Pilot Archive

Thread: Space PVP Ideas

Mono_Cheeton
Mon Sep 19, 2005 10:36 am
#1




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.






Cheeto the Ithorian Shipwright
17pt Weapons System Crafter
17pt Engine Crafter

Co-Owner of Mighty Chuba Custom Ship Parts located outside of Dearic on Talus at 556 -4044.

Storm Squadron Ace, Vortex Squadron Ace, RSF Ace
Rorenikibi
Mon Sep 19, 2005 11:05 am
#2

We're doing a "theme" night on Kettemoor this Saturday. Strictly Tier 3 and lower ships, no heavy variants. Should be interesting to see an actual X-Wing and TIE Fighter battle.We had an event this Saturday and the missiles flew hard and heavy, so we're likely to see some serious TIE Bomber/Y-Wing action too.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Mono_Cheeton
Mon Sep 19, 2005 11:27 am
#3

Yeah, with the assault game I totally envision a sqaudron of Tie Fighters escorting a group of Tie Bombers in to attack the group of Nova's with X-Wings swarming them. T'would be awesome, but I know it would be even harder to try to organize everyone having those specific ships on Lowca.





Cheeto the Ithorian Shipwright
17pt Weapons System Crafter
17pt Engine Crafter

Co-Owner of Mighty Chuba Custom Ship Parts located outside of Dearic on Talus at 556 -4044.

Storm Squadron Ace, Vortex Squadron Ace, RSF Ace
Raja_Asenn
Mon Sep 19, 2005 11:59 am
#4

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.







spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
Mono_Cheeton
Mon Sep 19, 2005 1:11 pm
#5

If we could get enough pilots massed on Lowca I'd like to see ships used as flags. I think it would be much easier to judge, but Raja's point is more geared to our server because the event may not even have enough pilots to have two ships be flagships.





Cheeto the Ithorian Shipwright
17pt Weapons System Crafter
17pt Engine Crafter

Co-Owner of Mighty Chuba Custom Ship Parts located outside of Dearic on Talus at 556 -4044.

Storm Squadron Ace, Vortex Squadron Ace, RSF Ace
Mono_Cheeton
Mon Sep 19, 2005 1:12 pm
#6


Can I ask what you think should happen to the flag ship if the carrier ship is destroyed?





Cheeto the Ithorian Shipwright
17pt Weapons System Crafter
17pt Engine Crafter

Co-Owner of Mighty Chuba Custom Ship Parts located outside of Dearic on Talus at 556 -4044.

Storm Squadron Ace, Vortex Squadron Ace, RSF Ace
Raja_Asenn
Mon Sep 19, 2005 1:40 pm
#7







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.


With a flagship it's trickier. If the carrier gets killed in a furball, it could be hard to accurately judge what constituted a 'pickup'. To ensure fairness, I think the flag would have to turn tail for it's origin point and be considered out of play until it arrived there.





spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
IL-Vec
Tue Sep 20, 2005 12:02 am
#8






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





Greven ILVec - IFN(tarquinas)
Graven - IFN(tarquinas)
Targeter - IFN(tarquinas)
Targeter - HSC's(Starsider)
Pilots: Got Convergence?
Raja_Asenn
Tue Sep 20, 2005 12:39 am
#9








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






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.






spaceTribe.org - pilot chat, loot database analysis and player profiles

"That’s the danger of a righteous cause. You rail against the night so much you become consumed with the task of it, until you have nothing else." -- Sean Sellers
IL-Vec
Tue Sep 20, 2005 12:42 am
#10






Raja_Asenn wrote:








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






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.







the "flags" could be in standard loadouts if in non DS setting since they'd be non overt and for DS you'd need friendly to escorter targets for there flag




Greven ILVec - IFN(tarquinas)
Graven - IFN(tarquinas)
Targeter - IFN(tarquinas)
Targeter - HSC's(Starsider)
Pilots: Got Convergence?
Mono_Cheeton
Fri Sep 23, 2005 9:33 am
#11

Anyone else got any comments?





Cheeto the Ithorian Shipwright
17pt Weapons System Crafter
17pt Engine Crafter

Co-Owner of Mighty Chuba Custom Ship Parts located outside of Dearic on Talus at 556 -4044.

Storm Squadron Ace, Vortex Squadron Ace, RSF Ace
Ralen-Sharr
Fri Sep 23, 2005 10:48 am
#12

how about the ref is in a POB, and also serves as the "flag"

2 POI's in a non-DS system, tier 3 or lower ships , flag is not declared, both sides are

a POB is really easy to see, and you have to kill the flag carrier to force a "drop"

once dropped, whoever hit the ship next picks it up


team 1 player hits the flag, flag auto-targets the player and puts them on /follow

when the carrier is killed, the flag should loose it's target, and the next player to hit the ship will get the follow

that way the 1 flag can go back and forth, and the player who is in the POB can monitor the distance to the "base"

requires min of 3 ppl to play, although it won't be very fun, 5 ppl or more could get interesting



Revenant-1 of the 607'th New Avalon Fighter Wing
Greased wook in an a-wing
Has solo'd Cyssk in an A-wing
Page 1 of 1
Previous Next