Forums » Suggestions
In hopes of bringing player controlled caps to the game sooner, I submit the following suggestions. Player's are invited to comment on the perceived functionality of the plan, and Devs are invited to make corrections to the plan to account for development already completed, intended direction of development, balance issues, and/or other considerations.
CapShip Short Plan:
The following plan is intended to be implemented incrementally, and is listed in that order. Sections 1 and 2 represent a minimal functionality, with the remaining sections representing systematic enhancements.
1.0 Cap Purchase
Test Bed: Trident:
Level: 12/12/12/10/4
Cost: 1,000,000c
2.0 Basic Navigation
2.1 Launching:
When the captain selects the station's launch button, the new cap will warp into the station sector, with the captain at the bridge.
2.2 Bridge Interface:
The initial bridge interface would look, and work, like the standard pilot interface of standard player ships.
2.3 Docking:
The cap must be in a station's no fire zone. It must be a station that will allow the captain to dock. A button "Dock" (added to the jettison menu), will begin the docking. A 60 second countdown is initiated (similar to the logout timer). At the end of the timer, the captain, and the cap, will be docked at the station. Any player on board, that can not dock at said station, will be ejected.
2.4 Logged Cap:
If the captain logs out, the cap will enter a two(2) minute timeout period. If the cap receives no damage during this time, it will log in place. All players will be ejected.
3.0 Cap Compartments:
The turret selection menu will list additional compartments.
3.1 Bridge:
The Jettison Menu will have a selection for leaving the bridge (moving the captain to the standard cap interface).
3.2 Brigg:
A passenger list will be presented to the captain.
3.2.1 Confine: passenger will be restricted from ships armaments.
3.2.2 Eject: Passenger will be ejected from the ship.
3.2.3 Execute: Passenger will be executed. Passenger's ship is destroyed. Execution will count as a pk. Standard faction standing considerations may apply.
3.3 Observation Deck:
The observation deck will have the same view as the bridge, but will have no control over the ship.
4.0 Docking Bay:
4.1 Shuttle:
The captain may acquire or dispose of a gov issued EC-89.
4.2 Unattended Cap:
If the captain leaves the cap, the cap will come to a full stop.
4.3 Max Cargo Capacity:
Any ship the captain attempts to dock in, will have it's current cargo counted against the cap's max cargo. The docking will not be allowed if the max cargo would be exceeded. All ships left in the cap by the captain will have their cargo counted against the cap's max cargo.
4.4 Unmanned ships:
Any ship without a pilot, is subject to destruction should the cap be destroyed. The captain, if not on the bridge at the time of the cap's destruction, will be ejected in the last ship selected.
4.5 Cap Home: The cap will become the primary home of the captain until the cap is docked or destroyed. The captain may not launch more than one cap at a time. The captain may still set his home station while at a station, but the cap will still take precedence.
5.0 Advanced Navigation:
5.1 NavRoute:
If the captain leaves the bridge, the cap will proceed on the captains currently plotted navroute.
5.1.1 Unattended NavRoute: If the captain leaves the cap, or logs out, the cap will come to a full stop.
5.1.2 End NavRoute: If the cap reaches the end of the navroute, it will proceed to the NFZ of any friendly station in that sector. It will otherwise come to a full stop.
5.2 In Sector Navigation:
---under construction---
Thread Spin Offs:
CapShip Level Requirements: http://www.vendetta-online.com/x/msgboard/9/16195
edits:
added Thread spin offs section
added NavRoutes
added CapHome
CapShip Short Plan:
The following plan is intended to be implemented incrementally, and is listed in that order. Sections 1 and 2 represent a minimal functionality, with the remaining sections representing systematic enhancements.
1.0 Cap Purchase
Test Bed: Trident:
Level: 12/12/12/10/4
Cost: 1,000,000c
2.0 Basic Navigation
2.1 Launching:
When the captain selects the station's launch button, the new cap will warp into the station sector, with the captain at the bridge.
2.2 Bridge Interface:
The initial bridge interface would look, and work, like the standard pilot interface of standard player ships.
2.3 Docking:
The cap must be in a station's no fire zone. It must be a station that will allow the captain to dock. A button "Dock" (added to the jettison menu), will begin the docking. A 60 second countdown is initiated (similar to the logout timer). At the end of the timer, the captain, and the cap, will be docked at the station. Any player on board, that can not dock at said station, will be ejected.
2.4 Logged Cap:
If the captain logs out, the cap will enter a two(2) minute timeout period. If the cap receives no damage during this time, it will log in place. All players will be ejected.
3.0 Cap Compartments:
The turret selection menu will list additional compartments.
3.1 Bridge:
The Jettison Menu will have a selection for leaving the bridge (moving the captain to the standard cap interface).
3.2 Brigg:
A passenger list will be presented to the captain.
3.2.1 Confine: passenger will be restricted from ships armaments.
3.2.2 Eject: Passenger will be ejected from the ship.
3.2.3 Execute: Passenger will be executed. Passenger's ship is destroyed. Execution will count as a pk. Standard faction standing considerations may apply.
3.3 Observation Deck:
The observation deck will have the same view as the bridge, but will have no control over the ship.
4.0 Docking Bay:
4.1 Shuttle:
The captain may acquire or dispose of a gov issued EC-89.
4.2 Unattended Cap:
If the captain leaves the cap, the cap will come to a full stop.
4.3 Max Cargo Capacity:
Any ship the captain attempts to dock in, will have it's current cargo counted against the cap's max cargo. The docking will not be allowed if the max cargo would be exceeded. All ships left in the cap by the captain will have their cargo counted against the cap's max cargo.
4.4 Unmanned ships:
Any ship without a pilot, is subject to destruction should the cap be destroyed. The captain, if not on the bridge at the time of the cap's destruction, will be ejected in the last ship selected.
4.5 Cap Home: The cap will become the primary home of the captain until the cap is docked or destroyed. The captain may not launch more than one cap at a time. The captain may still set his home station while at a station, but the cap will still take precedence.
5.0 Advanced Navigation:
5.1 NavRoute:
If the captain leaves the bridge, the cap will proceed on the captains currently plotted navroute.
5.1.1 Unattended NavRoute: If the captain leaves the cap, or logs out, the cap will come to a full stop.
5.1.2 End NavRoute: If the cap reaches the end of the navroute, it will proceed to the NFZ of any friendly station in that sector. It will otherwise come to a full stop.
5.2 In Sector Navigation:
---under construction---
Thread Spin Offs:
CapShip Level Requirements: http://www.vendetta-online.com/x/msgboard/9/16195
edits:
added Thread spin offs section
added NavRoutes
added CapHome
12/12/12/10/4 seems a tad excessive. From what I remember anything above 9 starts to require some tiresome grinding.
what's the XP for 12? Probably a load of BP ...
what's the XP for 12? Probably a load of BP ...
eh, 12 is really quite trivial when you consider how many players (myself included) have Combat 15 or even higher. For reference, Combat level 15 is more than 8 times as much combat XP as Combat level 12.
It isn't trivial to reach 12 combat, considering how much BP it takes, not to mention how much simple botting would be required.
Not all of us were playing the game when BP could be exploited for uber XP, so very few people who didn't cheat will ever reasonable see level 12 combat.
Not all of us were playing the game when BP could be exploited for uber XP, so very few people who didn't cheat will ever reasonable see level 12 combat.
Actually, Impavid, I've gotten to almost level 10/10/10 in about 2 months of on-and-off gameplay. Level 12/12/12/X/X won't be so bad.
requiring level 12 in all combat is a bit much for a ship meant mostly for trading
yeah that's also what I was thinking. Myself I'm 10/10/10/12/8 (or 9 w/e). But I have noticed that lvling at 10 starts to get reeeallly slow. Well on the other hand I have been only *only* 9 days...
Guess this could be a double edged sword, since it could force more people into BP making it for more fun PvPing. Though it's kinda annoying when someone comes up in the spam rag... or the AGT prom... bah!
Guess this could be a double edged sword, since it could force more people into BP making it for more fun PvPing. Though it's kinda annoying when someone comes up in the spam rag... or the AGT prom... bah!
i think the license restrictions are perfectly reasonable
when having licenses 9/9/9/9/9 you can buy pretty much anything it kinda gets boring after that but getting thoses 2 extra licenses would add another big achievement and would push people to play longer. but i don't really see a use in buying a cap ship other than to flyaround.
when having licenses 9/9/9/9/9 you can buy pretty much anything it kinda gets boring after that but getting thoses 2 extra licenses would add another big achievement and would push people to play longer. but i don't really see a use in buying a cap ship other than to flyaround.
Spidey, Reason = C.U. = Trade More = More Money = More Cap Ships <return to C.U.>
It's vicious.
It's vicious.
money is easy enough to make we dont need large holds on capships or make the player owned tridents very vulnerable and s l o w
Ok, maybe I didn't elaborate enough...
It's going to start working out the kinks with real players taking control of cap-ships. In the meantime, it'll be something new and fun...
It's going to start working out the kinks with real players taking control of cap-ships. In the meantime, it'll be something new and fun...
Why would the level requirements for combat-related levels be higher than those for trade/mining, when the Trident is *supposed* to be a trade ship?
(I myself see the Trident as a multi-role ship. I think all the levels should be equal at 10, except for mining.)
(I myself see the Trident as a multi-role ship. I think all the levels should be equal at 10, except for mining.)
Toshiro has a point there.
Trident is more of a support then a combat ship.
Combat 5 and trade 10 should be enough.
As for licence, you will need to pass a Trident drivers licence test. :D
Very simple mission like beginners tutorials to get you accustomed with operating and flying teh big bucket.
Trident is more of a support then a combat ship.
Combat 5 and trade 10 should be enough.
As for licence, you will need to pass a Trident drivers licence test. :D
Very simple mission like beginners tutorials to get you accustomed with operating and flying teh big bucket.
I see the level requirement issue may require a certain amount of discussion of it's own. I have created a spin off thread to that purpose.
http://www.vendetta-online.com/x/msgboard/9/16195
http://www.vendetta-online.com/x/msgboard/9/16195
Levels are a big part of acquiring any vessel in VO, except for IBG (and a few others). But I suggest the main point of buying capships to be MONEY.
Tridents should cost like 1 million credits, and should be able to have auto-turrets if you pilot one. Auto-turrets should be around 40% as good as genuine people turrets.
Also, if this ever does happen, people doing escort missions should be able to group up with the capships, and jump ahead to scout out pirate blockades.
All in all, I think it should be great using the Trident first, just to toy around with. Obviously, there will be glitches. But I doubt they will be worse than ones I've already heard of people exploiting.
Tridents should cost like 1 million credits, and should be able to have auto-turrets if you pilot one. Auto-turrets should be around 40% as good as genuine people turrets.
Also, if this ever does happen, people doing escort missions should be able to group up with the capships, and jump ahead to scout out pirate blockades.
All in all, I think it should be great using the Trident first, just to toy around with. Obviously, there will be glitches. But I doubt they will be worse than ones I've already heard of people exploiting.
Jim: OK. 1 million credits. The turrets should be like they are now. At least to start with. This is about player controlled caps, and the cap captain can group with any one he likes.
edit: wait... didn't I already have it set to 1 mil?
edit: wait... didn't I already have it set to 1 mil?
someone shoot me.
5 MCr. You can make 1 million easily (even if you're fairly new to the game), so it's really pointless if you set the price that low. I think 5 MCr is a good middle. Let's leave the 100k-4M range for gunboat class vessels.
At this point, new ships, especially cap ships, are supposed to be got by missions.
So, you most likely can get the mission at 8/8/8/8 or when you get 900 faction. Missions, also, I think are going to give tons of xp, so there isn't much powerleveling.
Aka : You stop the serco attack fleet going to raid itani space.. That should give three times more xp then an hour of botting.
So, you most likely can get the mission at 8/8/8/8 or when you get 900 faction. Missions, also, I think are going to give tons of xp, so there isn't much powerleveling.
Aka : You stop the serco attack fleet going to raid itani space.. That should give three times more xp then an hour of botting.
I think you're all losers. Who gives a crap about capitol ships? Get a life. JUst cuz u too weak doesn't mean you have to go on and on and on and on how sweet a capitol ship is. Anyway the idea sucks and should have never beeen posted becuase thousands of others have posted similiar topics. Hope you all get hit by a capitol ship!
The Clint
The Clint