Shipwright Archive

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

Remilliod
Sat Apr 23, 2005 11:15 am
#53

3500 to 4000 shields would be good in my opinion.I dont think anyone who wants 25000 front and back has considered the PvE angle.


Also increased range for guns? I dont want to see POBs sitting in kessel blowing up wave after wave of gunships, risk-free.



Remilliod
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Acex6
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X-Rebel
Sat Apr 23, 2005 11:17 am
#54

ok i sry but i didnt read everything but my question is this.

I read that there are going to be special mp parts and i read the stats on them.

now has it been said yet if the mp parts are going to be the only thing that fits in the mp, or can any part still be putinto a mp.

now with that said that would stop alot of people putting in elite low mass parts in the mp and a new market would be created for the mp because of it. also if this is the case i agree with some of you that a mp ship needs high rated parts other than a average run of the mill starfighter parts. A mp ship should be feared not mocked.


a starfighter pilot should say OH S*** there is a mp ship i better aviod it like the plague.

now i am going to go back and finish reading the rest of this thread.


sry if this has been covered



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Skuzz
Sat Apr 23, 2005 2:06 pm
#55

yes its very ironic that the 2 best new MP ship components are the ones that we dont need monster versions of. The booster and reactor. *rolls eyes* go figure.


The MP ship shields need to be a minimum of 6k, but ideally should be around 8k-9k in strength in my opinion. armor should be doubled as well. But hey thats just my opinion.





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Elzar
Sun May 01, 2005 4:43 pm
#56

Does anyone else think it's ironic that they just finished a CU that is supposed to encourage group play, but mp ships are still unviable in combat? Of course it's been a week since this last post and they may have improved the components so they are not laughably innefective, and maybe they're being sneaky and are waiting for it to go live to bump the components up to an acceptable level so the stats aren't leaked or something, but let's just say given SOE's track record I'm a bit skeptical. Anyone have an update?



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Jagged-F3l
Mon May 02, 2005 7:11 am
#57






IIscandar wrote:








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.








The problem with thisis that it doesn't fit into the current system.The UI only displays front/rear shields and armor, and I imagine changing the UIsimplyto accommodate POB ships would be a non-trivial undertaking. The layering concept provides a more viable alternative forarmor, shields,capacitors, engines, and boosters.Layering these components simply becomes additive in a nature.


For example, if you have two back armor slots, and the first slot contains a piece of armor with 1100 AHP and the second slot contains a piece of armor with a 1100 HP, you can represent 100% on your back armor if you have all 2200 AHP. If in the process of combat the first plate is blown away, then the display would indicate 50% on your back armor.


You could even display "tick marks" indicating points where the "addition" takes place. Consider our back armor example above, you could indicate a "tick mark" half way across the arc representing the strength of the back armor. These tick marks might become more important in displaying values such as speed, booster energy, and capacitor energy.

Message Edited by Jagged-F3l on 05-02-2005 02:47 PM



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