Forums » Suggestions
Well, I agree. The idea was mostly that it be a ship of large cargo capacity, with little armament.
in what do ye think we carry our loot free buses?
Thanks Inc.
Though I still feel that crafting is the wrong way to go with cappies.
Though I still feel that crafting is the wrong way to go with cappies.
New idea: Allow players to sell capital ships to other players, or to stations which then put them up for sale.
Better idea... have stations sell cappies and let players sell any ships they want.
Compromise: Allow _some_ stations to sell capital ships for a huge price, and allow players to sell any ships to eachother including capital ships. Also, ships sold at a station that doesn't usually sell them (i.e. hog2 @ Sedina D-14) show up in the buy menu at an inflated price and with an amount in stock next to it.
Agreed.
Ok Devs. Now that Nahin and I agree on it, you may implement the feature. You have our express permission.
Ok Devs. Now that Nahin and I agree on it, you may implement the feature. You have our express permission.
So, I spend 35 million in parts & labor making a Master Computer (or are you gonna be REAL mean and require one of each hive per cappie?), countless hours & credits building who-knows-how-many Fluid Formable Silksteel and one-moth-miner-per-unit Fused Composite Plates you're gonna put in this recipe, plus Optical Sensors that can ONLY be transported by an XC in danger of collapsing under the mass of its cargo, PLUS whatever shopping list of trade good crutons and fresh-mined mineral dressing you're gonna add to this capship salad...
...and 2 drunken rats can waltz onto it and call it theirs in a matter of minutes? Hmm... I'd rather /explode my cappie, thank you. Rather than the opening of "A New Hope", it'd be more like The Klingons taking the Enterprise in "Star Trek III: The Search For Spock". Unless I can also craft a Genesis Device, so I can recite Kahn quoting Melville: "From Hell's heart I stab at thee! For hate's sake I spit my last breath at thee!" Then we could have a new habitable planet that nobody can land on...
...and 2 drunken rats can waltz onto it and call it theirs in a matter of minutes? Hmm... I'd rather /explode my cappie, thank you. Rather than the opening of "A New Hope", it'd be more like The Klingons taking the Enterprise in "Star Trek III: The Search For Spock". Unless I can also craft a Genesis Device, so I can recite Kahn quoting Melville: "From Hell's heart I stab at thee! For hate's sake I spit my last breath at thee!" Then we could have a new habitable planet that nobody can land on...
+1
I ignored this thread because I figured it was full of whining and bitching and flames. I only ended up reading one reply because i thought "damn, if this thread is still going on some one must really having at each other", and I must say: CD THANK YOU! You, have really taken my expectations and turned then on their heads. I actually chucked out loud a little.
Damn Waffles, spot on. Good one CD. heh
Logical consequence:
-If ships use keys and can be conquered, they can be sold, donated, rented or borrowed
Also, for cappie conquest, the best would be to have an addon and a cargo item that must be present on a ship that docks after turrets are destryoed. Name it "Dock Blaster" and "Robotic Boarding Party" or something similar.
-If ships use keys and can be conquered, they can be sold, donated, rented or borrowed
Also, for cappie conquest, the best would be to have an addon and a cargo item that must be present on a ship that docks after turrets are destryoed. Name it "Dock Blaster" and "Robotic Boarding Party" or something similar.
You would think that capturing stations would be HARDER than capturing cap ships.... I like the idea for sure, I like the idea of capturable stations. The implementation sucks hardcore. If you can actually mount an attack to capture a station, it should be epic. Same for a cap ship. Neither mechanic is at all satisfactory. Why do you think pirates don't bother with station capture anymore? The mechanic is all wrong. At least it works, after a fashion, but still. It's ill considered (like everything else in this game).
-1
-1
-1
Why? Because there are fundamental faults with how the devs implement cool ideas in decidedly uncool ways. Please suggest this feature to a group of developers who won't royally fuck it up.
-1
-1
-1
Why? Because there are fundamental faults with how the devs implement cool ideas in decidedly uncool ways. Please suggest this feature to a group of developers who won't royally fuck it up.
We keep telling them "give it to us now - it doesn't have to be perfect - just give us something to do". Often it's not the implementation the devs would have preferred (and they tell us that) but it's what they can do today. We beg them to implement things in whatever fashion possible, they do, and then there's always a few people who bitch about it later.
-4 to you.
-4 to you.
That's it, just write a fan boi script bot to post unrrelated gibberish immediately after any Tumble post. The effect will be the same, and GS can save whatever monetary/non-monetary expenses that Whistler imposes as a guide.
Impavid, there's been plenty of big epic battles over the conquerable stations. Just because you weren't there, doesn't mean they didn't happen.
Impavid is right about one thing: actual implementation is bad. Too complex. BUT IT WORKS. And I am quite sure it will be improved. Slowly, but will. But since we, community, cannot agree with almost anything, what will GS implement?
Notice that ideas with good support and no opposition TEND to be implemented faster. But disputed ideas usually are implemented as Devs wants, not community. So, lets resume discussion on station/capship conquest on another dedicated topic?
One consideration: Stations are not meant to be conquered by one individual. It must be like a Levi party, requiring many present player to change hands. While a capship should be "soloable", like a Queen hunting. Better in groups, but doable with a properly equipped ship.
I expect the first cappies would be used by players as larger Moths. Then as flagships for guilds. Later, against conquerable stations or Levis...
The hard step is to implement the first cappie, capturable, changing pilot/gunners, docks, etc. Changing conquering process or making other models are much simpler.
Notice that ideas with good support and no opposition TEND to be implemented faster. But disputed ideas usually are implemented as Devs wants, not community. So, lets resume discussion on station/capship conquest on another dedicated topic?
One consideration: Stations are not meant to be conquered by one individual. It must be like a Levi party, requiring many present player to change hands. While a capship should be "soloable", like a Queen hunting. Better in groups, but doable with a properly equipped ship.
I expect the first cappies would be used by players as larger Moths. Then as flagships for guilds. Later, against conquerable stations or Levis...
The hard step is to implement the first cappie, capturable, changing pilot/gunners, docks, etc. Changing conquering process or making other models are much simpler.
Cap ships really are not meant to operate alone....
"Cap ships really are not meant to operate alone...."
That may be but, unless we all want to wait who knows how many years for a player base large enough to operate cappies, we need an alternative to player crews.
Alloh's suggestion of targeting computers for turrets may work. My idea for AI crews that we would hire would work as well. I've seen other ideas but I do not recall what they were.
Hell, we could even go with the Itani use their inherent psychic powers and Serco use guises to control the cappies.
With the current player base, we really do need some type of method for a single player to control them but, one that does not prevent that players friends from assisting in the control. Besides that, not everyone joins guilds, some lone wolf types even choose to do a bare minimum of interaction with other players. A behavior that is some what perplexing in an MMO, but... making cappies strictly multi player ships would impede these peoples ability to enjoy an aspect of VO that many of us have been looking forward to for years.
[EDIT]Personally, as far as the release of cappies goes, I would rather wait until the devs feel they are ready for general implementation and face a few problems. Rather than rushing into it and facing a million problems.
That may be but, unless we all want to wait who knows how many years for a player base large enough to operate cappies, we need an alternative to player crews.
Alloh's suggestion of targeting computers for turrets may work. My idea for AI crews that we would hire would work as well. I've seen other ideas but I do not recall what they were.
Hell, we could even go with the Itani use their inherent psychic powers and Serco use guises to control the cappies.
With the current player base, we really do need some type of method for a single player to control them but, one that does not prevent that players friends from assisting in the control. Besides that, not everyone joins guilds, some lone wolf types even choose to do a bare minimum of interaction with other players. A behavior that is some what perplexing in an MMO, but... making cappies strictly multi player ships would impede these peoples ability to enjoy an aspect of VO that many of us have been looking forward to for years.
[EDIT]Personally, as far as the release of cappies goes, I would rather wait until the devs feel they are ready for general implementation and face a few problems. Rather than rushing into it and facing a million problems.