Shipwright Archive

Thread: CDEF weapons in space

BadKarma777
Sat Nov 13, 2004 10:31 am
#14

Rolassk,


You raise some very good, valid, and interesting points.


Firstly, I'd like to address the 'above average' point - which is your strongest and most valid argument - if you want to call it that.


It is a staple and a pretty universal understanding in any RPG, computer based or PnP that the average player characer exceeds an average NPC 'Joe Blow' character many times over. After all, it is our 'story' that is being told and therefore, our characters get the benefits associated with a 'leading role'.


That said, while we are definitely not moisture farmers, I'd like to re-address my example regarding ground based weapons in order to clarify some things about my suggestions for the mass increase on starter ships.


My focus, during the latter portion of that dialog was mainly on the DL44. The reason for this is it was the staple weapon of Han Solo - a lead character in his own right.


What does it say for us, as players, or for the game when each and every player refuses to use cannonical weapons at the higher tiers of their professions because the damage output is too low?


I in no way disagree with your point, but my point is that I hate to his the items I automatically associate in my mind as 'Star Wars' (like the DL44) relegated to a second clas status. =\ This of course is only my opinion.


Additionally, you raise the point of the millionaire and the 'junker car'.


While this is also a good point, I don't feel it's quite the same thing. The net effect is that, if said millionaire were a mercenary pilot, and prefered 'fast and agile' craft as opposed to 'thick and heavy' then his millions only serve to maintain that these, less expensive craft, becoe disposable to him. After all, why continue to make repairs on a chassis that has been beat to simthereans when you can buy a new one just as easily.


My point was, that in this case, that millionaire will actually go through more chasis than say another pilot - that's where the money sink comes in. In the end, I think a balacne would be strick between replacement costs on smaller craft and repair and maintenance costs on larger ones.


Also - I am not an Imperial pilot, so I was unaware that the tier 1 TIE had about the same mass I was proposing for the starters. That's an issue. Definitely.


In the end, I just hate to see such cool (and cannonical, with the exception of the Scyk, which is still very cool) go the way of the DL44. By no means do I think they should compare with the heavier crafts as far as loadout, but then that's whay they possess the handling characteristics that they do - to make up for that lack. I just think the 'lack' is currently a bit much - not extreme, but too low.


Great points though - you've given me much to think about. =)



**I have come here to chew bubblegum and kick @ss... and I'm all outta bubblegum.**

CapnKate
Sat Nov 13, 2004 2:16 pm
#15



rols_cerentz wrote:
I can agree with you here. I would like to have the option to fly a Z-95 for significantly longer then just the first handful of missions, until I was ready for the Y-Wing.

Not just because the Z-95 is a very manuerverable ship, but because I like to have options regarding what I am going to go flying around in and have those options be viable throughout my pilot career.

As it stands now, I am likely going to continue flying the Y-Wing or Longprobe well into Mastering the profession, because few people will continue to do so and it does have enough mass to be useful in large space combat missions going after the Star Destroyer and similar. Especially since it is more manuerverable then the B-Wing, from what I understand.

However, it would be nice to see some more use out of the Z-95.




Actually, speaking as an A-Wing/B-Wing/Nova pilot, The B-Wing is roughly as agile as the Y-Wing. The tricky part to handling it is that it takes a little longer to stop turning, and doesn't accelerate/decelerate as quickly as the Y. But this just takes some practice to compensate for. I find the much heavier firepower makes up for it.



------------------

Smuggler: We Diggs the Tiggs


Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
--Former SpaceBeta1 Master Tester
Dark_0ne
Sat Nov 13, 2004 6:29 pm
#16

good post - however, I believe that JtL is getting nearer to your ideal.
Granted, the ground game needs to follow up in the Combat Upgrade ...

but as a privateer, I like to fly medium fighters. Light and heavy just aren't my style.
I stuck with the Dunelizard for ages, and now I'm enjoying my Ixiyen :-)
They suit me as a pilot, and I probably won't change - in fact I may even go back to the Dunelizard after the mass increase :-D

So - to change your original perspective and relate it to armour, there is no "composite" of space IMO, there are diferent style ships suited to diferent playstyles, and aside from a bit more tweaking, it looks like it works pretty well to me ....



BadKarma777 wrote:

From a practical standpoint, one would think that certain weapons (whether cannonical in reference or created specifically for SWG) would have been exceedingly common. Generally, the availability of such weapons would be attributed to the fact that they are less costly to produce and thus, buy.

What I find interesting here is that this is simply not the case in SWG at all in its current incarnation. You hardly see CDEF or even DL44's excpet in the hands of complete newbie's because, well, they're lower tier weapons. Never mind the fact that there should (from a realism standpoint) be more of these weapons in circulation than just about any other.

Of course, you can extend that same analogy to just about any weapon type you want, but I like pistols and you get the point I'm sure. ;-)

Additionally, there was a clause in one of the old designs for the Combat Balance (and yes, at that time it was 'Balance' - this was nearly a full year ago) that was going to address this by introducing a full range of every weapon type at every certification level - including master. I remember this because I was excited by it - getting to be a master pistoleer AND use a DL44... that didn't SUCK?! RIGHT ON!

Now, I have no idea if this is still in the plans for the Combat Upgrade, but that's really not the point. The point is, we have an opportunity to do something right now that will prevent this exact same thing from happening in space!

As it stands, I've yet to hyper into Kessel or Deep Space because, well, I've yet to reach a point in my piloting career wherein I can outfit my ship with the level of gear I know I'll need in order to stay competitive.

Having qualified that (and feel free to correct me if I'm worng) I simply can't imagine very many players warping into a PvP zone in a novice level (not 'starter - novice level) ship.

This bothers me for two reasons.

1) From a sheer standpoint of realism and pragmatism, the novice level ships (TIE light duty, Scyk and Z-95) represent the least in terms of resources, time invested and cost to the buyer.

Because of this, it seems to me that you'd be seeing more of these types of fighters than any others in the space lanes - but that will most assuredly not be the case... if my suspicions are correct, it already isn't.

2) It places an arbitrary and unecessary limitation on a player's choice of what craft to fly and what best suits there play style. It essentially breaks down to a war, not of skill, but of who has the better ship and equipment loadout.

Ships and equipment should, no doubt, play a role in deciding the outcome of a confrontation, but not to the extent to which it would between, say, a Z-95 and a TIE Opressor.

What needs to be done? IMO the player crafted versions of the starter ships need a mass increase - nothing major mind you, just bump them to about 20-25K mass.

Why? Because this increase would allow players to, at the very least outfit these ships with 'decent' shields and weapons that will allow them to remain competitive!

You may be asking yourself, "why would anyone want to fly these ships?"

I'll tell you - for one they represent the most manuverable ships in the game (for the most part) with faster roll and yaw potential than any of the higher tier ships. Speaking as a 'fast and light' kind of guy myself, the handling variables of these ships are highly desirable - though the current mass restrictions make them entirely impractical.

Additionally, making the novice tier (player crafted) ships slightly more viable could also create an additonal sink/ pool affect in the economy. No doubt, the wealthier pplayer/ characters might start using these as 'disposable' fighters, which in essence is what they are - to a degree.

I have one last bone to pick and then I'll quit - and this one is Privateer specific and focuses on (my obvious favorite ship) the Hutt Scyk.

Basically, it seems as though Rebels get higher overall mass, Imperials get better overall handling, and Privateers are somewhere in the middle (relax - that's just how I see it - I didn't say it was gospel =P )

That said, Privateers go through the same progression twice - light, medium and then heavy. That much is fine. What irks me is that while I have two viable choices between medium fighters and even heavies (yes, some players actually dig the Kimo), there's only 1 viable option for a light fighter - and it sure as heck isn't the Scyk.

Pardon me, but that bites!

I'll grant you that it's primarily aesthetic (barring those all important handling variables - which makes it more than an aesthetic argument) but I don't WANT a Blacksun Light fighter - I want a Scyk!

Lastly - do we, as privateers even HAVE a 1.0 speed modifer ship? I don't think we do - in fact, I'm fairly certain that the speed modifier for the Scyk is the same as the Dune Lizard (0.95) which is a grave injustice to a ship which equates to an engine with a seat.

So there you have it - give us tougher novice level ships. Give us more variety in a way that's viable and efficient. Up the mass on novice ships to 20 - 25K. Please don't let these ships become the CDEF weapons of space. =\







Tony Weyland - semi retired
BadKarma777
Mon Nov 15, 2004 9:04 am
#17

Dark_One:


I agree with you and hope no-one misunderstands - JTL is amazingly well doine and well integrated with the ground game IMO, and yes, pretty well balanced thought there a few bugs here and there that need to be hammered out.


My only problem with shis as they stand is that there are three whole ships, two of which are cannonical, that stand to get left by the wayside. Essentially, we stand to 'lose' three ships from or choices of viable starfighters through simple attrition - though this need not necessarily be the case.


I certainly don't think any of these ships should be able to go 'toe-to-toe' with, say a bomber class ship, but then, they're dogfighters, not bruisers. I just think a mass bump would keep them in circulation much longer and know that there are other pilots out there who, like myself, would opt for the better handling over the higher mass any day of the week.


Will it happen? Who knows, but here's hoping. =)



**I have come here to chew bubblegum and kick @ss... and I'm all outta bubblegum.**

Zutono
Mon Nov 15, 2004 12:42 pm
#18

One of my guildmates is using a Skyk Fighter at Tier 3. Of course, he's got all RE'd level 7 gear for low mass, quite impressive what he can do with that little mosquito



Ztepper, Z'tepper, Zpawn
Corbantis Keep (CbntK)
"Lead, follow, or GET OUT OF THE WAY!"
---==={{{[[[ Prince Xizor sends his regards ]]]}}}===---

(ggggggggggggggggggxnnntnnnnnnntnnnxgggggggggggggggggg)
BadKarma777
Mon Nov 15, 2004 2:16 pm
#19






Zutono wrote:

One of my guildmates is using a Skyk Fighter at Tier 3. Of course, he's got all RE'd level 7 gear for low mass, quite impressive what he can do with that little mosquito







This is encouraging ...


Though I myself have yet to find a shipwright cranking out 15K mass Scyks, I'm always looking.


Still, when I look at the raw numbers and imagine what I could do with 5K extra mass in that ship - ohhhh yeah bayabay! =P




**I have come here to chew bubblegum and kick @ss... and I'm all outta bubblegum.**

CapnKate
Mon Nov 15, 2004 3:12 pm
#20



BadKarma777 wrote:


Zutono wrote:
One of my guildmates is using a Skyk Fighter at Tier 3. Of course, he's got all RE'd level 7 gear for low mass, quite impressive what he can do with that little mosquito



This is encouraging ...

Though I myself have yet to find a shipwright cranking out 15K mass Scyks, I'm always looking.

Still, when I look at the raw numbers and imagine what I could do with 5K extra mass in that ship - ohhhh yeah bayabay! =P






5K extra mass? Ouch. I don't think I've made a single starter ship with less than 12K (And people do love the things-- my entire guild stuck to the 12K Zs I was building for them until 2111 or 2211, on account of they could cram even crafted L3 stuff into the Zs, which made them way superior to the standard Y. I'm betting some RE'd loot would take a good pilot much farther even than that-- but skill becomes a major issue to pulling it off, and... honestly, looking around, i don't think pilot skill is in huge supply, in general.)



------------------

Smuggler: We Diggs the Tiggs


Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
--Former SpaceBeta1 Master Tester
Atreus47
Tue Nov 16, 2004 1:40 am
#21



TurboSith wrote:


Arkenor wrote:
It would be nice if there were Advanced versions of some of the early ships that look the same, but had a significantly higher mass. The certifications for these would be higher up the tree. An advanced Z95 and Scyk with similar stats to the TIE/in would be fine by me.



i have a feeling that we will see this in time... because if they dont... it will be a bunch of bwings and oppressors going at it in pvp... and how is that any different then everyone in compostite with a DoT pike... hopefully they implement.. i have faith

Message Edited by TurboSith on 11-12-2004 02:28 PM





Wrong. Have you ever flown a B-Wing? It handles extremely poorly. Not only does it turn slow, but when you get it turning it takes a few sec to get it to stop turning. You can not dogfight in a Bwing. A-Wings are the choice of most rebs in PvP, although some people prefer x-wings.



Vastio
Elder Jedi Knight
Page 2 of 2