Shipwright Archive

Thread: IIscandar, suggestion on POB ships......

KajaGrae
Thu Jul 14, 2005 12:04 pm
#14



Still viable though. even though it could pound out more, has a high refire, and the rate that space bombs actually hit faster moving targets isnt all that good unless you head on them.


(oops b-29 is Super Flying Forttress)

Message Edited by KajaGrae on 07-14-2005 12:07 AM




KajaGrae


Structural Engineer Extraordinaire
Owner: Tavern of the Nine Aces
1900 165 Fenix Rising, Corellia
Jagged-F3l
Mon Jul 18, 2005 6:50 am
#15

Proposals, such as this one, might seem great, on the surface. However, players need to consider the overall system when fleshing out such ideas. Realize full well that there is a greater system that you might not entirely see because you've only looking from the eyes of a single factional pilot. Where it concerns ideas that relate to inflight missile/counter-measure reload, realize that Rebel Pilots obtain such a capability as a skill as they progress up through their skill tree. Thus, suddenly giving pilots the ability to reload POB ships inflight negates this skill, thereby unbalancing what the devs might perceive to be a balanced system (for whatever reasons).



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FriedSquid
Mon Jul 18, 2005 7:08 am
#16

Blah. Lies. Reb skills all suck, and are SUPPOSED to be useless. 90% of the places you're going to want to reload a missile tube at they won't service you. To summarize:


In-flight loadingby shipmatesftw.


As a rebel pilot (well, mainly. I'm planning on working through ALL the trees eventually) I think it makes 0 sense for you to be looking at this this way.


Anything that can make space more fun should be done. Period. Especially with POB ships - they're quite fragilea lot of the time and require help atm.






It's all gone. And so am I.


Ogoun_of_Kauri
Mon Jul 18, 2005 9:04 am
#17

How about making them reloadable by a shipwright? Or giving shipwrights the a bonus to reload speed.


To the comments about rebels getting reloads in space I'd respond that it's a different situation. Rebels would still be able to have fighters reloaded/repaired in space by calling in a ship, while the POB situation would be entirely different. The rebs have to hang out and wait for the ship to come and dock, no? In a POB situation, the ship could be flying around while the reload person loads in more missiles during the fight. This would make the group-oriented ships more fun.


Just my opinion.




...would master the pilot profession if the repeat mastery bug was fixed.

Kauri
Ogoun Astari
Master Shipwright (17 pt weapons and engines exp, 12 point chassis exp)
Smuggler's Alliance Ace


Starsider
Ogoun
Alliance Ace

Jagged-F3l
Mon Jul 18, 2005 7:04 pm
#18






FriedSquid wrote:

Blah. Lies. Reb skills all suck, and are SUPPOSED to be useless. 90% of the places you're going to want to reload a missile tube at they won't service you. To summarize:


In-flight loadingby shipmatesftw.


As a rebel pilot (well, mainly. I'm planning on working through ALL the trees eventually) I think it makes 0 sense for you to be looking at this this way.


Anything that can make space more fun should be done. Period. Especially with POB ships - they're quite fragilea lot of the time and require help atm.






Believe what you want, what I'm trying to do is inform you how you want to structure your proposal in order to appeal to the devs. If you don't consider the whole system and work within it, then the devs will overlook these types of ideas out-of-hand.



010101010101010101010101010101010101010101010101010101010101Jagged' Fel
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S-1-l2-H-C
Tue Jul 19, 2005 7:51 am
#19

in the jtl forum someone posted a great idea to make a craftable POB blaster that mounts in a missile slot.


that would be an easy way to add pilot controled weapons.







____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
KajaGrae
Wed Jul 20, 2005 10:53 am
#20






Jagged-F3l wrote:






FriedSquid wrote:

Blah. Lies. Reb skills all suck, and are SUPPOSED to be useless. 90% of the places you're going to want to reload a missile tube at they won't service you. To summarize:


In-flight loadingby shipmatesftw.


As a rebel pilot (well, mainly. I'm planning on working through ALL the trees eventually) I think it makes 0 sense for you to be looking at this this way.


Anything that can make space more fun should be done. Period. Especially with POB ships - they're quite fragilea lot of the time and require help atm.






Believe what you want, what I'm trying to do is inform you how you want to structure your proposal in order to appeal to the devs. If you don't consider the whole system and work within it, then the devs will overlook these types of ideas out-of-hand.





Which is why I suggested the POB launchers/packs in the 1st place. In-side reloading is not a feasable thing to me. What is feasable though is that a POB launcher would hold more ammo than a normal one, and maybe it a little harder.








KajaGrae


Structural Engineer Extraordinaire
Owner: Tavern of the Nine Aces
1900 165 Fenix Rising, Corellia
Tnomal
Thu Jul 21, 2005 11:44 am
#21






Ogoun_of_Kauri wrote:

How about making them reloadable by a shipwright? Or giving shipwrights the a bonus to reload speed.


To the comments about rebels getting reloads in space I'd respond that it's a different situation. Rebels would still be able to have fighters reloaded/repaired in space by calling in a ship, while the POB situation would be entirely different. The rebs have to hang out and wait for the ship to come and dock, no? In a POB situation, the ship could be flying around while the reload person loads in more missiles during the fight. This would make the group-oriented ships more fun.


Just my opinion.







If they did as u propose(give shipwrights the ability to reload in space), then they would be inundated with requests to give rifleman/carbineers/etc. a bonus to accuracy/speed when they were manning a POB turret. That's just silly. Pilot skills and ground skills are separate for this very reason... it's the 'game within a game.' I don't think this ability should be limited to specific professions.. rather limit it to POB ships(any crewman not manning a ship station on a YT-1300, Decimator, or Nova). They can be repaired by a free crewman... why not let them reload also?


Now... giving a repair bonus to shipwrights... that makes sense....


While rebel pilots have the ability to call a repair ship(a seemingly useful skill).. it's not without risk... this repairvessel is completely attackable & defensless... most savvy imperial pilots destroy them on sight. Thereby rendering this ability rather useless in many cases. This leaves the rebel pilot without ordnance, and sometimesdamaged ship/systems,for[up to]another 10 minutes(before he/she can execute another pilot command)... that's a long time when u are being attacked. Since there is no damage reduction in space PvP, most'encounters' are measured in seconds, not minutes. Only other option is torun.


Message Edited by Tnomal on 07-21-2005 01:51 PM

IIscandar
Thu Jul 21, 2005 9:08 pm
#22






KajaGrae wrote:





Jagged-F3l wrote:






FriedSquid wrote:

Blah. Lies. Reb skills all suck, and are SUPPOSED to be useless. 90% of the places you're going to want to reload a missile tube at they won't service you. To summarize:


In-flight loadingby shipmatesftw.


As a rebel pilot (well, mainly. I'm planning on working through ALL the trees eventually) I think it makes 0 sense for you to be looking at this this way.


Anything that can make space more fun should be done. Period. Especially with POB ships - they're quite fragilea lot of the time and require help atm.






Believe what you want, what I'm trying to do is inform you how you want to structure your proposal in order to appeal to the devs. If you don't consider the whole system and work within it, then the devs will overlook these types of ideas out-of-hand.





Which is why I suggested the POB launchers/packs in the 1st place. In-side reloading is not a feasable thing to me. What is feasable though is that a POB launcher would hold more ammo than a normal one, and maybe it a little harder.










I wonder if the Dev's put more launchers in POB's for the same reason you are saying. You get more launchers of the same size instead of less launchers of a larger size/holds more?


What about the launchers are the same, but in POB's there is room to install an ammo pack holder. Something that would let's say sit behind the launchers normal ammo pack and slide into place when the first one is used and expelled. This would give more ammo, and yet make more sense than a crewmember dragging a bunch of pretty large missles around inside the ship. At the starship terminal the option would be to load two packs in each launcher's ammo slot.


heh I can go even further that like to get this mod for your ship, a shipwright has to make a special mod to your ship. Heck maybe even a smuggler makes the mod. The Shipwright gets the additional missle sales without having to make a new type of ammo pack, the smuggler gets to add extra ammo slots, and the pilot gets to fire more ammo?.





KajaGrae
Thu Jul 21, 2005 10:09 pm
#23

These are all nice thoughts, but in a realistic point of view, the Devs don't really have all that much time to add more game mechanic to something that could be much simpler by doing a virtual "copy/paste" + change name/pic/data value. Even though they added an dditional launcher still really doesnt give the POB ships it fair due. The bigger launchers/packs just makes sense. I asked alot of the corbantis pilots I know and every last one of them said that having bigger launchers/packs on POB's, itmight actually make them use them for once. As is majority of pilots don't use them due to lack of a pilot controlled gun. But in asking around I found that alot of players would use them more frequently if they were able to have Lunchers/Packs that had more ammo for the POB only. It's a win/win situation. It doesn't make the devs have to put in additional time to add a new game mechanic that they don't have. It's increases the viabillity of the POB ship. It really wouldn't break the game by having it. You still CAN run out of ammo, just not as fast so keeps the pilot more interseted. Make the POB launchers. I know they still will not be everywhere in the galaxies like the Grevious, Jedi or Heavy mass variants, but it makes more sense to do it this way, to make it a more fun ship to Pilot.


30-35 max on missiles (and that would be max possible with maxing ammo bar on exp)

10-12 max on Bombs

Jump up the damge in the normal progression (from Mark to Mark)


Keep it simple. Simple requests will have a better cahnce of bieng adopted by the Dev team, and like I said, it really is just a copy/paste change pic/name/data values.






KajaGrae


Structural Engineer Extraordinaire
Owner: Tavern of the Nine Aces
1900 165 Fenix Rising, Corellia
TireMann
Thu Jul 21, 2005 10:47 pm
#24

I 'd like to see a reloaded system "live" in this Ships... A player in fact could reloaded the missiles like "reparation system"... Like tank IRL for exemple.

(I hope you understand what I mean because I've difficult with english.. sorry...)



Master ShipWright - LighTech Corporation
IIscandar
Thu Jul 21, 2005 10:52 pm
#25

yeah read you loud and clear. FIRE, load, FIRE, load, FIRE, only they are packs rather than a single shot.
IIscandar
Thu Jul 21, 2005 10:54 pm
#26






KajaGrae wrote:

These are all nice thoughts, but in a realistic point of view, the Devs don't really have all that much time to add more game mechanic to something that could be much simpler by doing a virtual "copy/paste" + change name/pic/data value. Even though they added an dditional launcher still really doesnt give the POB ships it fair due. The bigger launchers/packs just makes sense. I asked alot of the corbantis pilots I know and every last one of them said that having bigger launchers/packs on POB's, itmight actually make them use them for once. As is majority of pilots don't use them due to lack of a pilot controlled gun. But in asking around I found that alot of players would use them more frequently if they were able to have Lunchers/Packs that had more ammo for the POB only. It's a win/win situation. It doesn't make the devs have to put in additional time to add a new game mechanic that they don't have. It's increases the viabillity of the POB ship. It really wouldn't break the game by having it. You still CAN run out of ammo, just not as fast so keeps the pilot more interseted. Make the POB launchers. I know they still will not be everywhere in the galaxies like the Grevious, Jedi or Heavy mass variants, but it makes more sense to do it this way, to make it a more fun ship to Pilot.


30-35 max on missiles (and that would be max possible with maxing ammo bar on exp)

10-12 max on Bombs

Jump up the damge in the normal progression (from Mark to Mark)


Keep it simple. Simple requests will have a better cahnce of bieng adopted by the Dev team, and like I said, it really is just a copy/paste change pic/name/data values.






The addition of it may be simple, but the additional ammo like your talking could make a huge impact on dmg done to various big things in game right now. The truth is neither of us know what idea the devs will like best. That's why I always put more than one suggestion on a given topic during presentation.

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