Forums » Suggestions

Make the player controlled cappies capturable

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Mar 17, 2011 Impavid link
+1 to a reply bot. +5 to an erase bot. I've noticed the devs have started removing threads and posts completely if they portray this game in a harsh light. That is their right, to be sure, but resorting to such tactics certainly reflects more negatively than the posts themselves.

So, without further ado, the thread I posted a couple days ago that was deleted (screeshot now before this post is erased!):

Thread Title: Capship will have to wait a Year.

"I was trying to get them done for this year, but there are still some technical problems, A1kon quit and he was the only dev with any programming prowess, and we wanted to fail on another platform first. So it will have to wait until next year. It's important to get the "giant station" assets' paint jobs completely right, because the 5 people on android only have a few hundred pixels available to them, and while they're busy not being able to fight or steer we want them to have something pretty to look at. I don't want to have to patch a zillion new android devices when they hit retail, but luckily I won't have to because after a few minutes of the free trial they'll realize a twitch based space MMO has no place on a mobile platform, and 10$ is too much for a standalone mobile app, much less a monthly subscription fee.

So, yet another delay, but you all expected it anyway, so this post is redundant. "
Mar 17, 2011 Whistler link
Why do you bother posting this? Really, what is your purpose?
Mar 18, 2011 Dr. Lecter link
Maybe he's pissed off at having invested as much time in VO as he has, based on promises that have been consistently been under/not delivered?
Mar 18, 2011 Alloh link
Back on OP again:
Player's cappies should be possible to be operated, captured or destroyed by a single player, while offering much better performance when in groups.

A few required steps are auto-turrets, and enabling player to switch from pilot to gunner seat. The major problem on AI gunners is IFF. Maybe sumply use convoy's turrets logic, respond to fire.

Another IFF problem scenario: Imagine a trident owned/piloted by a Serco player and manned by 3 Itani gunners. All them are native PoS and KoS with enemy. How should Itani/Serco turrets deal with this cappie?
Mar 18, 2011 Pizzasgood link
They should kill it, Alloh. If any member in the ship is KOS to the turrets, they should attack. Those POS people who are in the ship should not be cavorting with KOS individuals within the reach of the turrets. There is no point worrying about how realistic it is for them to kill an entire POS capship over one KOS dude until the overall faction system is corrected. But if you really must have it be a tad bit more realistic, have them send the capship an ultimatum: leave or eject the enemy scum within 30 seconds or be branded temp-kos.

As for Conflict Diamond's complaint: The issue is the cost, not the ease of capture. And as Incarnate already said, the cost is going to decrease later, he just wants it high right at first to slow the proliferation of capships. Secondly, anything that can be stolen can be counter-stolen, and the carebears outnumber the pirates.

That said, I don't believe it should be possible to solo capture a capital ship. Especially not a real capital ship. Tridents - meh, whatever. But to steal a HAC should require a few people, IMO.
Mar 18, 2011 ryan reign link
As it stands now, turrets will fire on cappies if the house a KoS player.

Trident will not usually make it past one set of turrets. A connie will some times past two sets but not often.
Mar 18, 2011 xXxDSMer link
i already know every rat in the game's gona cry about this, but whatever...

i think tridents should have the normal shield that NPC tridents have. its not like one person in a rag cant deshield the current tridents anyway (and it dosen't even take a full swarmrag to do it either). all the stuff that goes into making a capship... noone should be able to waltz up to a capship and start dealing damage with just one or two neuts. yea sure it'd mean the rats or whoever else that wanted to try to kill a player built trident would have to get in a rag, but heg.. players (not just 'rats') already have to do that if they want to pop any npc trident.

and trident's not a light fighter... its not like you could bring one into a sector with just a pilot in it and kill someone in a vulture (unless they sat still in front of the trident for sumdumreason). having the normal shield on a trident that was built by players wouldnt significantly effect balance issues... it'd just make it a little more worth all the time and effort we're putting into making these things.
Mar 18, 2011 Dr. Lecter link
No rats are going to cry about that. If it doesn't have shields when implemented, it should get them ASAP after.

However, whether the NPCtrident's present shield level and/or recharge rate is too high is a separate question.