Shipwright Archive

Thread: Lets Make Sw's Have a Purpose in Space !

jason67
Tue Jul 12, 2005 11:46 am
#14






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





HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
idolatry
Tue Jul 12, 2005 3:19 pm
#15

Reloading missiles/counter-measures while under way




-------------------------------------------------------------------------
Eliane Quickblade - "You can't take the sky from me..."
Elder Shipwright/Master Pilot - Imperial 6th Wing Forums

...Pilot is the alpha class
Slysix
Tue Jul 12, 2005 3:40 pm
#16

Special tools would probably be needed by the shipwright to give parts a "boost"/buff...
Hey maybe we can use the specific repair kits...we don't use them anyways...

Zodiac-B
Tue Jul 12, 2005 3:53 pm
#17

Combat Medic for ships. Humanoid R2D2. I like it!





Zodiac Enterprises - Corellia (near Coronet) 192 -5487

Suarat: Master Shipwright 12/17/17 - Akron's Havok Squadron Ace Pilot
CAIDOZ: Elder Jedi - CorSec Squadron Ace Pilot
Aurilius Maximus: Commando - Completed 6th mastery, hesitant to continue due to Kessel Spawn

Schadwood
Wed Jul 13, 2005 7:59 am
#18

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 ]






Eetip
Smuggler and Master Pilot
Captain of
The Midnight Lady
"Scuffy looking? Well...um...Maybe but i aint no nerf herder."

Jagged-F3l
Wed Jul 13, 2005 10:00 am
#19

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.





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Legej
Fri Jul 15, 2005 10:55 am
#20





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".







A) Buffs in the old system were only bad because they were overpowering and basically a requirement to do anything combat related.


B) The JTL buffs I'm talking about would only be possible on POB ships where a SW could run around the ship to different parts terminals to apply the buff and would have small but benefitial effects the way buffs are now. Somewhere around a 10% increase.


C) Shipwright skills should give no advantage when it comes topiloting starfighters.

Message Edited by Legej on 07-15-2005 11:16 AM

Legej
Fri Jul 15, 2005 11:14 am
#21






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.
Jaim_Darkstryder
Sat Jul 16, 2005 7:47 am
#22



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.



# I support people who don’t pirate the ribbon symbol and plaster all over irrelavent "causes" YARR, matey!
Rataard
Sat Jul 16, 2005 9:57 am
#23

It's a good idea, but I think it would be important for the SW to actually be at the station and monitoring the component they're adjusting. For example, no afk macroing. Make it sort of like a mini-game.


While adjusting shields, you could increase/decrease power flow to reactor to increase/decrease recharge, or increase/decrease power supplied to the shields to increase the hitpoints of the shields.


Then in combat, they would get messages while in combat... "Power supplied has critically dropped..." and the option to Increase/Decrease the power flow, again, or to adjust the flow. They decrease the voltage, there is a chance that the powe rwill eventually increase again, or they can further increase the power, and risk short-circuiting other components for massive decay, to the verge of disabling them.


"You decide to increase the voltage supplied to the shields... the power levels flicker and die... you short circuited something"


Adds a little risk and some fun to the adjustments.



Frokazza - The wookiee formerly known as Rataard.
Draconix71801
Mon Jul 18, 2005 1:27 am
#24

Heres an idea:


Master Shipwrights should have an ability to have a garage added to their house so if someone wants their ship repaired on the ground so that way they dont have any decay loss or something to that effect. We go in with our "special" SW droids and do diagnostics and have the droids do the repairs. If we are in space and someone needs repairs we can dock with said person who needs repairs.



Draconix on Bria
Elder Master Shipwright
Master Smuggler Alliance Pilot
DD Inc. Shipyards
Mos Eisley, Tatooine 4564 11 -4852
Baseball is wrong: a man with fourballs cannot walk
Jagged-F3l
Mon Jul 18, 2005 7:03 am
#25






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.





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Walker1972
Tue Jul 19, 2005 8:14 am
#26

Here's a thought for POB ships, have the ability to replace the Cargo Hold space with a Ship Repair Module. This would allow not only better/faster(Not having to run around to repair speicifc parts, except for extreme damaged parts) in space repairs on a POB ship but allow docking for Friendly starfighters to repair. When it is docked it creates an Engineering station that is only accessible by a Master Shipwright. Of course the ability to dock during combat is very risky as both ships have to be stopped and remain stopped for the duration of the repairs.



Walker Boh
Master DE/Artisan/Shipwright
12 pt Chassis/Armor 17pt Engine/WeaponSystems Crafter
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