Shipwright Archive
Thread: Lets Make Sw's Have a Purpose in Space !
CommTampers wrote:
Maybe chassies repair or the ability to repair other parts that are currently notrepairable while underway. How about allowing shipwrights to repair parts underway without decaying the part.
repairing without decay is a good idea, I think chassis repair may be a bit uh... unnecessary however. By the time your chassis needs repaired it's usually too late lol.
I think another good idea to apply would be to give key components a temporary boost in armor. My vision of this skill would be the following....
A shipwright has the ability to increase the armor rating of key components(reactor, engine, weapons, cap) to the same level as their current armor on the ship. This ability would come at a cost of Permanent Decay to the components(1% decay is roughly what I envisioned), not enough decay to have a significant impact on the current battle, but something that would prevent it from being constantly used. *Edit* Almost forgot to mention that this ability should have a timer involved with it, I imagine this with a 15min or so timer *Edit*.
I see this as an all or nothing skill, meaning that all of the components get the benefits/drawbacks of this skill, you can not apply it to a single component.
I think that this will bring component targeting into the picture for PvP, and will allow a ship to be disabled but still fight back to some extent. It will allow for much more strategic battles, and allow the crew to repair certain components if they can in time. This means that if the opponent decided to shoot out the engines then the ship though unmoving could still fire their weapons. Or if you take out their weapons first, the crew could still manage to escape though wounded and unable to continue the battle.
In the current system she POB ships are just as easy to take out as the smaller ships, and this just makes using a POB ship all but pointless. In the current system you are by far better off with your crew all piloting their own spaceships instead of taking up a POB ship.
Another thought related to this would be to make the "POB" components have much higher hitpoints instead of the standard 500-800 hitpoints of most crafted components now. A POB ship should be a harder ship to take down. The only current use of POB ships is when you have a group of people that wanna have fun and simply do something different then they take a POB ship up into space for PvE, but no one PvP's in POB ships because it's totally and completely pointless. The smaller ships have more firepower, more manueverability and basically the same defenses. I would really like to see POB ships get alot more firepower, it just seems silly to me that a krayt M22 has 4 gun mounts, or an Xwing has 3 gun mounts and yet all POB ships only have 2 gunmounts, both turrets. It also currently sucks to be a Pilot for a POB ship because you really can't do anything. You have very limited missles which can be used, and once they're gone they are gone. Then the pilot can no longer fire, at the very least the pilot should be given a single blaster that they have control over.
I also see absolutely no reason why POB ships could not have "countermeasures" and "missles" reloaded while in space. If you have the missle/countermeasure packs on board then you should be able to load them up. I also think that this should be available to any crew member not specific to shipwrights.
Message Edited by jason67 on 07-12-2005 11:49 AM
Hey maybe we can use the specific repair kits...we don't use them anyways...
I complettely disagree. Ground templet should not effect the funtions of space... soon as that happens you are going to see every proffesion ask for some form of special space ablity [ and to be honest they would have every right to complain]. Shipwrights role in space is fine as is... we craft the stuff. What a pilot does or does not do with it in space is thier business. If i'm not crafting i'm in space and it would be wrong for me to have some sort of edge up there because of what i do on the ground.
And for anyone that says the word and space and buff in the same sentence most likely hasnt been around long enough to remember what happened on the ground because of "buffs".
[Yes i misspelled Ahazi .... dont care and to lazy to change it
]
I believe some of these ideas have merit. However, there needs to be consideration given to the existing skills earned by pilots, including existing droidcommands.For example, consider in-space missile reload. A Rebel Pilot earns the ability to call for an in-space reload of their missile launchers. Thus, offering a similar skill to a Shipwright would imbalance what might be thought to be a "well thoughtout system".
As for decay, I believe it should be left alone, with a single exception. In the interest of aligning the rules of the space game with the ground game, PvP should never result in decay (in any sector).
In space, I believe the only place for "Shipwright skills" would be aboard a POB ship, including the player-controlled capital ships coming down the road. Maybe POB ships should have a "Engineering Station" from which a Shipwright could monitor and tune components. While it sounds boring in some regards, something has to be done about POB ships. I know of few pilots interested in POB ships because they are slow, not very maneuverable, and don't sport enough firepower.
Schadwood wrote:
And for anyone that says the word and space and buff in the same sentence most likely hasnt been around long enough to remember what happened on the ground because of "buffs".
Message Edited by Legej on 07-15-2005 11:16 AM
Jagged-F3l wrote:
In space, I believe the only place for "Shipwright skills" would be aboard a POB ship, including the player-controlled capital ships coming down the road. Maybe POB ships should have a "Engineering Station" from which a Shipwright could monitor and tune components. While it sounds boring in some regards, something has to be done about POB ships. I know of few pilots interested in POB ships because they are slow, not very maneuverable, and don't sport enough firepower.
Schadwood wrote:I complettely disagree. Ground templet should not effect the funtions of space... soon as that happens you are going to see every proffesion ask for some form of special space ablity [ and to be honest they would have every right to complain]. Shipwrights role in space is fine as is... we craft the stuff. What a pilot does or does not do with it in space is thier business. If i'm not crafting i'm in space and it would be wrong for me to have some sort of edge up there because of what i do on the ground.
And for anyone that says the word and space and buff in the same sentence most likely hasnt been around long enough to remember what happened on the ground because of "buffs".
[Yes i misspelled Ahazi .... dont care and to lazy to change it
]
QFE!
Then Jedi will want "force bonuses" in space.
And what about smugglers?
And shouldn't a droid engineer get better droid programs?
The shipwright's purpose in space ends with his crafted product.
And unless you plan to allow weaponsmiths to get some special abilities while using weapons or armorers while wearing armor, then there is absolutely no justification for a shipwright to gain any special abilities while in space.
Legej wrote:
Jagged-F3l wrote:
In space, I believe the only place for "Shipwright skills" would be aboard a POB ship, including the player-controlled capital ships coming down the road. Maybe POB ships should have a "Engineering Station" from which a Shipwright could monitor and tune components. While it sounds boring in some regards, something has to be done about POB ships. I know of few pilots interested in POB ships because they are slow, not very maneuverable, and don't sport enough firepower.
I agree with this statement.
In my opinion POB ships should be somewhat slow and not very maneuverable however they should have verystrong firepower and defenses.
If you've ever been a gunner in a POB ship you'll greatly appreciate keeping them slow and non-maneuverable. Theres nothing worse than a hyperactive POB pilot... makes it impossible to hit a target.
While I agree that larger ships should remain slow and have the maneuverability of the Queen Mary in Boston Harbor, this needs to be balanced with the ability to sit in a battle and "slug it out". The weapons that you can emplace into two turret hardpoints do not enable this; POB ships need some with awesome, damage dealing capability. And if you do put awesome weapons into a POB ships, you can't sit there for long, because there exists no shield generator today that would last.
I have not had an order for a POB ship in months, and I believe strongly it has to do with the fact that players have determined that ships aren't worth it, even when properly manned. More often than not, players obtain these ships to help novice pilot friends grind out the lower tiers.
In my opinion, POB ships need a revamp. The Elite components released with publish 17 don't cut it, and I don't imagine this simple notion will be rectified when they fix the crafting problems related to them. Many people have thrown out thoughts and ideas concerning multiple capacitors, multiple shield generators, etc. In fact, this is exactly how it worked during the JTL-beta. This is the kind of thinking we need to bring POB ships inline with the rest of the ships available to players.