Pilot Archive

Thread: Multiplayer Ships: Too Underpowered to Use?

Ternque01
Thu Mar 31, 2005 9:33 am
#1

I post from a standpoint of curiosity. Does anyone regularly man and use these multiplayer ships? Only having two guns that are only capable of being awkwardly controlled doesn't seem really quite worth it.


Even still, for a ship of their size, I've only found armor plating up to 2k, and shields up to the same. The Corvette would rip one of these multiplayer ships up like cotton candy at a state fair.


Of course, you could judge me at "sucking" at using them, but I honestly need to know if anyone finds any sort of utility in them. If you do, could you say what equipment you use, your tactics, and other hints at making these things effective? Thank you



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Bronski113
Thu Mar 31, 2005 9:44 am
#2

I don't necessarily think multiplayer ships should have more powerful guns than fighters, however they definitely should be able to take more damage than fighters.

I usually don't fly with a crew in my YT because I can bring to bear more firepower with my Krayt with just me flying it and I also have the option to bring more power with a second person in the turret.

Basically it boils down to there not being a big advantage to using a multiplayer ship over the fighters. To be effective in the multiplayer ships you need at least 4 people, idealy 5. In my Krayt I only need myself.

I'd love to fly with a crew, it would be a blast, but realistically if I'm not out there to goof off with friends theres no point to take it out.



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
Ternque01
Thu Mar 31, 2005 10:04 am
#3

That's the experience I get from them. Having just two guns is a big pain in the rear. There is no way a multiplayer ship could match the firepower of a fighter on the basis of having fewer, less useful weapons.


I think they should introduce a powerfull series of multiplayer only weapons, this would give them a point in even being used. When the usefulness of a mutltiplayer ship weapon allows only a few blaster bolts to be landed on an enemy in a certain period of time, they need to really count for something.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Zeon_Zaku
Thu Mar 31, 2005 10:08 am
#4

I normally don't use my Nova Cruiser for missions or anything like that. Usually I'm alone in it when I launch into space, and just fly around and explore (lucky for me, my Nova Cruiser is pretty fast and if I get into trouble, I can usually outrun then baddy).

Rarely do I bring a crew up. When I do, we usually just go to a tier three spawn and grind away there. Though I can never find more then two people to man it. I'd like to get atleast one more person to serve as the mechanic and co-pilot, but no one I've found is willing to just sit there and launch specials if/when needed and run around the ship repairing things...
All-in-all, MP ships can be a challange to man. Finding enough people can be a difficult task (even harder then a mission ). But still... I love my Nova Cruiser and have a lot of fun with it, even if I am alone.



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


Bronski113
Thu Mar 31, 2005 10:09 am
#5

Don't really need more powerful guns but maybe a second shield, or a more powerful shield and have it where the turrets don't move constantly with the ship. Many gunners either have a hard time adapting to the constant movement and cannot hit anything or they get sick and can't do it for very long.



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
Ternque01
Thu Mar 31, 2005 10:17 am
#6






Bronski113 wrote:
Don't really need more powerful guns but maybe a second shield, or a more powerful shield and have it where the turrets don't move constantly with the ship. Many gunners either have a hard time adapting to the constant movement and cannot hit anything or they get sick and can't do it for very long.





This is the god's honest truth here. I once manned the turret on Smuggler_Caylin's Krayt and I was very honestly near the point of vomiting. I guess vomit makes the grass grow....



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Bronski113
Thu Mar 31, 2005 10:22 am
#7

I've been a gunner on a y-wing and I did ok. Mainly I just shot the same target as the pilot and shot at anything coming up in the rear.

I can see how people would get sick after a while.



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
gojimbogo
Thu Mar 31, 2005 10:32 am
#8



Ternque01 wrote:
The Corvette would rip one of these multiplayer ships up like cotton candy at a state fair.





That was us last night. My friends and I were up in the decimator and though hey! lets go overt and rake in some faction.

Went to Kessel and loaded right over the corvette. We were dead before we knew what hit us.

It was hella fun though. After I got over the motion sickness, of course.



Jamys Farstrider - Elder Commando, Talusian Resistance
PR Director, Spirit of the Fallanassi - http://www.sofgaming.net

"Sometimes, you have to roll a hard six."
- Commander William Adama

Skuzz
Thu Mar 31, 2005 10:37 am
#9

You just have to understand that when you go up in a MP ship you are at a SEVERE disadvantage, vs NPC's and players alike. You use the same components that all the much smaller and faster fighters use and you are limited to 2 guns (that can rarely if ever fire at the same thing unless yer camping a static spawn). Combine this with the fact that you literally cannot miss one of these big ships when shooting at them and you can see what im talking about. Dont get me wrong I LOVE my YT and Nova courier but they just are not effective for use in a serious combat role. Its FAR more effective for everyone to go up in seperate fighters. There is just no debate about it, its the cold hard truth.

Yes you can kill stuff while using an MP ship, i have done it and still do it with a small crew. A good crew goes a long way to making these beasts a tad bit more useful. But when we go up we do so understanding we are at a severe disadvantage.

With that said, there are a few good uses of MP ships in my opinion.
- Helping lower level pilots level-up faster
- Ferrying a crew of pilots that need the master badge in kessel while others in the group take the vette out.

Some quick fixes for MP ships to make them a serious consideration for combat use:
- Extend the range of turrets by 50%
- Have modifiers (built into the chasis) apply to components that are dropped in them to increase their effectiveness. A flat 3x modifier to gun damage, shield strength/recharge, and armor HP would be about right.
- Allow passengers to reload missile launchers and chaff while in flight.
- Allow ALL components except armor to be repaired while in flight.
- Allow other friendly player ships (single seaters and MP alike) to dock with an MP ship. Once docked players could get on board the MP ship if they liked. When a single seater docked and the pilot boards the MP ship his ship would autopilot(ie; hyper out) to the closest station/starport.

Message Edited by Skuzz on 03-31-2005 09:40 AM

Message Edited by Skuzz on 03-31-2005 09:41 AM





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yimaz
Thu Mar 31, 2005 11:00 am
#10

Sadly the best use I've found for my YT atm is it's RP aspect. As a smuggler I take people up inmy YTto slice gear (when I meet them at star ports)and craft gaming tables and the like, they simply use the escape pod when I'm done. I also store all my slicing and spice stuff on her in the cargo hold so the YT also helps inventory wise. I do hope they make the MP ships a little more useful in a fight cause it's "best" use should not be as a RP tool. I love her and want more reasons to use her.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

BelarrnSorak
Thu Mar 31, 2005 11:04 am
#11

on the part about docking and haveing the crew of the other ship come on board, insted of there ship being hypered out to the closest station, ethere the mp ship can pull the other ship behind it untill they read the station where the ship can be landed or the fighter is kept in a docking bay, say maybe 3 pilots can have there fighters docked in the bay on your ship, there would be a launch terminal on the ship some where so they could leave at any time.
if the ship the has your ship in it loggs or crashes then your fighter transfered to the nearest station and you are placed on the ground of the closest planet.

this way you could have your escort on board untill they are needed also it would allow pilots in disabled ships a chance to dock and get repairs in space.




Name: Drawde
Profession: Bounty Hunter
Faction: Imperial


Name: Ageo
Profession: Medic
Faction: Imperial

Tumbler2002
Thu Mar 31, 2005 11:48 am
#12



Ternque01 wrote:
I post from a standpoint of curiosity. Does anyone regularly man and use these multiplayer ships? Only having two guns that are only capable of being awkwardly controlled doesn't seem really quite worth it.
Even still, for a ship of their size, I've only found armor plating up to 2k, and shields up to the same. The Corvette would rip one of these multiplayer ships up like cotton candy at a state fair.
Of course, you could judge me at "sucking" at using them, but I honestly need to know if anyone finds any sort of utility in them. If you do, could you say what equipment you use, your tactics, and other hints at making these things effective? Thank you





I don't see any advantage these ships have over fighters atm. Even if they could have the pilot control all parts of the ship and have the guns fire forward, they wouldn't hold a candle to any fighter in the game. They are a HUGE target and handle like a slug.

I think the turret stations should control multiple guns on the top and bottom. Mabye 4 guns mounted on the top and 4 on the bottom. When someone goes into the turret and fires, all 4 guns fire at that target. Each gun would be same power and ability as the one weapon mounted in the weapon slot. This would at least give the ship a reasonable chance at hitting incoming fighters.

And give the co-pilot a set of guns as well. The pilot/co-pilot job is really boring compared to controlling a turret. If you combined their jobs and made the co-pilot another gunner with his own set of turrets you'd have 3 gunners and 1 pilot, if things start exploding inside the co pilot or one of the other gunners can respond. That way no one person can respond with a 4 person crew and not take VITAL functionality with him.

Shields and armor need to have boosted performance. Some want new loot and special components just for multiplayer ships. I'd rather not see loot that isn't usable in all ships, and rather see bonus's given to ships that should be getting more performance out of defensive systems. I think MP ships need a 20x-30x boost to shields and armor.

If you don't make these ships have an extreme advantage like this there is no point for 4 players being trapped in one ship (Only 2 being able to shoot) vs 4 players flying their own master ships with far more fire power, control, and versatility.
LoNe-R
Thu Mar 31, 2005 12:00 pm
#13


I think the main problem here is that everyone wants the large MP ships to be juggernauts. Not every ship is a space superiority fighter. We have bombers, assault craft and fighters.


From what I can tell, the design of the ships make them more like long rangecommand and control vessels. Unless something's changed, I believe that the radar range of these things are much wider than that of smaller craft. The vessel can hold people and gear so it's perfect if a guild or just a group of people wanted to use one as fallback orjumppointfor PvP or hunts. The vessels' pro's and cons markthis classnot as full combat vessel rank (after all, even the millenium falcon was still considered a strong smuggling vessel, not a combat craft).


But as C&C craft as well as mobile dropships, it kicks ass. And just like any command and control craft, it will require fighter escort. So if you're doing some space PvP with a large MP ship, your best bet is to have it detect targets until it gets a positive ID, then if it's a large group, it begins hyperspace sequence while tall the fighters except one goes after the targets. The last fighter stays in case the enemies break through.


This might seem complex, but it can make for great gaming. We just have to remember, a Command and Control vessel for fighters are still extremely vulnerable to enemy fighters.

Message Edited by LoNe-R on 03-31-2005 02:01 PM



LoNe-R Taladar
-REBEL ACE PILOT-

dSOCOMd

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

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