Pilot Archive
Thread: Fleet ideas (work in progress)
Skill: Fleet Command I
Skill: Fleet Command II
Skill:Fleet Command III
Fleet Command IV
Internal Security I
Commands:
Issue security pass- this issues a pass to friendly players to be able to use specific locked down doors and elevators (note these can be found so choose who gets them carefully)"these are claimed at a local security terminal"
Internal Security II
Message Edited by Creaturetaimer on 07-29-2005 10:25 PM
Message Edited by Creaturetaimer on 07-29-2005 10:44 PM
Message Edited by Creaturetaimer on 08-16-2005 07:19 AM
Message Edited by Creaturetaimer on 08-21-2005 08:09 AM
Capital ships:
Crusier Class- These ships are the smallest of the "true" Capital ships and have a small Docking bay that can support a few fighters/bombers/freighters. there job in the fleet is to protect the fleet from fighters, bombers, and freighters; as such these ships have lots of anti-fighter guns and minimal anti capital batteries.
Frigate Class- These ships are the Mid grade capital ship and have a moderate docking bay. These ships are very versitile and can attack both large and small ships with equal effect because of balanced gun emplacements. These ships can also effectly serve as remote launch points for suprise attacks with bombers and fighters.
Command Class- These are the Bohemoths of the fleet and rightfully so. These ships have a Massive Docking bay capable of supporting a large compement of small ships. There guns however are almost useless agenst fast fighters however they are devistating agenst other capital ships. These ships are almost always seen with the main battle group to prevent a bomber swarm from crippling it.
Message Edited by Creaturetaimer on 08-14-2005 12:27 PM
Commands to open sealed doors: All have an animation and a progress bar. the player useing one of the commands can't fight back if attacked. also the time to destroy/open a door depends on its size. for example a heavy blast door cannot be opened as quickly as a regular security door.
Blow Door- used to destroy a door to gain entry to the room beyond. a blasting set is needed in your invintory to use this command
Skill: Master Squad Leader
Slice Door- A smuggler with proper skill can overide the security systems of a door to open it.
Skill: Master smuggler
Burnout door- a Jedi can use his lightsaber to burn a hole through the door so that the boarding party can get by.
Skill: Master lightsabers
Command to overide an elevator lockdown
Hotwire elevator- used by a smuggler of proper skill to slice the security on an elevator to make it useable again.
Skill mods:
Fleet size- this mod is your peronal ability to command increasingly larger fleets. For instance a +1 mod will allow you to command a "Class 1" Starship Fleet
Dock Hacking- This skill mod reduces the time it takes to open the docking bay shields to friendly freighters so they can insert boarding teams.
Squadron Command- This Mod affects how many Squadrons a Dock officer can have under his command at any given time. In other words how many squadrons he can order at once. (this only affects fighters and bombers that are stationed at that capital ship.)
Repair Droid Amount- This skill mod affects how many droids a engineer can group together to preform tasks. for instance a +5 means that 5 droids can be commanded at once.
Main security console in detail.
the main security console is a extreamly complicated and hard to use terminal if unskilled so i gonna explain it's interface a little.
Generic information tab: this tab shows the basic numbers aboard the ship. things displayed here include how many enemies total are onboad the ship and further divides them into either Active (still able to fight) and captured (number in your brig room). the number of security units is also displayed here along with: the number of active security doors (freely passable) number of sealed doors and the number of disabled/destroyed doors. This also displays active/inactive/sliced elevators in raw numbers. this is usefull to keep tabs on on what and how many things are on your ship. this is also where you can have your prisoners executed from.
Technical Readout Tab: A technical readout is basically the overheadmap of the ship with a few changes. This map is what you will be looking at most of the time and it is set up like the maps of the "Legend of Zelda" series and is divided by decks/floors. The map can be adjusted to show specifc rooms abord the ship and zoom in and out of them at will useing the mouse weel or whatever you ppl use to zoom in and out with. when you zoom in on a room you you will be able toseal doors by useing the radial menu on the room aswell as seal elevators if applicable. The chief of security must get to know the ship very well because the doors in the radial menu are numbered so if he seals the incorrect door the enemy can get by. also if this can be used tactically as a form of crowd control to force enemies to move the way YOU want and usually divide them up so the internal security can pick them off in smaller groups. This is very useful to capture boarders by themselves or in small groups. also you can use a radial menu on enemies to order them to be destroyed or order their capture if you have the proper skill from the technical redout tab.
Message Edited by Creaturetaimer on 08-21-200508:07 AM
Message Edited by Creaturetaimer on 08-21-2005 08:07 AM
A short story based on the ideas from Creaturetaimer.
Setting: Imperial Corvette as commanded by a one Admiral Generic
Corvette’s Bridge
(man walks up to Admiral Generic)
Imperial Captain: We are coming out of hyperspace in the Kessel system now Admiral Generic.
Admiral Generic: Good.
(ship comes out of hyperspace)
Captain: All ships have reported in, Admiral.
Admiral Generic: Very well. Are we ready to begin today’s patrol of the Kessel system?
Captain: Yes we are Admiral. (walks over to his station)
Admiral: Seems very quiet today, Captain. I wonder where all the smuggler ships are that we usually spot. Anyway, go ahead and proceed with patrol pattern Gamma and be sure that-
Random Officer at radar station: We’ve detected a large group of ships coming out of hyperspace! They’re Rebels! It’s an ambush, Admiral!
(quick flash to space in which we see over thirty Rebel fighters entering from hyperspace)
Admiral: Captain, scramble the TIEs! I want all ships to prepare for in-coming enemy fighters! Ensign, get two full squads of Stormtroopers at each possible point on this ship in which the Rebels might enter!
Ensign: Aye, sir!
(As the Ensign runs to gather the ship’s security, the Corvette’s bridge is illuminated by red lights and the ship has the sound of a warning siren all around)
Captain: Sir, I think you overestimate their chances at boarding this ship.
Admiral Generic: Better safe than sorry, Captain. (Just then, a duo of X-wings flies across the bridge) Target those d*** fighters!
Same officer from radar station: Sir! A Rebel blockade runner entering the system from hyperspace!
Captain: Great, just what we need!
Admiral: Couldn’t have said it better myself. (the Admiral pauses, figuring what the next move should be) Captain, order all TIEs to go after the Rebel runner! Target their shields! After the shields are offline, make them destroy the engines! I really don’t want that thing to pose a boarding threat to this ship!
Captain: Aye, sir! Right away! (turns to his station, pushes a few buttons and says: ) Attention! All fighters! Target the Rebel runner! Take out shields, then engines! Repeat take out shields, then engines!
(after issuing the order, both the Admiral and Captain look outside of the bridge to see that their fighters are still engaged in combat against the enemy’s ships)
Admiral: What are they doing? Attack the runner! Attack the runner!
Captain: Sir, communications between our fighters have been jammed! During the order to attack the runner! Rebels must have been listening on our frequency!
Admiral: Captain, you are aware of what is going to happen next.
Captain: Yes, I do. (turns to his consol and alerts the ship) Attention! Attention! Prepare to be boarded! Squads A, D, and G, go to possible breach point Alpha! Squads B, E, and H to possible breach point Beta! Squads C, F, and I, report to possible breach point Gamma! Squads J and K, report to the bridge!
Admiral: (mumbles to himself) Regular patrols never happen on my shift. It is always with the attacks for me. I should retire.
Captain: Sir, the Rebel blockade runners is in range of our turrets!
Admiral: Fire all forward batteries! Deal as much damage as possible! We might be able to stop it but we are going to give it a good beating.
(quick flash to space in which several TIE fighters and X-wings pitched in mortal combat between both corvettes and we see the Imperial Corvette start to fire upon the approaching Rebel corvette)
Captain: Systems check reports that we are at 50% shields already, sir! Those Rebel scum must have looted Imperial parts! Their speed is incredible and their weapons appeared to be, what’s the term, sliced?
Admiral: Move all available power that is not connected to weapons and engines and relay it to increase out shields!
Captain: No good sir! They’ve taken out the shields! (looks back at console and stares in disbelief) Sir! They are boarding at breach point Alpha!
Admiral: And the other points?
Captain: They appear to not attempt at those locations. Shall I order squads standing guard there to move over to Alpha point?
Admiral: No! They might be trying to trick un into moving those troops so their main boarding parties can infiltrate to ship.
(after several minutes of waiting, the Captain gives an update)
Captain: Admiral, sir! The Rebels have made it past both squadrons at breach point Alpha!
Admiral: Commence lock-down on all doors in that sector!
Captain: Aye!
(several more minutes pass)
Captain: Sir, they’ve gone past the locked doors!
Admiral: Send in the droids to the next set of locked doors. Have them repair what the Rebel scum try and take down!
(this continues for another 20 minutes until)
Captain: The Rebels are entering the bridge!
Admiral: I can see that! (grabs his pistol) Prepare for war, gentlemen!
(Rebels break down the bridge door, firing several rounds before stepping inside, blaster bolts fly across the bridge, the sound of Stormtroopers hitting the floor stops after they all die, Rebels proceed to hold the Admiral and the rest of the crew hostage as to disarm the four other squads below deck)
(flash into space as we see many Rebel frigates and cruisers coming out of hyperspace to Kessel, from there, we see all the Rebel ships escort the Imperial corvette away to their hidden base, repair the corvette so that the escort could proceed to jumping to lightspeed)
I think they might care about things, that us the players of this game of there's, say.
I think it would give space a new level of space combat, i love war, and with fleets, i can get what, i wont.
It would be pretty laggy, but i think it could, work.
But what about neutrals, they will have some short of fleet to right. Yeah i know you talked about smugglers, but they really wouldn't much of a chance, againstrebel or imp fleets.
And i don't agree with the rebel, space station description, you make them sound like, a bunch of misfits. But, come on give the rebels a little more credit, they did win the war after all.
True I have to admit it might be because im an imperal
as for the capitals.......... ships from different sides of the conflict will notbe gimped in any way. a Imp cruiser will be as powerful as a rebel crusier and a neutral crusier. they will probably have a slightly different gun configuration and look to them but the basic abilities will be retained. as with starfighter combat it will be based on cleverness an "twitch" skill not /macro /macro /macro I PWNZ JOOZ!!!! well......... mabye the boarding fights if the chief of security doesn't do his job.
Message Edited by Creaturetaimer on 08-15-2005 07:26 AM
Message Edited by Creaturetaimer on 08-15-2005 07:29 AM