Forums » Suggestions
Faction-oriented capship control
I've been reading a lot of the suggestions forum, and while a lot of my personal ideas are generally focused on toys that other have suggested, I believe I have a useful concept for player-controlled capitol ships. Btw I am basically new to VO, so any and all contributions from other players is welcomed.
A lot of the controversy surrounding player owned capships seems to be the upset of balance. My idea is to have the ownership be based around the different factions. The military of each faction owns a certain number of ships, which are then available for temporary use by players. A standing requirement, as well as a mission tree, would be needed to operate a capship. From here, it can go in a couple different directions. However, my idea tends towards keeping it faction-oriented.
Capships are then rented out for missions, preferably faction-themed ones (including border conflicts). Players could work their way up from gunners to captains, earning french benefits (read: higher positions/better capships) as they help to complete complete harder and harder missions. Badges would be very useful here, especially military-themed ones (C'mon, who wouldn't want a "10 capships kills" badge? It'd be sexy.)
Pros:
-Allows independent (non-guild) players to control capships
-Allows devs to control balance of power
-Difficult missions would allow those controlling cap ships to be selected by skill in combat, instead of money/membership in a guild.
-Non-player controlled capships would be able to revert to AI by the nature of the backstory (miltary control), retaining a balance between factions despite any difference in the actual numbers of each player on each side
-Would allow PvP as well as PvNPC capship battles
Cons:
-Pirates get nothing (not necessarily a bad thing :P)
-Players might not be able to control who they allow on their (temporary) ship. (hm although we could let who can be in what position be player controlled, in accordance with military standing, thus letting the players decide how many gunners, etc they would need to complete the specific mission. Then, its on their head if they fail)
-Capships would not be usable for large group objectives, such as queen/levi destruction, unless it was part of a mission
-UIT has no arch-nemesis, being neutral, and would require some very creatives mission/military standings
Thanks for slogging thorugh this, and feel free to shoot down any foolishness :D
A lot of the controversy surrounding player owned capships seems to be the upset of balance. My idea is to have the ownership be based around the different factions. The military of each faction owns a certain number of ships, which are then available for temporary use by players. A standing requirement, as well as a mission tree, would be needed to operate a capship. From here, it can go in a couple different directions. However, my idea tends towards keeping it faction-oriented.
Capships are then rented out for missions, preferably faction-themed ones (including border conflicts). Players could work their way up from gunners to captains, earning french benefits (read: higher positions/better capships) as they help to complete complete harder and harder missions. Badges would be very useful here, especially military-themed ones (C'mon, who wouldn't want a "10 capships kills" badge? It'd be sexy.)
Pros:
-Allows independent (non-guild) players to control capships
-Allows devs to control balance of power
-Difficult missions would allow those controlling cap ships to be selected by skill in combat, instead of money/membership in a guild.
-Non-player controlled capships would be able to revert to AI by the nature of the backstory (miltary control), retaining a balance between factions despite any difference in the actual numbers of each player on each side
-Would allow PvP as well as PvNPC capship battles
Cons:
-Pirates get nothing (not necessarily a bad thing :P)
-Players might not be able to control who they allow on their (temporary) ship. (hm although we could let who can be in what position be player controlled, in accordance with military standing, thus letting the players decide how many gunners, etc they would need to complete the specific mission. Then, its on their head if they fail)
-Capships would not be usable for large group objectives, such as queen/levi destruction, unless it was part of a mission
-UIT has no arch-nemesis, being neutral, and would require some very creatives mission/military standings
Thanks for slogging thorugh this, and feel free to shoot down any foolishness :D
you are an idiot.
oh btw don't post "I am new" and then make such a game changing suggestion
oh btw don't post "I am new" and then make such a game changing suggestion
Most of the controversy surrounding player-owned cap ships that I have heard seems to be about the lack of player-owned cap ships. They are not missing because of controversy, but because some of the functionality required for rolling them out the way the developers want is not yet complete.
It is just not feasible yet smuth4.
But I like that you think out of the box instead of just repeating the same thing over and over without consulting the previous posts as some people tend to do.
And don't mind the newb peytroll, he had a bad day.
But I like that you think out of the box instead of just repeating the same thing over and over without consulting the previous posts as some people tend to do.
And don't mind the newb peytroll, he had a bad day.
french benefits
Wine? Cheese? Hairy women?
Wine? Cheese? Hairy women?
Lecter.
That's hilarious.
That's hilarious.
I'll take four of number one, two of number two and I'll pass on number three:)
Sorry, I forgot to take your particular appetites into account, Hortan. We'll find you some hairless French boys.
Oh...kay...
Anyways, smuth4, your idea is well thought out, but inherently impractical and not really in keeping with what the player base and I believe, Developers, are expecting capital-class ships to become.
We are more expecting a credit value purchase price (as like ships now) with perhaps some faction related benefits/rank/mission to earn license to purchase and pilot larger ships.
Your idea also raises question about how the Capital-classes would be controlled, as Dev's cannot be in the game 24/7, and those with unlimited funds (ie: Guild pilots, TGFT, etc etc) could easily take control of small fleets of battleships with little ability to be ousted from them.
Anyways, smuth4, your idea is well thought out, but inherently impractical and not really in keeping with what the player base and I believe, Developers, are expecting capital-class ships to become.
We are more expecting a credit value purchase price (as like ships now) with perhaps some faction related benefits/rank/mission to earn license to purchase and pilot larger ships.
Your idea also raises question about how the Capital-classes would be controlled, as Dev's cannot be in the game 24/7, and those with unlimited funds (ie: Guild pilots, TGFT, etc etc) could easily take control of small fleets of battleships with little ability to be ousted from them.