Pilot Archive

Thread: Multiplayer Ships: Special Components & Enhancements

cknoos
Thu Nov 04, 2004 12:42 pm
#1

Standing in the rain smoking a cigarette after lunch I had a few thoughts about the multiplayer ships and their usefulness (or lack thereof).

Currently to fully crew a VT-49 Decimator (I'm Imperial, but I assume this holds true for all three variants), you need a pilot, co-pilot and 2 gunners at the very minimum. Add to this at least one, but preferably more engineers for in-ship repairs. Nominally, six to seven people. At best, this ship is still only capable of damage output comparable to that of a high-end fighter (Oppressor, B-Wing).

I would like to see a few changes/additions to this, namely:

* Turbo Laser Weaponry. Super sized versions of star fighter weapons really, only mountable on the three multiplayer ships. Why? Simple, at the moment, there is at no time when 6 TIE advanced can't out damage a fully crewed Decimator, the difference in absolutely staggering. This is a small capital ship; it needs to have some serious teeth. These weapons would ideally have a longer range than standard weapons, and of course do more damage per shot. To prevent three people from making suicide runs, require the pilot's seat and operations seat to be manned, in order for the heavier weapons to function properly, this would at least require 4 people, albeit with no engineering available.

* Heavier Reactor and shield generator. Again, even with the best equipment currently available, its armor and shield rating are just slightly above that of a high-end fighter craft. In addition to which it presents a very nice, big juicy target which is largely defenseless because of the fighter-class weaponry it's equipped with.

* Ability to reload tubes/countermeasures from the inside. This is one feature I'd really like to see on these ships, it makes perfect sense to be able to reload these launchers from the inside. This would also give the engineers something more to do, making their jobs more important.

* Ability to repair all components, as well as armor, from the inside. Again, just as with the above point, it makes sense and would give the ship a slight edge over fighters. This would of course also fall on the engineering staff.

* External Repair/Reload Capability. One of the potential uses of these craft would be act as FARPs (Forward Area Rearming Points), where your fighter screen can return for quick touch-ups and reloads of counter-measures. Ideally it would take some time to perform these, say 30 seconds for repairs, and 30 seconds for reloads, to avoid a potential invulnerable flight. During the operation, the fighter(s) would be unable to fire their weapons. This could easily be accomplished by requiring the fighter to /dock, which renders it defenseless throughout the operation.

* Make Operations a -LOT- more useful. Currently all this person does is issue droid commands; while novel it gets boring quickly. Offer more duties for this person, such as the ability to fire the forward facing torpedo tubes, chaffs etc.

* More powerful instruments. On the bridge (at least on the Decimator) one can see the spiffy looking holo-projectors, these are of course just background, but the idea is sound. There could be a third seat on the bridge, called either communications or radar operator. Ideally this position could tag targets for gunners, call out incoming threats to the gunners and operations staff.

* Engineering stations. Whoever is on-duty as ship's engineer needs a clearer view of what components are damaged, and where on the ships plasma leaks are occurring. There should be an engineering station, where one can get a quick overview of the ship's status and where help is currently needed (if any).

In closing, a fully crewed multiplayer ship should have the same offensive/defensive power as the combined power of its crew in individual fighter craft. At the moment, the ships prevail because of the sheer coolness factor, but once that wears off and you need raw stopping power, it becomes obvious that the multiplayer ships are not up to snuff combat-wise. I've had a lot of fun with this ship so far, myself and my guild-mates enjoy it immensely, but when it comes time to do the shooting business, it takes a backseat and we all take our fighter craft. I would really like to see these are viable combat options.

Just my $0,02.

-Stasos / Lowca
Imperial Ace since 11/02



Stasos
[ Dark Jedi ] || The circle is now complete. ||
KJFett
Thu Nov 04, 2004 12:51 pm
#2

A lot of that makes sense. The 3 MP ships are a heavier class of ship than a fighter or fighter bomber. There should be modifiers on the hull much like the engine mods that are on all ships that bump up whatever is placed in it. An example would be putting a lvl7 reactor with 14K output might have a 20K output in the YT. Without question, the missiles should be loadable from inside while in space. There needs to be a reason for putting 7 or 8 guys on a ship for combat that makes them better than 8 individual ships.



Anika Mon'Sulu
Legendator
Thu Nov 04, 2004 4:08 pm
#3

Very valid points. I have flown with stasos and i agree with all those points. The multiplayer ships suck compared to the people in multiple fighters.


*bumpity bump*



~Marxe~
....hax mastered the rebel killing profesion.

There are no bugs in Galaxies. Wait, thats what Sony said about planetside, that problems were because of our computers.. And of course Sony is always right.
OdiousEncounter
Thu Nov 04, 2004 4:25 pm
#4

I'm not a Master yet, so haven't really experienced this problem, but it sounds like I fully agree.


If nothing else, thank you very much for letting me know that I probably should waste a slot for an MP ship at Master.



----------Auriga Starlighter----------

Jahandar
Thu Nov 04, 2004 4:28 pm
#5

"There needs to be a reason for putting 7 or 8 guys on a ship for combat that makes them better than 8 individual ships."



Well said, KJFett.



Jahandar

Freelance Pilot, Master Smuggler, Teras Kasi Master; Lowca
Strinth
Thu Nov 04, 2004 9:19 pm
#6

Hear hear!!! Well said!
Legendator
Thu Nov 04, 2004 9:25 pm
#7

One more thing. Make it so when you fire certain weapons in the turrits so it doesn't flash the whole screen. I have only incountered this with the newest weapon installed on our ship. Ion cannon i beleive.



~Marxe~
....hax mastered the rebel killing profesion.

There are no bugs in Galaxies. Wait, thats what Sony said about planetside, that problems were because of our computers.. And of course Sony is always right.
Rioroute
Fri Nov 05, 2004 12:43 am
#8

Also, it's nice that everyone onboard the ship receives exp for a kill, but does it really need to be divided up between the entire crew? An ideal crew of 8 or more might only receive exp in the double digits per kill. I think those running around the ship trying to keep it from blowing up deserve better recognition. It's hard enough just trying to coordinate piloting the ship with aiming the guns, you get a lot less kills than one would expect with such an intimidating vessel.
xicomvaji
Fri Nov 05, 2004 1:42 am
#9

excellent post


too bad many of us aren't aces to see these problems yet but I hope they get addressed before i get there otherwise it'll be the B-wing for me







[Ì[[[[≡≡≡≡≡[F]]]°ggggggggggggggggggggggg
Crucio
Fri Nov 05, 2004 11:09 am
#10

bump and sign



this is one of the better ideas so far. I think it should be implemented.
Mejowepra
Sat Nov 06, 2004 1:16 am
#11

Excellent post. I would love to see everything you suggested.




Mejowepra: Final Spec: MD/MTKA

cknoos
Wed Nov 10, 2004 9:44 am
#12

Shameless bump in the hopes that more people have had the opportunity to play with these fun (however woefully underequipped) ships.



Stasos
[ Dark Jedi ] || The circle is now complete. ||
Roach7676
Wed Nov 10, 2004 10:03 am
#13

I played with one of these in Beta, and am almost a Master Imperial Pilot. I thought the same thing...for a crew of 8, versus 8 individual fighters, this thing is way underpowered. I understand that it is not a capital class ship, but it is only one step below it, not one step above a fighter. It needs to have the power of some of these ships we are fighting out there. A Tier 3 Nova Courier currently way outclasses a player owned one, and thats not right. Kick it up a notch, devs!


/sign



On'ys Abrada, Pre-Kessel Nerf Imperial Ace Pilot, Jedi Padawan, TKM
Got a few minutes for some fun? Wanna test your might? Have at it!
- I support keeping & balancing the current combat system You can too
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