Shipwright Archive

Thread: Making all the Chassis more useable (suggestion thread)

thecolonelcardaks
Fri Dec 03, 2004 7:57 am
#1


(this is reposted from another thread because I don't think anyone read it on the other one )


Ihave a suggestion for making each chassis actually usable, instead of everyone using the bombers with the uber engines. What we do is make a new class of components, like ultralight engines. Only these engines will be capable of the higher ranges of speeds and would have lower masses, but could only be used in ships classed as light fighters, like scyks and khiraxz. This would allow these chassis to actually be viable for most people instead of only being able to be used with solely uber gear. Think about it, the Millenium Falcon could not outmaneuver those goddamn Tie fighters that were swarming around it like ants, but it was able to pack some serious armor and weaponry to combat it. As it stands right now, it seems people don't use the small ship much that would add some diversity to space unless they are low tier. Many people grab the Rhixyrx or other big ships and load it down but then throw in these obscene engines that could never fit in a small ship, so that a massive bomber ship can now move faster than an awing or a khiraxz. What do you think? Post your feedback!



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DeathMvp2
Fri Dec 03, 2004 2:47 pm
#2

Me personaly I plan to fly the b-wing all the time. I fly the x-wing over the y-wing at them monemt only becouse I perfure lasers over missles. I do not want the A-wing as even with my x-wing i drop my speed down to 1/4 speed so I am not as minovoable.



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BlkHwkDwn
Fri Dec 03, 2004 10:19 pm
#3

I love the people who can one-star, but can't manage to actually contribute to the discussion at hand. So apparently this person thinks my idea sucks, great, I'd love to hear why?



Alamar Radoki
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sbob
Fri Dec 03, 2004 10:27 pm
#4

Basicaly sounds like want to gate some of the components to the chasis insted of just to the players level. While could be intresting and all could also be a pain for managament. Might be something that they will put in down the road like a special schematic for an experimenta b-wing capacitor that can get from some rebel mission. The key though is working on the limited uses schematic as rewards on themeparks and quests. Though if its such that only the combat templates get them and charge the prices like they do on RIS componets and the like could make for some very expensive items.

But also each type of ship is designed around play style. While you might think that the A-wing is cool and all if you are the type of person who runs into a fight and gets beat on and just tries to outlast the other guy an A-wing is not going to match that playstle no matter how much you want it to.

Key is learning what the strengths and weakness is of each chasis and use the one that works for your style. But doubt that will ever have a single ship that is fast, turns on a dime, packs a hell of a punch in dammage, can take a beating and hold everything you want in it. Its a juggling act.



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Kalano
Fri Dec 03, 2004 10:29 pm
#5

I bumped you up 5,blkhwkdwn, even thought it gave you a 2.5 better than one. i do agree with you.



I am wondering if we as SW have figured out all the tricks of the trade yet. I think some have but are in the mindset of not telling to keep competition down. but we really need sharing so we can all see if we are barking up the wrong tree to say.


not all resource qualities are what we need in engines. we do need to experiment more and wait a few months before we make large sweeping changes.


I am not at all disagreeing in the idea of ultra light engines, but i personally think we need to find the bugs, kinks, and the few hidden tricks first.



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fireman3213
Sat Dec 04, 2004 12:06 am
#6

I have to say I agree with Kalano. The idea is a good one, but it is way to soon to look at implmenting now. Depending on what the componet is there are 2-6 sub-componets that can be used to to modify the end result. I belive we need a couple more months of working and fiddling with everything and see what we can really do. After that is said and done we can look at adding new classes of stuff. I belive though that stuff like capacitors need to be looked at 1st.



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BlkHwkDwn
Sat Dec 04, 2004 1:49 am
#7

All chassis are very usable. I fly an x-wing not a y-wing (bomber). Upon reaching master I plan on spliting my time between b-wing (capital ship killer) and my current x-wing (dogfighter). Every ship has its place. One is in no way better than another except for newb ships. It is completely dependent on the pilot in question. Some people like to fly fast some like to kill fast, both have advantages and disadvatanges. This system is not built to promote using one ship, it is built to promote all ships being useful and thankfully they are.



Alamar Radoki
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Canceled Account: Expires April 22, 2006 It was fun, it isn't anymore
sbob
Sat Dec 04, 2004 4:42 am
#8

another thing is some of the new respurces and all that have had 3 or maybe 4 shifts so far. People slolwy working out the better stuff in them now and will be a while like composite was where will have some lower level stuff but as the crafters get more refined resources and idea on how things interact things can get better. I just do not want space to suffer the 90% composite problem we have now.



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thecolonelcardaks
Mon Dec 06, 2004 6:37 am
#9

I Think we may also be overlooking the fact that currently the big bomber ships can actually move much faster than an a-wing or Khiraxz or TIE because of the mass system, with the highest speed engines being very high mass as well. While those ships suffer with maneuvarability (sic) their top speeds are far too high when an Awing should SMOKE them. I just was trying to figure out a way to make this not so. I really don't feel like the current system can fix this. The mass reduction methods currently in SW crafting do not reduce mass enough to make the fastest ships actually the fastest. The only way would be through RE, but even then, it will be hard to bring the mass down enough to fit into these small chassis.



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Falcatta
Mon Dec 06, 2004 8:59 am
#10

No. I think the equipment chassis load out is fine as it is save multi's. Multi's need more staying power period, the rest of the ships are fine. They make the pilot make a choice and tailor his ship to his style of fighting. Right now there is plenty of diversity on fighter choice. I have seen a group of 20 players and the group be filled with B's, X's, Y's and A's....even a multi occasionaly.

On the flip side I have seen Imps doing the same.

Hell when I leveled my neutral I used a dunelizard exclusively and like it the best for my style of flying.

The system works with the exception of multi's being too vulnerable.

Don't change it.



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Supopo-Bitchi
Mon Dec 06, 2004 10:09 am
#11

I think the simplest way to implement the "change" (light ships faster, big ships slower), is to change the "speed" of the engine to a 'Thrust" rating. Just like the current YPR is affected by chassis type, the same can be done for engines, based on Total Mass, and Chassis Type (light fighter, bomber, assault, etc).

As an example, a TIE/light(11k Mass) with a Mark I engine (rated at 50 "Thrust") would be faster than a TIE/Regular(20k Mass) with the same Mark I (maybe not twice as fast, though). Put that Mark I into a Decimator (5M mass), and you'll creep along like a WalMart Express line at midnight (Or a Saturn V with a bottle-rocket engine). Therefore, top end speed would be calculated by the Total Mass, Thrust Rating of the Engine, and Chassis type.

If the Devs want to get even more detailed, accleration can be accounted for using the above guidelines as well, with a light ship with high engine thrust rating can accelerate faster than a big ship with the same engine thrust rating.

I'm sure you Phyics and Math gurus can come up with more exacting formulas, but I think the basics of this would add metric ton's of variety to every ship.

Message Edited by Supopo-Bitchi on 12-06-2004 09:19 AM

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