Shipwright Archive

Thread: * Breakdown of new MP components * (Updated 4/23/05)

sumner
Thu Apr 14, 2005 7:36 am
#27








Rogue1970 wrote:


Well the problem I see here is in PVE tho - a 3timed shield is approaching 9k front/back - in PVE, you'd be untouchable.


A better solution would be POB PvP mods - 2 crew reduces dmg 10%, 3 crew 20% and so on (up to maybe a max of 75% total reduction?.... (on top of the current 25% reduction). The numbers could be tweaked, but what POBs need is a defensive advantage to make a crewed ship as formidable as the same number of single fighter ships.


Message Edited by Rogue1970 on 04-14-2005 03:13 AM





This is actually a pretty good idea. I've always wanted my POB ship to be viable in DS, which means it has to be survivable in PvP. I never thought of what that would do in PvE. As it is now I can park in the middle of a spawn of 6-8 tier III NPC fighters, man a gun and blast them. I've never seen the shields go below about 50% for either bank. If I had 3-4 times the shielding It would be totally untouchable. When i actually have a crew I rarely get scratched. I do think these ships should be total tanks, a fully crewed POB ship should never be taken out by a single fighter in 2 or 3 shots. A system like this would allow POB ships in DS again.


As for the people saying that their looted components are better than these, I've looted thousands of parts, and recently have not seen anything close to good come out of it. I think all the stats were lowered, some of these parts are still in peoples hands, so that throws off teh balance.




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IIscandar
Thu Apr 14, 2005 8:19 am
#28






Slysix wrote:





rcoe6663 wrote:

I've been out in pob ships alotand also shot down many pob ships solo in my xwing. its only a rare gunner who can target another player in pvp and manage to hit them. the problem is that the gunners have to account for the movement of the other ship as well as the manuvers of the ship they are in which they have no control over. with a higher fire rate the gunners would be able to walk shots into their targets, dramadicly increaseing their accuracy.





Actually a pilot who actually watches where gunners are shooting would improve chances to hit. He should stablize/orient the ship when the gunners are shooting. 3rd person view helps alot in this. Money lane works but you need extremely good coordination between both gunners. But these points are for the piloting forum.


The main problem right now is weapons exist that can take outa 2500 sheild in 1 hit. When you mount3 ofthose on a fighter no matter howfast you can shoot at the fighter in yourPOB you'll still have a survivability ofa few seconds. If you don't survive long enoughto spary/walk your shots into an incoming fighter the point of rapid firing weapons become moot. People say that better sheilds make the space game into an endless circling battle. But then again POB ships have a slight difficulty in circling...hence the need for POB grade defences to have better stats.


Instead of better firing rates maybe a multi weapon turret is required (et al: quad turbo laser on Millenium Falcon). Firing weapons in cycle mode provides an almost contiuous stream of light being thrown at a bad guy. Most people with uber guns do this already as it reduces the drain on capacitor and makes it a lot harder to dodge the spray.





Part of the issues post I will be making asks that we be able to add multiple layers of armor, or multiple shield generators to POB ships for example. Not only would this allow for better protection, but would also eat up some of that 5 million mass


To me the problem lies in that these POB ships are using the same equipment you can install on much smaller single seat ships. Instead of just making single items more powerfull, allow for multiples on POB ships. Multiple capacitors (1 for forward facing, 1 for turrets), multiple shields (front/back), multiple engines, and much more.


I can hear the chatter now "we just lost the aft capacitor!", "blast! the turrets are out, helm keep the bow between us and them!", where's that shipwright, "you get that capacitor back online", "Sir! the port engine is out!", "helm, make up for that drift!", "Sir, capactor back online!". "Good now you two , bring that engine back from the dead!", "Targets coming up", .... ahh that'd be nice.


Message Edited by IIscandar on 04-14-2005 10:24 AM

Feynan
Thu Apr 14, 2005 10:20 am
#29

Simple way to fix the issue of how many times shields and such should be multiplied: further reduce PvP damage. This makes it so PvE is not unbalanced (a 3-4k shield would not make it unbalanced in PvE) and it has a good chance to survive in PvP too.


Note though that MP ships need to be made just as effective as 4 or so normal fighters. That's the problem here. MP ships will never be used if fighters are better (which they are, even if you doubled the stats on these POB-ship-components, because they're able to get more shots in and take less due to maneuverability).


These components needa seriously overhaul. I think "3timing" all components (in addition to further reducing PvP damage) would not be a bad move, at least to just on TC to see how it works.



Colonel Feynan Forsythe
Alliance Ace Pilot
Slysix
Thu Apr 14, 2005 12:45 pm
#30






rcoe6663 wrote:

I've been out in pob ships alotand also shot down many pob ships solo in my xwing. its only a rare gunner who can target another player in pvp and manage to hit them. the problem is that the gunners have to account for the movement of the other ship as well as the manuvers of the ship they are in which they have no control over. with a higher fire rate the gunners would be able to walk shots into their targets, dramadicly increaseing their accuracy.





Actually a pilot who actually watches where gunners are shooting would improve chances to hit. He should stablize/orient the ship when the gunners are shooting. 3rd person view helps alot in this. Money lane works but you need extremely good coordination between both gunners. But these points are for the piloting forum.


The main problem right now is weapons exist that can take outa 2500 sheild in 1 hit. When you mount3 ofthose on a fighter no matter howfast you can shoot at the fighter in yourPOB you'll still have a survivability ofa few seconds. If you don't survive long enoughto spary/walk your shots into an incoming fighter the point of rapid firing weapons become moot. People say that better sheilds make the space game into an endless circling battle. But then again POB ships have a slight difficulty in circling...hence the need for POB grade defences to have better stats.


Instead of better firing rates maybe a multi weapon turret is required (et al: quad turbo laser on Millenium Falcon). Firing weapons in cycle mode provides an almost contiuous stream of light being thrown at a bad guy. Most people with uber guns do this already as it reduces the drain on capacitor and makes it a lot harder to dodge the spray.

Tellahane
Thu Apr 14, 2005 2:17 pm
#31

If thats the stats that are coming out then F that, on my decimator i have equal to or better stats then the stuff you crafted.....



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Jagged-F3l
Fri Apr 15, 2005 6:40 am
#32






IIscandar wrote:






Slysix wrote:





rcoe6663 wrote:

I've been out in pob ships alotand also shot down many pob ships solo in my xwing. its only a rare gunner who can target another player in pvp and manage to hit them. the problem is that the gunners have to account for the movement of the other ship as well as the manuvers of the ship they are in which they have no control over. with a higher fire rate the gunners would be able to walk shots into their targets, dramadicly increaseing their accuracy.





Actually a pilot who actually watches where gunners are shooting would improve chances to hit. He should stablize/orient the ship when the gunners are shooting. 3rd person view helps alot in this. Money lane works but you need extremely good coordination between both gunners. But these points are for the piloting forum.


The main problem right now is weapons exist that can take outa 2500 sheild in 1 hit. When you mount3 ofthose on a fighter no matter howfast you can shoot at the fighter in yourPOB you'll still have a survivability ofa few seconds. If you don't survive long enoughto spary/walk your shots into an incoming fighter the point of rapid firing weapons become moot. People say that better sheilds make the space game into an endless circling battle. But then again POB ships have a slight difficulty in circling...hence the need for POB grade defences to have better stats.


Instead of better firing rates maybe a multi weapon turret is required (et al: quad turbo laser on Millenium Falcon). Firing weapons in cycle mode provides an almost contiuous stream of light being thrown at a bad guy. Most people with uber guns do this already as it reduces the drain on capacitor and makes it a lot harder to dodge the spray.





Part of the issues post I will be making asks that we be able to add multiple layers of armor, or multiple shield generators to POB ships for example. Not only would this allow for better protection, but would also eat up some of that 5 million mass


To me the problem lies in that these POB ships are using the same equipment you can install on much smaller single seat ships. Instead of just making single items more powerfull, allow for multiples on POB ships. Multiple capacitors (1 for forward facing, 1 for turrets), multiple shields (front/back), multiple engines, and much more.


I can hear the chatter now "we just lost the aft capacitor!", "blast! the turrets are out, helm keep the bow between us and them!", where's that shipwright, "you get that capacitor back online", "Sir! the port engine is out!", "helm, make up for that drift!", "Sir, capactor back online!". "Good now you two , bring that engine back from the dead!", "Targets coming up", .... ahh that'd be nice.



Message Edited by IIscandar on 04-14-2005 10:24 AM





I don't know if you realize this, but during the JTL beta, POB ships supported multiple slots for a variety of components, including reactors and capacitors. It will be tough to support multiple slots for armor and shields unless they are intended to reinforce each other for "front" or "back".



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Tumbler2002
Fri Apr 15, 2005 7:00 am
#33


rcoe6663 wrote:
I've been out in pob ships alotand also shot down many pob ships solo in my xwing. its only a rare gunner who can target another player in pvp and manage to hit them. the problem is that the gunners have to account for the movement of the other ship as well as the manuvers of the ship they are in which they have no control over. with a higher fire rate the gunners would be able to walk shots into their targets, dramadicly increaseing their accuracy.





I'd rather they put multiple guns up top and bottom. It'd be easier to hit incoming ships if you had 3 or 4 blasters firing in the same direction. spread them out over the surface of the POB ship so there is a good spread and have them all controlled by the top/bottom gunner respectively. Would also make it more stressful for enemy's attacking the ship to see that much firepower coming out of it.

Message Edited by Tumbler2002 on 04-15-2005 07:04 AM

IIscandar
Fri Apr 15, 2005 8:37 am
#34









Part of the issues post I will be making asks that we be able to add multiple layers of armor, or multiple shield generators to POB ships for example. Not only would this allow for better protection, but would also eat up some of that 5 million mass


To me the problem lies in that these POB ships are using the same equipment you can install on much smaller single seat ships. Instead of just making single items more powerfull, allow for multiples on POB ships. Multiple capacitors (1 for forward facing, 1 for turrets), multiple shields (front/back), multiple engines, and much more.


I can hear the chatter now "we just lost the aft capacitor!", "blast! the turrets are out, helm keep the bow between us and them!", where's that shipwright, "you get that capacitor back online", "Sir! the port engine is out!", "helm, make up for that drift!", "Sir, capactor back online!". "Good now you two , bring that engine back from the dead!", "Targets coming up", .... ahh that'd be nice.



Message Edited by IIscandar on 04-14-2005 10:24 AM





I don't know if you realize this, but during the JTL beta, POB ships supported multiple slots for a variety of components, including reactors and capacitors. It will be tough to support multiple slots for armor and shields unless they are intended to reinforce each other for "front" or "back".




Hmm, I didn't make it to POB ships in beta. Thanks for sharing that. So, where there some reasons why that was taken out?



Shields I can see beingforward and aft.Armor =forward,aft , port, starboard,dorsal, ventral.


Kassuff
Fri Apr 15, 2005 10:41 am
#35






IIscandar wrote:



Shields I can see beingforward and aft.Armor =forward,aft , port, starboard,dorsal, ventral.






It would be nice to have 6 hit locations for shields too, but that's wouldnt fit with the current list of shield augmentations / droid commands.


Not to turn this into a Starwars/StarTrek comparison, but I really liked the system in the old Bridge Commander game. There was 6 shield "facets" for every ship. You could keep working over one particular shield until you burned through to the hull. If one of your shields was down, you could try keep that side away from the enemy. More realistic space combat IMO.


One of the coolest things about BC was hit locations. If your phaserappeared to be hittinganengine, nacelleor the bridge, that sub location actually took damage. In JTL, you hit an engine, and a blaster on the far side of the ship is destoryed.


FriedSquid
Sat Apr 16, 2005 12:22 am
#36

I'm of the opinion that RE'd components should be better than non-RE'd components.


If you don't like it, convince people to stop RE'ing everything for free for their friends.

THAT's what really breaks your market down....


Resources are in no way as hard to get as 8looted lvl 8 guns are. Stop whining about the thing that takes more effort, time, and skill per actual outputted weapon (RE'ing)being more useful than crafting.


I know this opinion puts me in the minority.


Most of the stuff the people on this forum want 'fixed' ismerely a result of their wanting to sell more components they craft....


To Fly In Space For More Than a Few Hours of Gameplay, People NEED to buy a chassis from you.


The devs need to put more effort into improving JTL's gameplay, not improving crafted Shipwright parts.






It's all gone. And so am I.


Kalano
Sat Apr 16, 2005 3:40 pm
#37

A less popular way to fix the problems would be to lower all loot parts to be equal to the average of crafted parts. Make the best RE parts cap'd at the max cap for crafted parts.


It would change a lot in PvP and PvE. I don't like the idea, but it would change the problem of making things to uber and ruin the challange.



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rcoe6663
Sat Apr 16, 2005 10:42 pm
#38

adding multiple top and bottem weapon mounts would have the same effect as increasing the fire rate



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Kassuff
Sat Apr 16, 2005 11:21 pm
#39






rcoe6663 wrote:

adding multiple top and bottem weapon mounts would have the same effect as increasing the fire rate





I has assumed those turrets would be controled by addtional players, not slaved to one gunner. Multiple turrets could engage one target, but the real advantage is being able to engage multiple targets at once.





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