Pilot Archive

Thread: Space Devs, The Masters Are Bored...

Pappy0357
Fri Jan 07, 2005 12:15 pm
#1

It is disheartening that at the Master Level there is so little to do. I remember reading a thread on propsed alternate advancement usage for the prestige point we accumulate. What are the proposed plans for master level pilots? I just hope I dont see a recurrance of the JumpGate problem. That being, once you hit the master level, the content, the reason for flying, the experience (and I dont mean experience points) is stale and boring, you've beat the game.

Im not one to complain without offering suggestions and I havent read this entire board yet so if I repeat some ideas I apologize.

Suggestions

Require or allow more parts on ships
If an Awing has two engines, then the awing needs two engines to run. If a TIE-Adv uses four engines, allow engines. Allow multiple parts to be loaded into the ships, you'll add a whole new level of complexity to the game. But how does the game know which engine to use? You can go one of two ways the way I figure it. One, the ship will take the better attributes of the engines and apply the max. Or two, the ship will take an average of the components used in its calculations. In either case the only attributes affected would we those that affect ship performace: ie speed, pitch, yaw, and roll. Things like Mass and Reactor drain, and hitpoints remain constant.

Droid Computers/Droids as well, it makes no sense that I have all this space in my Courier and one itty bitty tini tiny computer running it all. Why not allow multiple interfaces on the larger ships? This would even the field on POB ships and give the co-pilot something more to play with. A co-pilot should have his/her head in the ship fiddling with settings constantly! Redirecting here and there, tuning this overloading that.

The different factions could even be better with certain components...You see where I going here, its just another time-sink to some but would be a way to stretch the content more and would allow more customizations.

Realistic Space Stations:
Call me a dork, but I like realistic take off and landings. Make the Spacestation hangar bay a zone line to the planet below, reserve comms to mission and repair chatter. Make the Spacestation a visitable place where pilots pick up crew and swap stories, pick up cargo, enable docking, etc. Also, allowing players to make there own guild bases, fully attackable, but incorporate the cargo missions into their construction.

Cargo Missions:
Masters should be able to pick up long cargo missions utilizing the LootBoxes in their POBs. These missions should be high risk and high reward requiring fighter escort. There are other threads speaking on this matter, and they do a much better job than I could. Put cargo runs in, nuff said.

Newtonian Law Space:
Develope a PVP and PVE space sector with full newtonian laws in force. Utilize the ships mass dependant on current loadout to determine inertial forces. This current start stop business isnt very challenging to fly, you just get into a spinning match with your dog fights and it comes down to who has the better turn rate, not a fight based on piloting skills. This would add a new and interesting challenge to pilots.

Prestige needs a purpose:

Currently Prestige is pointless, useless, and downright annoying. Its pointless and useless because the only thing you can spend it on is to go to DeepSpace, which dont get me wrong is nice, but loses its luster rather quickly. Its annoying because I spent all this time trying my hardest to get to Master and now I have nothing to do but go to a above mentioned sector. Kind of anti-climatic...
Would it be possible to make a no drop ship upgrade kit? Maybe to increase overall hitpoints or mass? What about a modifications to ships, adding a weapon or missile hardpoint would be a great way to spend these points, just make sure they are really expensive.
Pharrel
Fri Jan 07, 2005 12:29 pm
#2

/bump

Agree I mastered before the Kessel NERF. Now I play wingman and Taxi Driver with my Nova. I got so bored that I leveled my Shipwright alt as an Imperial Ace and my Wookie alt into a Rebel pilot 4/4/4/4, dropping Neutral pilot for the sake of faction Points.

Pharrel/CORBANTIS



Pharrel
CORBANTIS
Visit My Blog
ikeprof
Fri Jan 07, 2005 12:50 pm
#3




Realistic Space Stations:
Call me a dork, but I like realistic take off and landings. Make the Spacestation hangar bay a zone line to the planet below, reserve comms to mission and repair chatter. Make the Spacestation a visitable place where pilots pick up crew and swap stories, pick up cargo, enable docking, etc. Also, allowing players to make there own guild bases, fully attackable, but incorporate the cargo missions into their construction.

Cargo Missions:
Masters should be able to pick up long cargo missions utilizing the LootBoxes in their POBs. These missions should be high risk and high reward requiring fighter escort. There are other threads speaking on this matter, and they do a much better job than I could. Put cargo runs in, nuff said.

Newtonian Law Space:
Develope a PVP and PVE space sector with full newtonian laws in force. Utilize the ships mass dependant on current loadout to determine inertial forces. This current start stop business isnt very challenging to fly, you just get into a spinning match with your dog fights and it comes down to who has the better turn rate, not a fight based on piloting skills. This would add a new and interesting challenge to pilots.



Amen to that...especially Newtonian space flight. You can sense it on the heaviest ships to a very tiny degree, but not to the degree that one would expect given the mass (and don't start the gravity replies...totally different things).
apaik
Fri Jan 07, 2005 2:00 pm
#4

get out there and help people with tier 4,30 fighters and corvette missions.all the squads missions are a little diffrent.got master 2 days ago and helped out a guy that was stuck on tier 4 exit for 3 weeks.all he needed was a bwing to spacebomb agressors.i spent 6 days running vette missions with 4-7 other xwings with not really ever hurting it.only when we got2 masters with missles could we do it.one of the most enjoyable things in the game so far has been getting help and giving it in space.one of the sadest is someone shoting will pay x amount of credits per pilot for completed mission!!!!!!
psikobunny
Fri Jan 07, 2005 2:17 pm
#5

Squad Barracks-

Personally I would like to see a central location for each squad's pilots to gather and bond. It would be a good place for junior members to find help, and Masters to swap stories. There could even be NPCs that assign Special Duty, missions designed for groups, with group payouts (at least one Ace requiredto act asWing Commander). Also a Mechanic NPC that could give special parts in exchange for prestige (at an insanely high cost). Earned 8mill prestige looking for a L8 gun? get it from this guy.


In my dreams the Barracks would be small space stations, or roaming Capital ships (for the hunted Rebels) but rooms on the ground would be fine instead.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Sangius0815
Fri Jan 07, 2005 2:19 pm
#6

Newtonian Law Space:
Develope a PVP and PVE space sector with full newtonian laws in force. Utilize the ships mass dependant on current loadout to determine inertial forces. This current start stop business isnt very challenging to fly, you just get into a spinning match with your dog fights and it comes down to who has the better turn rate, not a fight based on piloting skills. This would add a new and interesting challenge to pilots.
-----------------------------------------------------------------------------------------------------------------

we had that flight model in beta and it was crap and b.t.w. it was also spinning matches



Sangius
Master Squadleader / Master Rifleman
Imperial Master Ace Pilot
Defender of the Empire
Bronski113
Fri Jan 07, 2005 2:23 pm
#7

I would agree with more content, missions and the like but i would completely disagree with anything changing the core gameplay/physics. Might be cool but its not something that needs to be worked on right now.


Biggest thing i want to see are high level missions similiar to the master mission for the corvette. I know you can go to deep space but i have a lot of fun helping people with their master missions.



Lodo Ektatu - Bloodfin
Co-Leader of the Entertainers (ENTS)
Proprietor of the Drunken Jawa in Gardens of Heaven, Lok
Master Musician, Dancer, Image Designer, and Entertainer

Jherek (Imperial) - Bloodfin
Captain of the Gardens of Heaven Militia
Master Carbineer and Smuggler
Maastar
Sat Jan 08, 2005 6:10 am
#8

Guild owned, attackable (only by overts naturally) stations in space, also expand to perhaps capital ships?

would be wonderful anyway.



I know this is more far fetched but have ACE as the starting point for a profession tree that requires skillpoints, this should not effect your fighter piloting skills in anyway whatso ever to preserve balance with people who like flying in space but do not want to center their game round it.

Skills coming off ace pilot could be -


Wing Leader (kinda like SL/ranger but in space),


Advanced Command (ability to plant stations or cap ships (that should operate on similar lines to player cities, guild members/players having to declare thier support/spend lots on them to avoid over population in space)).


Heavy Transport Command (ability to pilot heavy transports, and harvest resources in space to cater for the crafters out there)


Special Tactical Operations (ability to ""land" your MP ships as in just spawn on a planet, anywhere within reason rather then just starports, a few abilities in space such as quicker hyperspace computation, a couple more ship certs, a radar ping to detect overts in the entire area, or even in the galaxy full stop would be nice to facilitate pvp (which needs alot of love too btw).



theres probably much more, but if i could come up with those in about 5 mins, then im sure the boys at SOE etc could come up with alot better if they spent a little time on it.



===================Maastar Paine===================
Shock Trooper/Master Shipwright/Imperial Pilot Ace
Member of the Imperial Top Gun Academy & HellStorm Squadron
Master of Cabbage, Dwarf Nuna of DOOOOOM

GlargTheKelfn
Sat Jan 08, 2005 7:27 am
#9



Sangius0815 wrote:
Newtonian Law Space:
Develope a PVP and PVE space sector with full newtonian laws in force. Utilize the ships mass dependant on current loadout to determine inertial forces. This current start stop business isnt very challenging to fly, you just get into a spinning match with your dog fights and it comes down to who has the better turn rate, not a fight based on piloting skills. This would add a new and interesting challenge to pilots.
-----------------------------------------------------------------------------------------------------------------

we had that flight model in beta and it was crap and b.t.w. it was also spinning matches




yep, we had a kick a$$ fm in beta, real physics, ships could do the b5 spin and fly backwards while shooting. it was wonderful. then all the wankers began.. 'its not star warsy' and we end up with the junk we have now. i wish the devs would be a little more real physics and a little less 'george let muppets kill the at/st, so it's weak'. there are many stupidities in this game blamed on 'cannon'.... some ppl need to be cannonized (using the homer simpson definition).




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

Hastur - Human Jedi | Gnomely - Sull Spy | Shuggoth - Wookie Slave / ShipWright

RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

KaylBreinhar
Sat Jan 08, 2005 8:03 am
#10

Why should they fix or improve anything any further? It's past Christmas, and everyone who WAS going to get JTL probably already has. JTL was just a contrived way to get an extra 29.99 out of the dedicated and desperate players, and to keep us from pestering them for a month or two about the CB. It was fun for two months, now it's starting to wear thin.

Rest assured, the M22T/new droid commands will be the LAST improvements you'll see to JTL for a LONG time.



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
sillyrack
Sat Jan 08, 2005 12:33 pm
#11


I slammed this post in ages ago to add more content for masters.. just got glanced over tho.. I just put it in the GCW but seems relevant here..





like to suggest and idea to make pvp and GCW more involving. To begin I think it would be fairer to separate teh GCW pvp from teh pve. To do this we need and additiona 5-10 deep space zones that are full pvp active. These zones have a difference though, these are player owned zones that only Ace pilot's can fly to and have not penalties for death in pvp like the other space zone.


Player owned Zones


These zones would start off as blank zones with no content except 4 hyperspace exits in each corner. Its is now down to players to assign themselves content eg. space station, shipyard, npc patrol with the obvious goal to claim the zones for there faction.



Creating Content


Space Stations


Aces will be able to spend their prestige at the deep space stations in the pve areas and purchase a basic space station chassis. The player can then deploy this station wherever inside any of the zones. This space station will however be open to complete attack from the opposing faction and can totally be destroyed, deeds and all. These stations will also be defenseless when the deploy and will act as space guildhalls, so you can board them place furnitures and vendors in them as well as the components the require. Player can also sign on a charter assigning there character to that space station. This does not remove you from you existing guild is just mean your allied to this station.


Purchasing defensive weapons and NPC's


Obviously you don't want your statoin to be defenseless for long nor can you rely on players to guard it 24/7. The next stage becomes a group effort, once a player is assigned to a station he can earn station prestige points from his kills this is a seperate xp from the normal prestige that the station will bank. Pilots can also donate there own prestige to the station if they so wish. The station prestige can then be spent by the station commander, eg. its registered leader or creator. to purchase stations specific components, npc craft, gun implacements,defensive outpostand mine fields. Alsocan be used for internal npc troops for inside thestation.With these can then set up patrols and defenses as he/she sees fit.However like the station is it is destroyed isthese things are gone for good and morestationprestige will need tospent toreplace them.


Shipyard


Shipwrights should be able to build larger capitol size vessels for players but there not gonna build these in there workshops. Station commander can also build shipyard with station prestige. With these the sw can build npc or player flown capitol vessels. Although I think these need some rules.

A) Although these are player controlled they can agian be totally destroyed.

B) You cannot use normal components for them, instead they will have craftable lv 11 equipment made just for them and stations.

C) Player do not own these ships, instead they are the property of the station and will be stored in the stations data bank and can be accessed by anyone assigned to the station.

D) This ships can move around the pvp areas but cannot go into the pve area's. So no joy riding you vette around endor.

E) You can only launch or land these ships in a shipyard. And if they are park in it whilst its destroyed they are also lost.



Boarding actions


I did say Ace pilots are the only ones that can fly to the pvp zones this does not mean that only aces can join them for the ride, infact anyone JTL inabled can fly with them in there mpc ships. Non aces can launch from any station they've been ferryed to by an ace and they cannot however jump to another pvp zone only back to teh pve areas. This give the MPC ships abit more purpose as transports but they really come into there own for boarding actions. Light transports like yt1300 and nova's should be the only ships that you can dock and board from certainly giving these ships a role other that heavy bombers. You can run of crew of cut throat ground combatants that can board loot and commandeer ships. Again some rules...

MPC v MPC = Once the boarding is successful the boarding party can loot from the loot container.

MPC v Capitol = Once the boarding is succesful the boarding party can loot from the loot container and claim the ship as there own.

MPC v Station = Once the boarding is succesful the boarding party can the claim the station everything in the station is now theres including furnitures and vendors.


(A successful boarding requires that all oppossing forces to be dead. Loot containers will lock upon a docking operation being made and will not open until the boarding operation has been resolved)


This gives alot of optunity for players to claim the spoils of war of the oppossing forces. It also gives the nuetral players a chance to role play a little with a littel free enterprising. Piracy in other words.


Just imagine a major offensive to take down a oppossing factions heavily defended sector. Imagine the spoils of victory when you claim the prize of there station. Think of the shame the other faction must feel for losing such a post to you. This could all happen.


This is a very do able system for the dev's to implement. PLEASE if you like the idea post on the threed with a big HEY DEV's let them take notice.

Electro5
Sun Jan 09, 2005 1:39 am
#12






Scrotumrack wrote:


I slammed this post in ages ago to add more content for masters.. just got glanced over tho.. I just put it in the GCW but seems relevant here..





like to suggest and idea to make pvp and GCW more involving. To begin I think it would be fairer to separate teh GCW pvp from teh pve. To do this we need and additiona 5-10 deep space zones that are full pvp active. These zones have a difference though, these are player owned zones that only Ace pilot's can fly to and have not penalties for death in pvp like the other space zone.


Player owned Zones


These zones would start off as blank zones with no content except 4 hyperspace exits in each corner. Its is now down to players to assign themselves content eg. space station, shipyard, npc patrol with the obvious goal to claim the zones for there faction.



Creating Content


Space Stations


Aces will be able to spend their prestige at the deep space stations in the pve areas and purchase a basic space station chassis. The player can then deploy this station wherever inside any of the zones. This space station will however be open to complete attack from the opposing faction and can totally be destroyed, deeds and all. These stations will also be defenseless when the deploy and will act as space guildhalls, so you can board them place furnitures and vendors in them as well as the components the require. Player can also sign on a charter assigning there character to that space station. This does not remove you from you existing guild is just mean your allied to this station.


Purchasing defensive weapons and NPC's


Obviously you don't want your statoin to be defenseless for long nor can you rely on players to guard it 24/7. The next stage becomes a group effort, once a player is assigned to a station he can earn station prestige points from his kills this is a seperate xp from the normal prestige that the station will bank. Pilots can also donate there own prestige to the station if they so wish. The station prestige can then be spent by the station commander, eg. its registered leader or creator. to purchase stations specific components, npc craft, gun implacements,defensive outpostand mine fields. Alsocan be used for internal npc troops for inside thestation.With these can then set up patrols and defenses as he/she sees fit.However like the station is it is destroyed isthese things are gone for good and morestationprestige will need tospent toreplace them.


Shipyard


Shipwrights should be able to build larger capitol size vessels for players but there not gonna build these in there workshops. Station commander can also build shipyard with station prestige. With these the sw can build npc or player flown capitol vessels. Although I think these need some rules.

A) Although these are player controlled they can agian be totally destroyed.

B) You cannot use normal components for them, instead they will have craftable lv 11 equipment made just for them and stations.

C) Player do not own these ships, instead they are the property of the station and will be stored in the stations data bank and can be accessed by anyone assigned to the station.

D) This ships can move around the pvp areas but cannot go into the pve area's. So no joy riding you vette around endor.

E) You can only launch or land these ships in a shipyard. And if they are park in it whilst its destroyed they are also lost.



Boarding actions


I did say Ace pilots are the only ones that can fly to the pvp zones this does not mean that only aces can join them for the ride, infact anyone JTL inabled can fly with them in there mpc ships. Non aces can launch from any station they've been ferryed to by an ace and they cannot however jump to another pvp zone only back to teh pve areas. This give the MPC ships abit more purpose as transports but they really come into there own for boarding actions. Light transports like yt1300 and nova's should be the only ships that you can dock and board from certainly giving these ships a role other that heavy bombers. You can run of crew of cut throat ground combatants that can board loot and commandeer ships. Again some rules...

MPC v MPC = Once the boarding is successful the boarding party can loot from the loot container.

MPC v Capitol = Once the boarding is succesful the boarding party can loot from the loot container and claim the ship as there own.

MPC v Station = Once the boarding is succesful the boarding party can the claim the station everything in the station is now theres including furnitures and vendors.


(A successful boarding requires that all oppossing forces to be dead. Loot containers will lock upon a docking operation being made and will not open until the boarding operation has been resolved)


This gives alot of optunity for players to claim the spoils of war of the oppossing forces. It also gives the nuetral players a chance to role play a little with a littel free enterprising. Piracy in other words.


Just imagine a major offensive to take down a oppossing factions heavily defended sector. Imagine the spoils of victory when you claim the prize of there station. Think of the shame the other faction must feel for losing such a post to you. This could all happen.


This is a very do able system for the dev's to implement. PLEASE if you like the idea post on the threed with a big HEY DEV's let them take notice.






This will never happen, at least not like this. Losing the station is one thing, just like a factional base. But who in their right mind is going to decorate one if the second it gets destroyed everything in it is gone? And as for the taking over another's ship and such, another thing thats not good in a multiplayer game. Never in any game should one player be able to take something from another. That would be like having a Thief profession where you can run up and steal people's weapons and armor. If its against NPC ships and such, sure. But players won't go for something like that. There's enough of that sort of thing in real life, people won't deal with it in a game.


I like the idea of space stations owned by players, but there would have to be 2 different kinds. One kind of station that is just purely for decoration and not attackable, and one that is a combat station and pre-decorated.Instanced zones would be a must to prevent Corellia in space (AKA buildings everywhere).Then you just hyperspace directly the station, and there's nothing to do while there except maybe RP events or something, no NPCs. For the factioned combat stations, it would be the same thing except there would be factional NPC's around if you bought and deployed them from a faction recruiter with either prestige or faction or a combination of both. Factionals would be vulnerable to attack after perhaps2-3 daysto allow defenses to be set up, and until that time only players with the same faction as the station would be able to hyperspace there.


Capitol ships are an awesome idea, but again not like that. Perma-death on a ship would not work out, even if it was a capitol ship. Again there would be the issue of losing what you put in it when it blows up, and also the fact that a lot of people wouldn't bother with it if it was high cost but still destroyable. However, you could require prestige for all repairs in addition to money, and that would make it so that in effect it would be able to be destroyed until you get enough to repair it, but its still there and decorated and such. I agree that you shouldn't be able to go into any of the planetary zones, much as I'd like to. Kessel should be accessible though, since there are NPC corvettes there. Definately need better equipment on one though. They should be craftable but require a large amount of prestige to deed.


On the subject of boarding parties, thats a cool idea, but only for NPC ships. Otherwise what you would end up with is


A: Most people are afraid to use capitol ships and space stations. Cool as they would be, there are people out there that don't want to put up with the uber defense stackers and such just to be able to fly a ship, and then the argument of the fact that you have to be good on the ground to enjoy space argument comes into play as well. I would say with something like this about 20% of players would actually be willing to use them, if that.


B: Those who do use them would have crews consisting of nothing but Doctors, Combat Medics, Rifleman, and TKA's. Especially if there is a limit to how many people can be on, no one is going to want weaker combat professions or someone with no combat at all on board if there is a risk that they will come under attack and need power to repell the attack.


Unless there were say guard NPC's on board as well, like on the Corvette, it would just cause too many problems. Especially if your ship can actually get stolen and you lose everything in it.







Bria - Electro (N) ~ Shadowfire - Hydrolus (R) ~ Sunrunner - Zaxu Trizki (I) ~ Ahazi - Xonoryt (R) ~ Gorath - Geitizo Nimoirist (I) ~ Radiant - Tygran Virfais (N)
NeonCoyote
Sun Jan 09, 2005 1:45 am
#13






Pappy0357 wrote:


Realistic Space Stations:
Call me a dork, but I like realistic take off and landings. Make the Spacestation hangar bay a zone line to the planet below, reserve comms to mission and repair chatter. Make the Spacestation a visitable place where pilots pick up crew and swap stories, pick up cargo, enable docking, etc. Also, allowing players to make there own guild bases, fully attackable, but incorporate the cargo missions into their construction.

Cargo Missions:
Masters should be able to pick up long cargo missions utilizing the LootBoxes in their POBs. These missions should be high risk and high reward requiring fighter escort. There are other threads speaking on this matter, and they do a much better job than I could. Put cargo runs in, nuff said.






I like these two. Even if the Stations arent attackable at this point ( I am sure it will come at some point) It would be nice to land on a space station and hang out and chat ect.


And Cargo missions are a must, especially for the smugglers alliance!





Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

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