) over 2 (the two flags). And that non-participant would be using a standard pvp loadout and so could change easily from run to run.
IL-Vec wrote:
virtual flag unneeded just need someone in a JSF with crafted engine to play dead(in non DS stay non overt)
Why because if you shoot them they automatically target the person shooting them you just need to run a /follow macro that frequently does a /throttle .001(don't know if 0 works by itself) to avoid straight line flying if the follow target get's killed
this assumes no one abuses /launchmissle to get lock from 4k out so I'd ban missles outright in this event