Forums » Suggestions

Make the player controlled cappies capturable

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Jan 26, 2011 DeathSpores link
like the station system with owner/user keys
cos we lazy pirates can't be bothered craftin'
How to seize da ship:
1 ) drop the shields
2 ) disarm the ship, destroy the turrets- player inside are killed and sent back to their home station
3 ) dock with the ship -> cappie pilot is killed and sent back to his home station
4 ) get a new owner key
5 ) repair the turrets with other ships and repair guns
6 ) invite buddies givin' em user keys
7 ) man the turrets
8 ) yo ho a pirate's cappie fer us!

---------------------------insert flame below-----------------------------
Jan 27, 2011 ShankTank link
Haha, I love it! Well... for when player controlled cappies are implemented.
Jan 27, 2011 pirren link
yarr +1
Jan 27, 2011 Kierky link
+1
Jan 27, 2011 Alloh link
+1
Surely it will be fun to recover stolen cappies!!! :D (Not only pirates can have FUN!)

And if I understood Inc's statement, he is thinking of cappies as a sort mobile conquerable station, with keys et all... So the conquer logic must be similar, just like proposed.

To make it more fun, the cappie's NAME should be tied to its KEY name... so who purchase/conquer it baptizes the ship by naming its new key!
Jan 27, 2011 Pizzasgood link
+1
Jan 27, 2011 vskye link
+1
Jan 27, 2011 incarnate link
I think that's a good idea, and yes, I've been thinking about capturable capships for awhile too.

I do need to caution that this first capship implementation will be as simple as we can possibly make it, for the sake of getting it done. So, shields will probably not even work. But we do have dockability and other critical things functioning.

So, don't expect too much awesome stuff like this out of the gate, but this is what we'll be moving towards as we improve things.
Jan 27, 2011 Alloh link
Cool.!.!.!

Civilian capships need no shields. Instead, the generators are removed for increasing cargo bay! 2K cu ?

Another suggestion: Make 1st implementation as "renting" from a nation, so no need for keys or special docking permissions. Just use as it is now. Later, they are sold and really becomes player-owned.
Jan 27, 2011 DeathSpores link
heh no worries Dev lad, we aint in hurry there,

Let those greedy traders well equip the ships first, we'll be enjoyin' a cozy lil' pirate nest by then
Jan 27, 2011 ryan reign link
I don't suppose there is an ETA for these player owned cappies?
Jan 27, 2011 meridian link
+1 to capturable cappies

I don't care much for the implementation, though. I don't see how it follows that control of the cappie should change just because the turrets were destroyed.

Two plausible methods I can think of are: (only implement one)
1) Drop the shields and do a significant amount of damage (perhaps drop to 10-25%). Then the cappie becomes captured after hitting X times with an EMP style weapon that does negligible damage otherwise. Might as well make the EMP weapon do significant damage to shields too.

2) Drop the shields. Then someone equipped with a special cappie capture addon must match speed with the cappie and stay within the confines of the docking bay for 20-30 seconds.

I would also suggest a 1-2 minute interval after capture where the cappie is dead in the water while the systems come back up. Alternatively, requiring it to be repaired back up to 100% with rep guns might be interesting, but probably not practical since unloading an entire rep gun seems to only repair a few percent of a cappie.
Jan 27, 2011 Pizzasgood link
I don't see how it follows that control of the cappie should change just because the turrets were destroyed.

It's not the destroying the turrets that captures it. It's docking, boarding, and killing the current owner that captures it. It's just that, for whatever reason, killing the turrets is required before you are able to dock.

Personally, I like the idea of having to sit in the docking bay for a set period of time while your ship hacks into the capship's systems to steal control. If the defenders chase you away or kill you, the timer starts moving in reverse as the owners reassert their control. Killing turrets would only be needed in so far as it helps to keep your team safe to defend you while you hack. That would make more sense and in my opinion be more fun than trying to be the first person to dock after the two minutes is up. (This goes for capturable stations as well.)

But whatever. As long as I can steal them, that's cool.

Also, the ships in Deneb should be made conquerable as well. Then people could go to Deneb, steal the capships from both sides of a battle, and then mount an invasion into Itani or Serco nation space. It would be awesome. >:]
Jan 27, 2011 Dr. Lecter link
Just make sure there's an /explode function.
Jan 28, 2011 zak.wilson link
One possible implementation: have a destructible bridge. The bridge must first be destroyed, then repaired to a certain percentage before the ship can be captured.
Jan 28, 2011 tarenty link
There's a spot for a bridge on every capital ship. Tridents even have a front window.

A computer hack addon required for taking over the capital ship sounds fun, but I disagree on getting there and what happens after. I would suggest that once the shields are down, the remaining hull directly affects the speed of the hack. Afterward, the shields should return (after a short period of time), but no destroyed turrets or armor should return, and damaged turrets should not be repaired. I do not believe destroying the turrets should be necessary to hacking the ship... makes little sense. Anyone in a turret when the ship is hacked should be killed.

I would also like to see anti-hack addons for capital ships available, that increase the time of the hack by x%.

Also, OT, EMP might be fun outside capital ships. An EMP torpedo could disable ships with armor and cause high damage to shields, or some sort of "Disruptor blaster."
Jan 28, 2011 DeathSpores link
or as we'r in a wish list, make a lil doom like game inside stations and cappies where we can massacre each others with sabers and bullets Yo Ho!

This is a low priority compared to landing on planets btw (dont forget da ponies)
Jan 28, 2011 Pizzasgood link
"or as we'r in a wish list, make a lil doom like game inside stations and cappies where we can massacre each others with sabers and bullets Yo Ho!"

Oh yes, and with hippos.

But you'd only play Doom to conquer a Serco vessel. To conquer an Itani vessel, you'd play Chess, Go, or Othello. To conquer a UIT vessel, you'd play Poker, Monopoly, or Pool, or just pay them a huge sum of money.

For player-owned ships, this would be set when the ship is first constructed, or preset if bought from a nation.

This post is, of course, not to be taken seriously. Parker Brothers would be annoyed.
Jan 28, 2011 incarnate link
ryan: we were actually aiming for tonight, even as of this afternoon.. but as of right now, there's no way in hell that's going to happen. I had to scrap my capship-station design, due to a limitation in the engine that we rarely ever run into. So I need to make a different station. Plus some work still remains with getting the key system to work with non-station entities. We'll see. Shortly, I hope.

Incidentally, getting back to the topic at hand, my original plans for "conquest" actually included a concept where you had to dock to the (station|capship) with an XC carrying a "boarding party", which would then battle with the internal defenses/defenders of the capship. The battle being kind of a "comparing strength and dice-rolling" thing for now, but eventually moving towards a full-on FPS experience someday. I think we would all like to experience the first few minutes of Star Wars (Episode IV) for ourselves.
Jan 29, 2011 meridian link
I would advise against requiring an XC as the raiding vessel, since as it's a TPG ship, it probably wouldn't be available to most pirates, who are the ones you'd expect to be doing most of the raiding.