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So...what will happen to the Trident, will it be introduced together with the new TPG ship? Has it been omited?
eh, heavy levels and credit requirements is a nice way to screw over UITs. which is kinda ironic, since it is supposedly a TPG vessel? look, anyone (not UIT) with a bit of free time can make a few hundred M in a week, and gain half a million combat XP. sigh. UITs are dependant on someone reaching out to them to make this happen, Sercos and Itanis can start BPs whenever they like.
listen to A-Dawg, make the big stuff require missions *and* guilds. if you're not in a guild, tough. if you want the ship back after loosing it, you have to redo a mission tree. think of it as a requirement to have a station build the thing.
Harry, Level 12? do BP for a few days. you'll have combat 12. ideally, getting anything special should be a bit of work, but not the standard repeat the same stuff over and over again that we have now. a well-designed distinct mission tree where the end missions require a *GUILD* to accept the mission, yes please.
listen to A-Dawg, make the big stuff require missions *and* guilds. if you're not in a guild, tough. if you want the ship back after loosing it, you have to redo a mission tree. think of it as a requirement to have a station build the thing.
Harry, Level 12? do BP for a few days. you'll have combat 12. ideally, getting anything special should be a bit of work, but not the standard repeat the same stuff over and over again that we have now. a well-designed distinct mission tree where the end missions require a *GUILD* to accept the mission, yes please.
OK your all wrong, its not a cap ship. Using my PsyCorp powers i am lead to belive that it is infact a carrier vessle to be used in support of the cap ships. Can probbably hold in excess of 50 light ( centurion ? ) fighters.
If you look at the rear (l/h) side it is quite clear that it has two rows of docking arrows, also the engines are top and bottom NOT on the sides.
:)
If you look at the rear (l/h) side it is quite clear that it has two rows of docking arrows, also the engines are top and bottom NOT on the sides.
:)
I should hope that rather than levels or money (both of which have been gained by rampant exploitation of the broken BP mission), the cap ship would require missions on the order of crafting- fetch x widgets, bring them to stations b, d, and m to have parts created, bring the parts to station z for assembly (have +900 standing with stations b, d, m, and z), demonstrate to nation that you can handle a cap ship, then they might let you use it. Here be a quote:
Ship Varieties
Spacecraft in Vendetta will vary greatly in scale, although purchasing cost will greatly increase with the ship's size. Ships will be available to serve most needs. Small, lightweight fighters for combat or escort duty. Heavier bombers for support and assault uses, or alternately usable as light transports. Midrange and heavy freighters and small capital ships, ranging up to large cruisers, carriers and other flag-level capital vessels, will be added as playable ships in a post-release expansions.
The expense and difficulty in purchasing ships will increase proportionally to their size. Over time, a single character might build a trading empire and amass a fortune great enough to own a large freighter. However, the resources of a great many players would be needed to secure ownership of a large capital ship, not to mention the caveats required for political approval.
On the other hand, some ships would be available to players through the auspices of the governments to whom they owe their allegience. A character who achieves sufficient rank in the nation's military may be given command of a military ship. However, use of military hardware would be restricted.
Multiple characters will be able to use a single large ship, either by piloting the vessel or manning defense turrets. Craft of a certain scale may contain docking bays, allowing users to transport and launch their smaller ships from the larger.
Ship Varieties
Spacecraft in Vendetta will vary greatly in scale, although purchasing cost will greatly increase with the ship's size. Ships will be available to serve most needs. Small, lightweight fighters for combat or escort duty. Heavier bombers for support and assault uses, or alternately usable as light transports. Midrange and heavy freighters and small capital ships, ranging up to large cruisers, carriers and other flag-level capital vessels, will be added as playable ships in a post-release expansions.
The expense and difficulty in purchasing ships will increase proportionally to their size. Over time, a single character might build a trading empire and amass a fortune great enough to own a large freighter. However, the resources of a great many players would be needed to secure ownership of a large capital ship, not to mention the caveats required for political approval.
On the other hand, some ships would be available to players through the auspices of the governments to whom they owe their allegience. A character who achieves sufficient rank in the nation's military may be given command of a military ship. However, use of military hardware would be restricted.
Multiple characters will be able to use a single large ship, either by piloting the vessel or manning defense turrets. Craft of a certain scale may contain docking bays, allowing users to transport and launch their smaller ships from the larger.
i dont think anyone has to worry about capship balance because at the moment due to their scarcity the second anyone sees one they scream out CAPSHIP and everyone in the game gathers to blow it up. so until they become common and that dies down none of them are ever going to live very long at first giving the devs time to tweak them into balance as we all go capship berserk
Harry, Level 12? do BP for a few days. you'll have combat 12. ideally, getting anything special should be a bit of work,....
I know. BP is broken. You're not supposed to be getting that much. BP is not supposed to catapult any character to all of the nice equipment. Really.
Once that is changed, what of all the players who join and can't take advantage of that? It'll take them forever to get there.
I know. BP is broken. You're not supposed to be getting that much. BP is not supposed to catapult any character to all of the nice equipment. Really.
Once that is changed, what of all the players who join and can't take advantage of that? It'll take them forever to get there.
I can't wait for the "Nerf the Capship" threads...
"I was duelling someone in the TPG Capship and they totally BLEW ME AWAY in my Rev C! That's totally unfair! Reduce the thrust to 10 N and take away 5 of its turrets!"
To be fair, once the Capships are ingame, there will be a LOT of tweaking.
I just want the new capships to have new weapons as well. Instead of the same-old weaps, there should be some large-scale weapons like those Avalon torpedoes or some kind of energy weapon that are meant for use against other capships.
"I was duelling someone in the TPG Capship and they totally BLEW ME AWAY in my Rev C! That's totally unfair! Reduce the thrust to 10 N and take away 5 of its turrets!"
To be fair, once the Capships are ingame, there will be a LOT of tweaking.
I just want the new capships to have new weapons as well. Instead of the same-old weaps, there should be some large-scale weapons like those Avalon torpedoes or some kind of energy weapon that are meant for use against other capships.
The whole "balancing" concept is silly in the first place.
The whole idea of gaining levels is to get BETTER equipment.
Otherwise, eliminate everything but the EC-88, and everything will be "balanced" - and boring......
Matt
The whole idea of gaining levels is to get BETTER equipment.
Otherwise, eliminate everything but the EC-88, and everything will be "balanced" - and boring......
Matt
I think the only way to keep cap ships from taking over is to make them expensive, have high level and possibly guild requirements (not sure about needing a guild, Im officially guildless right now, and would like to stay that way), some mission for a special badge allowing you to purchase a cap, etc. I think balance will be less of an issue than we think, either way. We all know cap ships are slow and hard to maneuver, and very vulnerable to distance attacks.
My fear is that players will counter this disadvantage by loading their caps with swarms, and there'll be thousands of missles tracking around b8...
-tm
My fear is that players will counter this disadvantage by loading their caps with swarms, and there'll be thousands of missles tracking around b8...
-tm
arent there thousands of missle swarms in sedina any way it wont be to much of a difference =D
I'm not worried about swarms as much as the insta-hit "mining beam" weapons. I'd like to see some new stuff make it into the release with the capships, like new weaps, etc. Capship-only weapons. New weapon slot, [XL] or something. Anyway.
I gotta agree with Thanatos, getting good (better) equipment should be the reason for getting money, license levels & faction standing.
HOWEVER, all 3 of those qualifiers are broken right now. ANYONE can get to level 10/10/10/0/0 and 100 million credits in a day or two of playing. Plus, many people have +999 Itani and +999 Serco. As has been said before, this should be impossible. A Serco increase in standing should be an automatic decrease in Itani, and vice-versa. Other dualities should be set up as well with the various factions. Gotta fix the BP missions, gotta fix the standings.
Once that is done, you'll be able to sell the capships to only very high-standing itani, UIT, or Serco Players with the appropriate levels and money.
And...
Thousands of missiles tracking tumblemonster would be quite funny in my opinion. :)
I gotta agree with Thanatos, getting good (better) equipment should be the reason for getting money, license levels & faction standing.
HOWEVER, all 3 of those qualifiers are broken right now. ANYONE can get to level 10/10/10/0/0 and 100 million credits in a day or two of playing. Plus, many people have +999 Itani and +999 Serco. As has been said before, this should be impossible. A Serco increase in standing should be an automatic decrease in Itani, and vice-versa. Other dualities should be set up as well with the various factions. Gotta fix the BP missions, gotta fix the standings.
Once that is done, you'll be able to sell the capships to only very high-standing itani, UIT, or Serco Players with the appropriate levels and money.
And...
Thousands of missiles tracking tumblemonster would be quite funny in my opinion. :)
Harry, level 12 is certainly reasonable. I don't quite understand where you get your "hardly nobody has lv 12" attitude comes from but I personally 3 months from when I started playing VO, about half of that being PvP and the other half being trading/botting/mining/BP, I have gotten one character to 12/12/12/10/9 and another to 10/10/10/10/5 with roughly 100 million credits spread between them, averaging around 3 hours of play a day.
I DONT want to see every person and their grandmother piloting a capship and only a capship. They should require time and effort to be allowed to buy and be able to buy multiples of.
What I WOULD like to see is eventually space battle being one capship with a pilot, people manning the turrets, and an extra 5-10 players in the ship ready to launch their fighters to defend their capship against other fighters allowing the massive capship weapons to fire against other capships.
A way to accomplish this is make capship weapons be hard hitting but slow to aim and slow to reload, making targetting fighters not worth the time to shoot at because your own fighters are taking care of the enemy while you charge up your 50,000 damage shot to blast away at a leviathan.
I DONT want to see every person and their grandmother piloting a capship and only a capship. They should require time and effort to be allowed to buy and be able to buy multiples of.
What I WOULD like to see is eventually space battle being one capship with a pilot, people manning the turrets, and an extra 5-10 players in the ship ready to launch their fighters to defend their capship against other fighters allowing the massive capship weapons to fire against other capships.
A way to accomplish this is make capship weapons be hard hitting but slow to aim and slow to reload, making targetting fighters not worth the time to shoot at because your own fighters are taking care of the enemy while you charge up your 50,000 damage shot to blast away at a leviathan.
Levels are the wrong way to go about this. That rewards the powerlevelers and BP exploiters at the expense of those who play "fairly".
Exploits can be fixed, but levels are one possible way to limit who can buy capships. I don't want to see every single joe shmo being able to buy the anti-leviathan ship after only a week of playing VO.
http://www.vendetta-online.com/x/msgboard/3/11520
I still say it should be based on missions and tasks that you (or maybe an entire guild) have completed.
I still say it should be based on missions and tasks that you (or maybe an entire guild) have completed.
Level 12, now that it is easy to attain, should be a basic requirement, IMHO. But we also need something to add a time requirement. IE, crafting. If you have to bring tons of different ores, it adds time to the construction of cap ships, adds player-player involvement, and adds more player-hive interaction.
Just imagine, a whole guild works for days to clear away sectors of the hive, ship different types of ores back to the station, just to get their Lieutenant or Commander a big fancy ship to drive around. Members of the guild could hop in the big fancy ship, man the turrets, and store up to 50(?) light fighters in it.
Or you could just have one big wealthy/lazy corporate dude who pays a bunch of little minions for the ore they bring back to him. Just think about the messages on the RP forum: Azek mining operation. We need 30 people to clear the hive from sectors a b c d e and f, and bring back so much ore of each type. Rewards will be blablabla. Gather at so-and-so station at 7:00 GMT October 11 and message "big corporate dude's name here".
This would be a really good and easy place to start implimenting crafting. We wouldn't even need to add it for anything else yet, just make a certain mineral requirement for the cap ships, and build off that.
-Calder
Just imagine, a whole guild works for days to clear away sectors of the hive, ship different types of ores back to the station, just to get their Lieutenant or Commander a big fancy ship to drive around. Members of the guild could hop in the big fancy ship, man the turrets, and store up to 50(?) light fighters in it.
Or you could just have one big wealthy/lazy corporate dude who pays a bunch of little minions for the ore they bring back to him. Just think about the messages on the RP forum: Azek mining operation. We need 30 people to clear the hive from sectors a b c d e and f, and bring back so much ore of each type. Rewards will be blablabla. Gather at so-and-so station at 7:00 GMT October 11 and message "big corporate dude's name here".
This would be a really good and easy place to start implimenting crafting. We wouldn't even need to add it for anything else yet, just make a certain mineral requirement for the cap ships, and build off that.
-Calder
Yeah, guild involvement and large-scale efforts are precisely the things I want to see as prerequisites for a cap ship. And if yer forced to contend with the Hive for these things, even better! Adds additional threat. If the Hive could be a serious threat and challenge to players, other than just bots for levelling, it would be wonderful...
Person wrote: "...big corporate dude..."
*cough* Broma-Ba Slick *cough*
:-D
*cough* Broma-Ba Slick *cough*
:-D
I'm not sure if guild/group stuff should be a REQUIREMENT for getting a capship, but certainly having 10 people working towards that goal makes it 10 times(or more, as with situations involving the hive) easier to get that capship.
As for resources being a requirement for capships, that would work VERY well in limiting the number of player owned capships, getting a player-to-player trading system started, and giving groups a great advantage when acquiring a capship but still allowing your loner Han Solo type guy(and maybe his hairy friend) to get one as well, albeit perhaps taking much more time or being smaller in size.
I still believe there should be a license level requirement which is substantial enough so that no one guildmaster can simply create 4 new characters in a single day and have his guild buy him 4 capships.
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Ok here's a question about capships that has been bothering me a little bit. I know the devs will figure this out but I just wanna get a feel from everyone else how they think "docking" a capship will work. There are some stations I certainly would not want to try to pilot an HAC into due to all the asteroids. Also do you think the capship will disappear when you dock? Or will it take up a docking bay while it is docked? What if there aren't any docking bays for fighters to enter because they are all being blocked by capships?
Anyways that is just a thought.
As for resources being a requirement for capships, that would work VERY well in limiting the number of player owned capships, getting a player-to-player trading system started, and giving groups a great advantage when acquiring a capship but still allowing your loner Han Solo type guy(and maybe his hairy friend) to get one as well, albeit perhaps taking much more time or being smaller in size.
I still believe there should be a license level requirement which is substantial enough so that no one guildmaster can simply create 4 new characters in a single day and have his guild buy him 4 capships.
[end of comments]
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Ok here's a question about capships that has been bothering me a little bit. I know the devs will figure this out but I just wanna get a feel from everyone else how they think "docking" a capship will work. There are some stations I certainly would not want to try to pilot an HAC into due to all the asteroids. Also do you think the capship will disappear when you dock? Or will it take up a docking bay while it is docked? What if there aren't any docking bays for fighters to enter because they are all being blocked by capships?
Anyways that is just a thought.
I Don't beleive that being a Guild leader should be a requirement. Everyone should have an equal chance to buy a cap ship and Everyone cannot be a guild Leader. All a Cap. Ship should require is hard work on behalf of the player. Maybe put it at 15 million credits 15/15/15/?/? and 4000 cu of Xithricite (Since that's what the supposedly use to make ships out of). That way anyone could get a capship, it would just be a realy big effort and people would not really be able to constantly buy them and therefore keeping the cap ship limit down.