Forums » Suggestions
Capital Ship Systems
I've had several ideas over the last couple of days involving capships, but first I have some questions...
1. What's the point? Is there some type of target that only capships can destroy? A new weapon class that only they can mount? I have several suggestions here.
a. Jump inhibition. All capships come equipped with an inhibitor that makes the jump range from the SHIP 6000m. This might be a little high or a little low.
b. Energy shields. I've noticed the lack of such in the game at the moment.. perhaps capital ships are the only vessels large enough to mount such a thing. In that case, a whole new strategy comes up when fighting them. Number one, I think that energy shields should be invulnerable to everything but torpedo type missles and very large weaponry on other capital ships.
This could lead to a huge change in gameplay, as one or two players in a group would bring "bomber" type fighters that can launch flights of torpedos. Obviously these ships would be very vulnerable to fighters, but the torpedos would have a long range and high speed, while being destructible. Pretty pricey, but not so high (maybe 250-300 a torp?). The fighters would guard the bombers and chase down ships that abandon the ship as it goes down. Would make the stratgey of it very interesting.
c. Huge advantages for shipping. Capships should have a GIGANTIC cargo capacity and ability to mine. This would make them the center of a group's economic abilities, and very valuable to both destroy and defend. I'm thinking like 1500+ cu. Trade missions, mining, etc.
d. NPC missions that require a capship. Maybe Hive capital ships? -_- Or perhaps incursions by foreign bots with capital ships. It would be possible to use bombers, but especially when fighting the Hive, there would be a lot of fighters to worry about.
e. Survival. Capships should be able to take at least 5-6 of the above torps, and live for quite a while under pounding from even another cap ship. Losing a capital vessel should be big setback for a guild, group, that defends/uses one.
f. One last thing--- and this is a little nuts, but I like it--- LONG-JUMP capability, or the ability to jump from any point in a sector (3000m away from objects, of course) to any point in an adjacent system. As I said--- this is just an idea.
2. NPC stations. Perhaps spawn a forward Serco staging post inside Itani space? This station would be only destroyable by capital-class weapons. Or the opposite, Itani, or maybe a corportation one for pirates, etc. This leads to a whole slew of stuff
a. Capturable, but not keepable. The problem with spawning a station (and these would be pretty small stations compared to existing) is that if players kept them they'd fill up the whole sector. Players should be able to knock down a station's defenses to the point where they can dock with it, get a very large cash/experience/standing reward, and then plant charges and get out.
b. Final thing- shipyards. Currently I haven't seen a station large enough to build or maintain capital ships. Just a scaffolding in space or a large framework that would surrounded a vessel under construction should be placed in the capital systems of each of the factions, and even one for pirates.
c. O yeah- I think pirates should hvae limited acess to cap ships- and have to rely on bombers more. It fits the whole pirate idea- maybe they could have a boarding vessel, who knows.
Yada yada yada. Long post, but please tell me what you think and if these ideas are valid or have already been talked about. TY!
Tamion Le Chatlier
1. What's the point? Is there some type of target that only capships can destroy? A new weapon class that only they can mount? I have several suggestions here.
a. Jump inhibition. All capships come equipped with an inhibitor that makes the jump range from the SHIP 6000m. This might be a little high or a little low.
b. Energy shields. I've noticed the lack of such in the game at the moment.. perhaps capital ships are the only vessels large enough to mount such a thing. In that case, a whole new strategy comes up when fighting them. Number one, I think that energy shields should be invulnerable to everything but torpedo type missles and very large weaponry on other capital ships.
This could lead to a huge change in gameplay, as one or two players in a group would bring "bomber" type fighters that can launch flights of torpedos. Obviously these ships would be very vulnerable to fighters, but the torpedos would have a long range and high speed, while being destructible. Pretty pricey, but not so high (maybe 250-300 a torp?). The fighters would guard the bombers and chase down ships that abandon the ship as it goes down. Would make the stratgey of it very interesting.
c. Huge advantages for shipping. Capships should have a GIGANTIC cargo capacity and ability to mine. This would make them the center of a group's economic abilities, and very valuable to both destroy and defend. I'm thinking like 1500+ cu. Trade missions, mining, etc.
d. NPC missions that require a capship. Maybe Hive capital ships? -_- Or perhaps incursions by foreign bots with capital ships. It would be possible to use bombers, but especially when fighting the Hive, there would be a lot of fighters to worry about.
e. Survival. Capships should be able to take at least 5-6 of the above torps, and live for quite a while under pounding from even another cap ship. Losing a capital vessel should be big setback for a guild, group, that defends/uses one.
f. One last thing--- and this is a little nuts, but I like it--- LONG-JUMP capability, or the ability to jump from any point in a sector (3000m away from objects, of course) to any point in an adjacent system. As I said--- this is just an idea.
2. NPC stations. Perhaps spawn a forward Serco staging post inside Itani space? This station would be only destroyable by capital-class weapons. Or the opposite, Itani, or maybe a corportation one for pirates, etc. This leads to a whole slew of stuff
a. Capturable, but not keepable. The problem with spawning a station (and these would be pretty small stations compared to existing) is that if players kept them they'd fill up the whole sector. Players should be able to knock down a station's defenses to the point where they can dock with it, get a very large cash/experience/standing reward, and then plant charges and get out.
b. Final thing- shipyards. Currently I haven't seen a station large enough to build or maintain capital ships. Just a scaffolding in space or a large framework that would surrounded a vessel under construction should be placed in the capital systems of each of the factions, and even one for pirates.
c. O yeah- I think pirates should hvae limited acess to cap ships- and have to rely on bombers more. It fits the whole pirate idea- maybe they could have a boarding vessel, who knows.
Yada yada yada. Long post, but please tell me what you think and if these ideas are valid or have already been talked about. TY!
Tamion Le Chatlier
http://www.vendetta-online.com/x/msgboard/3/7692
most if not all of what you've suggested has been talked about to death, check the link and do some more searching on the boards to find the right threads.
most if not all of what you've suggested has been talked about to death, check the link and do some more searching on the boards to find the right threads.
Well... I am talking specifically about cap ships, and I already went through that link. I think some of these ideas are new, please read through carefully, ty.
well..
1. the intent isn't to make targets that ONLY cap ships can destroy, but rather have a number of targets (the leviathin for one) that are best attacked by a joint fighter and cap ship force rather than soly a fighter force.
also, biger ships means bigger guns, already hive queens and the in game HACs have weaponjs that are larger and more powerfull than those used by fighters.
a. jump inhabition has been discussed in several threads. if i recall some people were coincerned that jump inhibition would allow too much power to pirats. however generaly the debates were over the finer points (range, weapon size, energy drain, mode of activation, etc.)
b. energy shields have been discussed to death. everyone wants them, and the devs are going to add them (in some form, eventualy). however due to the backstory it is more likely that fighters will have shields than cap ships.
c. well yes, big ship = big cargo bay. this one will be inevitable simply by the existance of cap. ships
d. i don't think there is any intent to make missions that REQUIRE a cap ship. however there are missions in development that can generate an NPC cap ship, and once player owned cap ships are around there will be missions that would be best accomplished by one.
e. once again, survivalility and high investment are inate to cap ships.
f. the ability to jump from sector to sector has been sugested in several threads. the primary arguments against it are that it would make pirating too difficult (no known travel routs for cap ships) and the backstory implies that ships can't travel between systems without using wormeholes.
2. player owned stations (generaly presented as guild owned stations) has been sugested before, and is generaly wanted by the playerbase as a whole. additionaly many players (myself included) argue that large cap ships ahould themselves act as small mobile stations (including the ability to be used as a home base, and some miner crafting capability)
a has been sugested in many forms (both capturing NPC stations and capturing player stations) with varying degrees of acceptance.
b. shipyards have been mentioned before, and like a variety of art related sugestions has been pushed back in favor of more gameplay related issues. there is also a thread advokating larger objects in general (ships as big as 2 km, and stations the size of cities).
c. this one is actualy new, but will probably not be implemented. for one thing, there is no way to tell the difference between a pirat and a military character who hapens to attack enemy convoys. and also pirats should have large ships in my opinion because they need both the firepower and the cargo space. if anything military characters would be more likely to fly bombers as they don't need to pilage the cargo from their targets.
1. the intent isn't to make targets that ONLY cap ships can destroy, but rather have a number of targets (the leviathin for one) that are best attacked by a joint fighter and cap ship force rather than soly a fighter force.
also, biger ships means bigger guns, already hive queens and the in game HACs have weaponjs that are larger and more powerfull than those used by fighters.
a. jump inhabition has been discussed in several threads. if i recall some people were coincerned that jump inhibition would allow too much power to pirats. however generaly the debates were over the finer points (range, weapon size, energy drain, mode of activation, etc.)
b. energy shields have been discussed to death. everyone wants them, and the devs are going to add them (in some form, eventualy). however due to the backstory it is more likely that fighters will have shields than cap ships.
c. well yes, big ship = big cargo bay. this one will be inevitable simply by the existance of cap. ships
d. i don't think there is any intent to make missions that REQUIRE a cap ship. however there are missions in development that can generate an NPC cap ship, and once player owned cap ships are around there will be missions that would be best accomplished by one.
e. once again, survivalility and high investment are inate to cap ships.
f. the ability to jump from sector to sector has been sugested in several threads. the primary arguments against it are that it would make pirating too difficult (no known travel routs for cap ships) and the backstory implies that ships can't travel between systems without using wormeholes.
2. player owned stations (generaly presented as guild owned stations) has been sugested before, and is generaly wanted by the playerbase as a whole. additionaly many players (myself included) argue that large cap ships ahould themselves act as small mobile stations (including the ability to be used as a home base, and some miner crafting capability)
a has been sugested in many forms (both capturing NPC stations and capturing player stations) with varying degrees of acceptance.
b. shipyards have been mentioned before, and like a variety of art related sugestions has been pushed back in favor of more gameplay related issues. there is also a thread advokating larger objects in general (ships as big as 2 km, and stations the size of cities).
c. this one is actualy new, but will probably not be implemented. for one thing, there is no way to tell the difference between a pirat and a military character who hapens to attack enemy convoys. and also pirats should have large ships in my opinion because they need both the firepower and the cargo space. if anything military characters would be more likely to fly bombers as they don't need to pilage the cargo from their targets.
Oooh. I want a "Mining Platform" Capship. Not as big as a HAC, but with lotsa armor, really slow, and with a docking bay. Then you could park it over a roid with 8 mining lasers and go to town.
Of course, you'd need escorts. Otherwise your expensive ship would become a fat target if some enterprising pirate found you.
Of course, you'd need escorts. Otherwise your expensive ship would become a fat target if some enterprising pirate found you.