Forums » Suggestions
TEMPORARY CAP SHIP CONTROL
Some capships are stucked in the universe, just sat in space doing nothing.
DO NOT REMOVE THEM , they are great and add something in the universe.
TEMPORARY CAP SHIP CONTROL:
I think that actually we got ALL the elements to make players controls the Cap Ships, at least, temporary.
If you could just let us spawn them (by taking a BS or a Hive BS, or even an escort mission) you could just add a [PILOT] case just under the turrets one it would be great.
We would only be abble to tell it where to go and the *crew would obey and make it fly where we told it to ( by ploting a road like in all other ships).
If we leave the capship, or decide to man a turret, the auto pilot will take control and lead the cap to its destination, another player should dock in and take control if the [Pilot] case is aviable.
I can imagine that if that is implented, the second after, all the universe will be full of caps, but that's just a suggestion, right? Dunno how to prevent it, make them vanish after 1 hour?
DO NOT REMOVE THEM , they are great and add something in the universe.
TEMPORARY CAP SHIP CONTROL:
I think that actually we got ALL the elements to make players controls the Cap Ships, at least, temporary.
If you could just let us spawn them (by taking a BS or a Hive BS, or even an escort mission) you could just add a [PILOT] case just under the turrets one it would be great.
We would only be abble to tell it where to go and the *crew would obey and make it fly where we told it to ( by ploting a road like in all other ships).
If we leave the capship, or decide to man a turret, the auto pilot will take control and lead the cap to its destination, another player should dock in and take control if the [Pilot] case is aviable.
I can imagine that if that is implented, the second after, all the universe will be full of caps, but that's just a suggestion, right? Dunno how to prevent it, make them vanish after 1 hour?
..nice, GRAIG, I think I see where you're going with this (I've thought something a little similar, but I think your idea is clearer)
it seems easy to give us sector-to-sector navigation control by just adding a navmap tab to the capship interface; now we just need a "Spawn Trident" mission with very high level and faction standing requirements, and make the Trident warp out into the void if no one's aboard..
..we should probably wait until caps are a little harder to kill, though, or make a mini-Trident not more than 1-3x tougher than your average moth (is this what the new capship is going to be?)
it seems easy to give us sector-to-sector navigation control by just adding a navmap tab to the capship interface; now we just need a "Spawn Trident" mission with very high level and faction standing requirements, and make the Trident warp out into the void if no one's aboard..
..we should probably wait until caps are a little harder to kill, though, or make a mini-Trident not more than 1-3x tougher than your average moth (is this what the new capship is going to be?)
I LOVE the mission idea for spawning it, didn't thought of this, but it could be THE way to make us have one.=)
I think combat level 20 would be good for it.(but we could test it at no level coast on the test-server)
I think combat level 20 would be good for it.(but we could test it at no level coast on the test-server)
20?!? has *anyone* managed combat 20 yet, or is even close? I was thinking more like 8 or 9ish
The Devs should do this!!!! There's absolutely no problems b/c no one would ever abuse having control of a capship! I can't believe anyone's skeptical. pffffft!!!
And why would you want to pilot a capship anyways? Just stick 50 cu's of samo in a moth and you get the same effect. You can do anything with imagination!
And why would you want to pilot a capship anyways? Just stick 50 cu's of samo in a moth and you get the same effect. You can do anything with imagination!
I don't know anyone with combat level 20.
But, with these BP missions and Escort missions, I'm sure some of the higher-level folks could make it with a little effort.
But, with these BP missions and Escort missions, I'm sure some of the higher-level folks could make it with a little effort.
[stamp of rejection]™
It's a bad idea and a worse implementation. Let the devs finish a proper capship control UI and balance the capital ships' weapons and systems and come up with a way for groups to purchase and own one. Let them do it right instead of asking for a half-assed implementation. Just because you're impatient doesn't mean you need to ask for major suckage.
It's a bad idea and a worse implementation. Let the devs finish a proper capship control UI and balance the capital ships' weapons and systems and come up with a way for groups to purchase and own one. Let them do it right instead of asking for a half-assed implementation. Just because you're impatient doesn't mean you need to ask for major suckage.
Level 20 is way to high!
8 Combat
8 Light
8 Heavy
and that faction must respect you....
and if you are pillar of socity....
then
7 Combat
7 Light
7 Heavy
:)
8 Combat
8 Light
8 Heavy
and that faction must respect you....
and if you are pillar of socity....
then
7 Combat
7 Light
7 Heavy
:)
Combat lvl 20 and above would be reachable, provided that the quest.mission system gave you things to do which actually gace worthwhile bonuses.
IE Track down Bot XE-21 and destroy it, bring back its trackers as evidence, the bot would be guarded by four extras, and maybe the mission would get you 2500 Combat points, Something meaningful,
IE Track down Bot XE-21 and destroy it, bring back its trackers as evidence, the bot would be guarded by four extras, and maybe the mission would get you 2500 Combat points, Something meaningful,
I agrees with teh Roguelazer. I'd rather have a fully-working system (okay, with a few minor bugs) in half a year than a disaster of a flight system within a week.
You could take the combat XP of every player that logged on in that last month and put it together and still probably not get lvl 20 combat...
And in any case, I don't like the idea of every faction giving you a cappy just b/c you're lvl 20.
And in any case, I don't like the idea of every faction giving you a cappy just b/c you're lvl 20.
Levels for caps should probably be high, but not that high. I'd say around combat, light and heavy 12 would be realistic. This puts it at a point where not everybody and their brother would be flying cappies around, but still leaves it reachable.
Perhaps once the game evolves more, there could be a player "class" system that allowed a certain class of player to fly caps with lower levels. Maybe cap ships could have a requirement of 12/12/12/x/x or a new skill of "Cap Ship Piloting" which would be a lower number depending on the type of cap ship. Players who choose a "cap ship pilot" class would then be able to fly caps or heavy freighters earlier in the game, while other players would still be able to fly them but would require much more time in order to do so.
The advantage/drawback of this, depending on how you look at it, is it creates a separation of what certain characters can and can't do in game. I'm not sure if this agrees with the direction that the devs intend to take the game, but it would take away from the freedom of being able to do anything with any character that currently is associated with vendetta. I'm not really sure if this is good or bad, just posting an idea.
I'm also in favor of waiting for the caps to be done correctly rather than rushing things.
Perhaps once the game evolves more, there could be a player "class" system that allowed a certain class of player to fly caps with lower levels. Maybe cap ships could have a requirement of 12/12/12/x/x or a new skill of "Cap Ship Piloting" which would be a lower number depending on the type of cap ship. Players who choose a "cap ship pilot" class would then be able to fly caps or heavy freighters earlier in the game, while other players would still be able to fly them but would require much more time in order to do so.
The advantage/drawback of this, depending on how you look at it, is it creates a separation of what certain characters can and can't do in game. I'm not sure if this agrees with the direction that the devs intend to take the game, but it would take away from the freedom of being able to do anything with any character that currently is associated with vendetta. I'm not really sure if this is good or bad, just posting an idea.
I'm also in favor of waiting for the caps to be done correctly rather than rushing things.
So the players that can put countless hours into leveling up and making money get the opportunity to dominate the game, while those of us with less time feel alienated and frustrated at the feeling of being lesser. Doesn't sound good to me.
Also, I believe the Devs are scrapping the whole level system.
Also, I believe the Devs are scrapping the whole level system.
levels are the wrong method for restricting cap ship use. no mater how high you place the mark eventualy most players will have access to them (or everyone will complaine untill the devs lower the requiernments due to playerbase demand). cap ships should require a long mission tree that is difficult enough that most players wouln't be able to complete it.
the missions should start out relatively simple (say man a turret on an NPC cap ship for x number of Hive Hunt-like missions) but once you have acess to the smallest cap ships (i'm talking something like a combat version of the ehavy moth here not a true Capitle ship). the mission become far more difficult and brfanch out to include more civilian applications of capitle ships (say get these 1,000cu of supplys through the blockade in system x) as well as combat applications(say, defend station x against a full fledged Hive attack with little or no NPC support).
then on top of the mission trees buying and maintaining a large cap ships should be prohibitivly expencive.
this way most players will be able to purchass small gunboat sized ships, if they put the time into the missions, but commanding something like a HAC would take a lot of dedication and tacticle skils for a single player, but if that player was supported by a guild would while still not easy would be far less difficult.
and back to the main topic: It's always better to make something that works well tomorrow, than it is to make something that almost works today. unless you are microsoft.
the missions should start out relatively simple (say man a turret on an NPC cap ship for x number of Hive Hunt-like missions) but once you have acess to the smallest cap ships (i'm talking something like a combat version of the ehavy moth here not a true Capitle ship). the mission become far more difficult and brfanch out to include more civilian applications of capitle ships (say get these 1,000cu of supplys through the blockade in system x) as well as combat applications(say, defend station x against a full fledged Hive attack with little or no NPC support).
then on top of the mission trees buying and maintaining a large cap ships should be prohibitivly expencive.
this way most players will be able to purchass small gunboat sized ships, if they put the time into the missions, but commanding something like a HAC would take a lot of dedication and tacticle skils for a single player, but if that player was supported by a guild would while still not easy would be far less difficult.
and back to the main topic: It's always better to make something that works well tomorrow, than it is to make something that almost works today. unless you are microsoft.