Shipwright Archive

Thread: Titan Class Ship

ErraFazira
Wed Jun 01, 2005 10:21 pm
#1



Titan class ships>


To promote GCW in space, I would like to propose the idea of Titan Class ships. These types of ships work like a moving station or should I say moving Metropolis. Much like the player cities on ground, a player with the Fleet commander profession can acquire such ships.



The Profession


Fleet Commander, this profession would allow players to own a Titan. As the player gain experience in the profession, they gain the ability to give more enhanced effect on the structures (i.e. Hospitals, Cantina, Hangar etc…) and maybe commanding tricks (i.e. call out a wave of starships to defend while moving the Titan).


The Crew


This ship is stationary most of the time; however, if the Fleet commander would want to move the ship to another location he/she would require a crew to operate.



  • The Bridge – Operated by the Fleet Commander that owns the ship. It is advised to bring in a few other players to help with.

  • Hangar – Operated by a Shipwright and a Droid Engineer. Multiple Shipwrights and Droid Engineer can operate the Hangar.

  • Hospital – Operated by a Medic or greater. Multiple Medics can operate the Hospital.

  • Cantina – Operated by an Entertainer or greater. Multiple Entertainers can operate the Cantina.

  • Navigation – Operated by a Pilot. Multiple Pilots can operate the Navigation.

  • Defense – Operated by a Pilot and a Shipwright. Multiple Pilots and Shipwrights can operate the Defense.

  • Residence Area – This is where everybody else hangs out. Mostly pilots who have taken residence to one of the lots. There will be quite a number of lots that a Titan can hold. Players will require rent a lot. There will be different types of lot ranging from Small to Large.

  • Commercial Area – This is where merchants put their vendors to work. Merchants will require rent a lot. There will be only one type of lot which will have enough space to put the maximum amount of vendors for a Master Merchant.

  • Turrets – There will be lots of turrets, hoping to get 100 droid-manned turrets just like the Imperial Star Destroyer has and the accuracy will be poor unless player manned. It requires no specific profession to man a turret.

Stationary Mode



The Fleet Commander will have the ability to put the Titan on stationary mode. While stationary mode is online, it is almost impossible to destroy. Shields give extra performance and effectiveness. Should the Titan be destroyed during stationary mode, the Fleet Commander will be notified. Destroyed Titans will require a heavy amount of resources for repairs. Destroyed Titans will not disappear from space but will show debris of what is remained.


Shields will work at 500% in stationary mode.


Moving Mode


Moving the ship will be much different from normal starship controls. To move the Titan, the Fleet Commander will have to access the Navigation system and plot the course. Once decided on the course, the Fleet Commander will then hit the execute button to begin the journey. The speed of the Titan will be 15 (to be decided to match a realistic number for such a big ship to move)


In flight, shields will work at 100%.


The Bridge



This is where the Fleet Commander hangs out. While moving the Titan from one point to another, it is advised to have at least another player on the bridge to give orders to other stations. This is the place where you can see space.


The Hangar



This is where Shipwrights and Droid Engineers hang out. At least one of each is required to move from one point to another.


The Hangar will have starship terminals for pilots. It has the function of the current starship terminal.


Shipwrights and Droid Engineers stationed here will be able to give their services, e.g. customizing starships, paint jobs equipping droids and flight computers.


Pilots who launch from the Hanger will also receive equipment buffs from Droid Engineers and Shipwrights, e.g. Blaster efficiency, Droid Command efficiency for a short period of time. (30 minutes to 1 hour maybe?)



The Hospital


The name describes it all. It works like the ground hospitals. Players will be able to heal their wounds here. Also if the pilot launch after visiting a manned Hospital, they will receive accuracy buffs. (30 minutes to 1 hour maybe?)


The Cantina


It works like the ground Cantinas, to heal battle fatigue. Also to receive inspiration buffs from Entertainers. Area must be Entertainer manned in order to receive buffs.


The Navigation


This is where pilots control Engine related commands.


The Defense


This is where pilots control Shield and Weapon related commands.


The Residence


Inspired by PS2 game Xenosaga, The Durandal and the Rhine Maiden have their own residential area.


Players can rent the lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent will go to the Flight Commander’s pocket.


The Commercial


This area will be the consolidated merchant zone. Merchant will require rent a lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent and vendor maintenance will go to the Flight Commander’s pocket.


The Turrets


This is where any player takes their role in protecting the Titan. Unmanned turrets will have very poor accuracy and damage.




Please feel free to comment, add/remove or change the above idea.




___________________________________________________

Evilene
Evil Shipyard
Corellia, 6451 -1455
Master Shipwright & Alliance Ace Pilot
(seeking +25 SW CAs)
ineedrootbeer
Wed Jun 01, 2005 11:49 pm
#2

OOOH...nice i like that idea alot...


space cities hehehe....huge galactic wars'...


however i doubt no matter how much other like it that idea will ever come to format/game....



great idea....it makes one really take a minuete to look and think about the things like that..... good luck and dont give up pushin that idea....



Cerik Terhim
90-Spy...."I was never here to begin with"
ALLY
Weapon of Choice- sfor v3 carbine
Armor of Choice- -+24 prescion anytype
Vehical of Choice- jetpack
TheWok
Thu Jun 02, 2005 1:59 am
#3

It's a great idea. Problem is, space just isn't that big. I think that's the main reason we won't see capital ships operated by players. Space just isn't big enough to handle them.



---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
TireMann
Thu Jun 02, 2005 2:18 am
#4

Yes I think it's the problem for the day.. Space is too short for this



Master ShipWright - LighTech Corporation
TsothaLanti
Thu Jun 02, 2005 2:57 am
#5

Very good idea. I hope anytime soon we can see things like this in the game.

/sign



Tsotha Lanti - Officer.
Khemsa Lanti - Shipwright.

Governor Tarkin: "The Jedi are extinct. You my friend are all that remains of their religion."
Lord Vader: "You don't get out much, do you?"
ErraFazira
Thu Jun 02, 2005 4:10 am
#6

As for the space issue I sure hope the DEVs develop a huge zone speacially for this. It will be difficult to implement but I sure think this would create a whole new experience for the game. =)



___________________________________________________

Evilene
Evil Shipyard
Corellia, 6451 -1455
Master Shipwright & Alliance Ace Pilot
(seeking +25 SW CAs)
XoDust
Thu Jun 02, 2005 4:49 am
#7

They wont do it because its a good idea,but hell ill /sign




ErraFazira wrote:



Titan class ships>


To promote GCW in space, I would like to propose the idea of Titan Class ships. These types of ships work like a moving station or should I say moving Metropolis. Much like the player cities on ground, a player with the Fleet commander profession can acquire such ships.



The Profession


Fleet Commander, this profession would allow players to own a Titan. As the player gain experience in the profession, they gain the ability to give more enhanced effect on the structures (i.e. Hospitals, Cantina, Hangar etc…) and maybe commanding tricks (i.e. call out a wave of starships to defend while moving the Titan).


The Crew


This ship is stationary most of the time; however, if the Fleet commander would want to move the ship to another location he/she would require a crew to operate.



  • The Bridge – Operated by the Fleet Commander that owns the ship. It is advised to bring in a few other players to help with.

  • Hangar – Operated by a Shipwright and a Droid Engineer. Multiple Shipwrights and Droid Engineer can operate the Hangar.

  • Hospital – Operated by a Medic or greater. Multiple Medics can operate the Hospital.

  • Cantina – Operated by an Entertainer or greater. Multiple Entertainers can operate the Cantina.

  • Navigation – Operated by a Pilot. Multiple Pilots can operate the Navigation.

  • Defense – Operated by a Pilot and a Shipwright. Multiple Pilots and Shipwrights can operate the Defense.

  • Residence Area – This is where everybody else hangs out. Mostly pilots who have taken residence to one of the lots. There will be quite a number of lots that a Titan can hold. Players will require rent a lot. There will be different types of lot ranging from Small to Large.

  • Commercial Area – This is where merchants put their vendors to work. Merchants will require rent a lot. There will be only one type of lot which will have enough space to put the maximum amount of vendors for a Master Merchant.

  • Turrets – There will be lots of turrets, hoping to get 100 droid-manned turrets just like the Imperial Star Destroyer has and the accuracy will be poor unless player manned. It requires no specific profession to man a turret.

Stationary Mode



The Fleet Commander will have the ability to put the Titan on stationary mode. While stationary mode is online, it is almost impossible to destroy. Shields give extra performance and effectiveness. Should the Titan be destroyed during stationary mode, the Fleet Commander will be notified. Destroyed Titans will require a heavy amount of resources for repairs. Destroyed Titans will not disappear from space but will show debris of what is remained.


Shields will work at 500% in stationary mode.


Moving Mode


Moving the ship will be much different from normal starship controls. To move the Titan, the Fleet Commander will have to access the Navigation system and plot the course. Once decided on the course, the Fleet Commander will then hit the execute button to begin the journey. The speed of the Titan will be 15 (to be decided to match a realistic number for such a big ship to move)


In flight, shields will work at 100%.


The Bridge



This is where the Fleet Commander hangs out. While moving the Titan from one point to another, it is advised to have at least another player on the bridge to give orders to other stations. This is the place where you can see space.


The Hangar



This is where Shipwrights and Droid Engineers hang out. At least one of each is required to move from one point to another.


The Hangar will have starship terminals for pilots. It has the function of the current starship terminal.


Shipwrights and Droid Engineers stationed here will be able to give their services, e.g. customizing starships, paint jobs equipping droids and flight computers.


Pilots who launch from the Hanger will also receive equipment buffs from Droid Engineers and Shipwrights, e.g. Blaster efficiency, Droid Command efficiency for a short period of time. (30 minutes to 1 hour maybe?)



The Hospital


The name describes it all. It works like the ground hospitals. Players will be able to heal their wounds here. Also if the pilot launch after visiting a manned Hospital, they will receive accuracy buffs. (30 minutes to 1 hour maybe?)


The Cantina


It works like the ground Cantinas, to heal battle fatigue. Also to receive inspiration buffs from Entertainers. Area must be Entertainer manned in order to receive buffs.


The Navigation


This is where pilots control Engine related commands.


The Defense


This is where pilots control Shield and Weapon related commands.


The Residence


Inspired by PS2 game Xenosaga, The Durandal and the Rhine Maiden have their own residential area.


Players can rent the lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent will go to the Flight Commander’s pocket.


The Commercial


This area will be the consolidated merchant zone. Merchant will require rent a lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent and vendor maintenance will go to the Flight Commander’s pocket.


The Turrets


This is where any player takes their role in protecting the Titan. Unmanned turrets will have very poor accuracy and damage.




Please feel free to comment, add/remove or change the above idea.









Xodust
DarkJedi
Imperial Ace
You close your eyes, only for a moment, and the moment's gone....
ggggggggggggggggggggggggggggqXen5nnhnn5nn

evolot
Thu Jun 02, 2005 5:10 am
#8

/sign



Evolot -Elder Jedi
Evola - Bounty Hunter
Evol -Trader Munitions

Vendors on Hispania's Cantina (Dantooine)
Wp: -7210 -1120
For delivers make offers to MUSTAFAR FURNITURE vendor
RebalMarineHunter
Thu Jun 02, 2005 6:31 am
#9

No, space is plenty big, but I doubt that there are really enough people to man many of these very often.


Remove the residence section


Take turrets down to 50 or less


Make the cantina also a hospital, like Anchorheads but more spacey


The size would be like the Kashyyyk Rebel space station, so it does not take up mach space, but it is far larger than an MP ship.


Engines, gunsand all crafted, like Elite equipment.


Top speed, well, if it has an engine with a top speed of 150, cut it in 1/2 to 75.


YPR terrible, twice as bad as the worst ship out now


The hanger is a must to get people on and off the thing


Remove buffs, NO SPACE BUFFS, that would screw things, things are best left without spacebuffs


Make faction and neutral versions


Destroyable, just like any MP ship but all ships in the hanger suffer the same penalties as any ship death as well.


Only bonus to players on this thing would be crafting bonuses for crafters just like in a crafting player city


Droids can be left to man turrets, but the accuracy of the turrets would be poor.


If enemy can disable the ship, then they can board and take it over!!!!! No idea how that would work, I mean the takeover I can plan out but if they capture your ship what happens then? That I'm not so sure about. I have ideas, just not so sure if there good, hehe.


Add those modifications to your model and it should be more practical in the current situation... and loads of fun!







sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
Joshua Theo
sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
Antarian Ranger League - Co-Founder
Black Rose Industries, Shipwright - South Coronet 159 -5490
IIscandar
Thu Jun 02, 2005 8:42 am
#10

I could see this being implemented as a stationary space city. It looks like a ship inside and out, but is really just a city in space as you suggest. There would be one in a sector somewhere for imperials, rebels, and perhaps even a civilian. Just like a cruiser parked somewhere. It might be moved from time to time to a different sector depending on how the war goes. A year or two down the line, might bring the size to space that would be needed for player controlled capital ships. Until then though, npc controlled cruiser cities, could bring a lot of spice to space. No smuggler pun intended ;P
Erahth
Thu Jun 02, 2005 11:12 am
#11

Very cool idea, but what happens when people start logging out?



The "Dark Purple" Licky Fish of Bria
SOE 'fixed' SWG, just like my cat's been fixed...

...Has mastered the pilot profession

Star Wars Galaxies really captured the elusive Star Wars feeling....with every new publish you instantly think: "I've got a bad feeling about this!"
Consoles = bad
Peeter-Griffin
Thu Jun 02, 2005 11:16 am
#12

I dont think having rebels and imperials in the same space station would be very good. Think about the attitude imperials have in the movies. It just wouldnt work, too much damage throughout the ship . But capital ships a few years down the line, are you serious! I would love to see that! Even if its just a corellian corvette or a nebulon frigate. That would still be cool.

But for the huge areas of space, maybe there should be 2 or 3, one that is imperial controlled, one rebel, and one nuetral, you would see t5 tie fighters or rebel ships flying around like you see in kessel. Imagine the firefight if you hyperspaced in a rebel titan with suppourt from other capital ships and masses of xwings. If you organized it in the ahazi forum, you could take screenshots and it would look like it came straight out of a star wars movie, now THATS what i would consider how close an MMORPG game could get to the real star wars.

But if they put capital ships, improve the way they blow up. It looks kinda dumb for freighters when these huge chunks break off and spin really fast while not moving far and also there arent textures on the inside so you can see through them... it looks great for fighters though, just change it for the capitals.



--------------------------------------------------------------------------------------
No comment...


Peeter Griffin, Ahazi
Master Artisan, Master Architect
I suppourt a pre-NGE SWG!!!
QuijarHaderak
Thu Jun 02, 2005 11:41 am
#13

Great idea... !



/SIGN





MEGA-MALL HISPANIA SHOP
Location: -7211 -1111 HISPANIA (Dantooine)

IGN for Galaxy Trade: Jessyca & Yoshua
Deliver's to me vendor in MicroTech Factory on HISPANIA (Dantooine) @ -7510 -1300.
IGN for others: Quijar / Maud'Dib / Hispania
www.swghispania.com
Page 1 of 2
Previous Next