Squad Leader Archive

Thread: SLs in Space Expansion

Alkanar_Bria
Tue Mar 23, 2004 8:55 pm
#1


We are drawing closer to Space Expansion and the devs have yet to reveal much about it.


Ive been thinking here myself. Feel free to add on suggestions and idea or remove any you think may not fit. This perhaps will bring out a new importance for Squad Leaders


New Proffessions


-Pilot: Able to pilots fighters and man the helm offeighters and capital ships, pilots gain accuracy, attack specials and such the higher in skill they get.

-Gunner: Able to man the guns on capital ships and larger freighters, you gain better specials the higher you go and increase your accuracy.

-Engineer: A crafter/Healer proffession able to create components for ships and can use their skills to mantain and repairs fighters and capital ships

-Revamped Squad Leader: can use their abilities to enhance the productivity of capital ships and fighter squadrons. IE: designate target, issue standing orders, boost the morale(temp increase accuracy) and choose formations.


Ideas on Capital ships


These would be large ships which require alot of manpower to operate properly. I will use the star destroyer to illustrate my example. Ships can be crafted after getting a schematic from a recruiter. Engineers would be able to craft componenets to create the diff parts of the ship IE: Engines, Turrets and such.


Crew slots availible


Gunnery


6 Heavy Turbolasers requiring 2 gunners each

2 Heavy Ions requiring 2 gunners

5 Lasers and5 Ions each requiring 1 gunner each


Bridge

1 Helms terminal for 1 pilot to control the movement of the ship

4 Terminals for 1 Gunner each to control 4 total Tractor beam projectors which can stop most fighters and slow down many capital ships allowing for gunners to get better shots at them or to prevent escape

1 Terminal for a Squad Leader to enhance and coordinate Tractor Beams

2 Terminals for a total of 2 Squad Leaders to coordinate the gunners, 1 for the left side gunenrs, 1 for the right side

1 Terminal for 1 Engineer to control the Shield Generator

1 Terminal for 1 Squad Leader to coordinate shipboard Engineers

1 Spot for the Captain

1 Spot for the Fleet Admiral if applicable

1 Spot for the Fighter Commander to coordinate fighter squadrons


Engineers


The amount of Engineers onboard is up to the Captain. Since Engineers are the primary guys who will be keeping the ship up and running. Often they will need to repair damaged turrets by repalcing old components with new ones and such. They will also be essential to repairing TIE fighters that come in damaged from Battle and refueling them so they may go out.


Hanger


Star destroyers should be able to hold 4 freighters and 24 Fighters. Engineers will have the facilities here to repair ships. NPC Fighter can be boguht and used in the place of human fighters


Other facilities onboard


A sperate Clone Facility, Recruiter, Med Center, Cantina, Bank and Crew Quarters will be availible. Crew Quarters can be "rented" by crewers onboard the ship in exchange for lots so they may store things inside their room.


Boarding


If a ship's Shields and Systems have been disabled, or the ship is in dock you have the ability of sending in personel to try and take over the ship and blow up the main reactor. Achieving this will be similar to the current system the bases run on. Proffesions will slice their terminals and wait for the ship to blow up. Therefor its in the best interests of ship captains to keep fighting marines aboard their ships to help fight off boarding parties. Ships will come with NPC storm troopers and officers to help in the fight



Just a few ideas there, ill add more later



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KardenTyrell
Wed Mar 24, 2004 9:03 am
#2

theres on catch....its more likely the game is twitch based then the current land based battle system



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NarCranor
Wed Mar 24, 2004 11:25 am
#3

Im not sure if SLs should be effective in space. I mean, technically, they should make a squadron leader profession. It would certainly limit our profession slightly more to not have any involvement in SE, but Im not sure this profession belongs in space. That being said, being able to have a group member that is flying a ship to provide air support for you would be really really cool.



BTW, Im not sure they confirmed multi-player ships/capital ships yet. I have a feeling we are just going to get a few starfighters and a few freighters (that you cant walk around inside).



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Matadore
Thu Mar 25, 2004 1:22 am
#4

You obviously put alot of time into this thought, but you are talking about a completely different game if you want that kind of control in a ship. I'm sure the space expansion will be one man fighters and commercial freighters that you can't walk around in. Also, remember, you area private citizen in SWG. Despite whatever faction points you've earned you are still militia, not a member of the Imperial Army/Navy. So the idea of owning a Star Destroyer is absurd.


I would anticipate the controls for Space being similar to what you have when you ride a speeder on land, just you'll be in space.


The idea of special abilities of the SL in space has merit but I'd really rather then fix the ground aspect first before I even begin thinking about what kind of edge I can bring to a squadron of starships.






Kylekatemikaela
Corbantis - Squad Leader / Carbineer / Bounty Hunter
Ragnoan
Fri Mar 26, 2004 2:49 am
#5

I don't mean to be an ass, but I hope none of those elements are found in the space expansion. My reason for feeling that way? It is far too in-depth, the space expansion, I hope, will be simple. Like the others have said we get freighters and starfighters. Think CloakShape Fighters, YT-1300s, that kind of thing. Capitol ships? I hope they are NPCships only something that is attackable and destroyable in the game, but Rebels would be motivated to stop Imperials from destroying a Neculon B Frigate or something.Expect to see TIE fighters and X-Wings as faction perks, you requisition a schematic and bring it to a ship builder, or you will be able to choose a "Novice" ship when you install the expansion.


On another note, space combat should involve players directly controlling their ships as far as firing and pilot manuevers.





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PanzerGR
Sat Mar 27, 2004 8:40 pm
#6






NarCranor wrote:

Im not sure if SLs should be effective in space. I mean, technically, they should make a squadron leader profession. It would certainly limit our profession slightly more to not have any involvement in SE, but Im not sure this profession belongs in space. That being said, being able to have a group member that is flying a ship to provide air support for you would be really really cool.



BTW, Im not sure they confirmed multi-player ships/capital ships yet. I have a feeling we are just going to get a few starfighters and a few freighters (that you cant walk around inside).







i had to do a double take


SL's not being a profession for space????????


I think SL's very much belong in the SE as squadron leaders and Commanders of large vessels.



the game will be twitch based....at least I hope becaus eif it isnt twitch based it is going to suck. But anyway, there no reason SL's can tget a modifier to boost accuracy or something liek that for space combat.





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