Forums » Suggestions

capship jumping

Jun 23, 2012 peytros link
capships (specifically player owned ones) should have to wait a minute after jumping before they can jump again, it is annoying enough when a fighter does it.

1) because they already have 1 million armor points and chasing them around like a fighter laughable

2) there needs to be risk to taking one out without a back up either in the form of players in turrets or an escort wing

also for RP reasons a capship is massive and it is rediculous to think it has enough energy stored on it to make jump after jump after jump and it is pretty much a trope of sci-fi that giant ships need to build up power before they warp.
Jun 23, 2012 TheRedSpy link
First, pey, we already had this exact discussion: http://www.vendetta-online.com/x/msgboard/3/26268

Player cappies break just about every aspect of Vendetta Online. Break being defined and adding additional exploitable game-play that obviously wasn't intended

They break CtC with stockpiling
They break NFZs and the capital invulnerability by being completely invincible and allowing kills from inside
They break piracy because they are unpiratable
They break trading because, well, they are unpirateable

See bugs forums for all the other tridents exploits I've posted about. The game is completely broken with current capships, whatever, they need to be removed.

I've always made my 'implement shields' suggestion on the basis that they would be implemented as intended to fit with all the existing content in the game along with a whole bunch of other changes, but it seems this is not going to happen this year.

I have no idea what to say to people with this complaint anymore because nerfing their jump ability is absolutely not the answer because you will create countless more unintended consequences from such a fix all of which will become immediately obvious once the change is made, just like all these other bugs that we're seeing because of them being put in now.

Attention needs to be paid to them, there are already like 10 in game.
Jun 24, 2012 Phaserlight link
There are less than 10.
Jun 25, 2012 TheRedSpy link
Whatever! There are almost 10 and I promise you there will be 10 by the end of the year.

Pey is right, they are imbalanced and need to be removed.
Jun 25, 2012 Pizzasgood link
lol. "Sorry guys, I know you spent thousands of man-hours building these, but we're gonna take them away now."

No, they aren't going to be removed.
Jun 29, 2012 TheRedSpy link
Oh good! I'm glad we've established that they are not going to be removed, now we can all stop bitching and whining about the fact that they are imbalanced, since they are always going to be imbalanced and aren't going to fit within the current scope of the game. They are the first in a series of planned changes which are going to completely change how everything works. Howbout we stop suggesting nerfs and accept that until they are implemented fully as originally intended by the developers there is absolutely no real point discussing balance of capships as it is completely meaningless at this stage.
Jun 29, 2012 Kierky link
Easy Solution.. do not allow capships to carry CTC cargo.
in station sectors, do not allow them to fire the weapons!
And, in any sector, only allow the capships to load cargo by having it dropped to them.
Jun 29, 2012 Kierky link
The only thing is the overpowered nature of them against smaller players without capital class vessels.
Jun 29, 2012 TheRedSpy link
There are dozens of other bugs that involve critical functioning of the capship. For instance the NFZ bug is a result of the ability for gunners to dock/undock vs normal vessels where you have to use the /gunner function. patching the associated gameplay needs to be done, but not at this stage where all that will happen is all these functional patches will have to be revisited every time a new feature comes in.
Jun 29, 2012 abortretryfail link
Kierky, no it's not a "He has one and I don't!" thing. You really aren't going to catch and kill a Trident with another Trident either.

-10000 to "Easy Solution.. do not allow capships to carry CTC cargo."
Jun 29, 2012 Alloh link
+1 to apply a larger delay between jumps to capship than the existing delay for fighters, including wormholes. But this seems more a bug that was forgotten to include in existing "Capship Draft" than a design choice.

we need those bugfixes with capships, and to balance a Shielded Trident, best would be a new smaller capship and new anti-shield weapon... consider it a Torpedo/Missile Boat, tailored only for hunting cappies. Like discussed there, I don't think that tridents should be trident's hunters, like gunships, but more as a escort Carrier. They'd better launch their docked ships.

On NFZ and CtC bug, seems another forgotten topic. And elegant solution would be:

*CtC: Capship owner and all present players receive faction penalties and bonus. Owner option to not allow dock with PurXith. ([_]Ban PurXth)

*NFZ: Apply same rules to whole ship, owner and gunners: temp KoS, and SF deploy few bomber rags when capship is present... even a Teradon. And/or anti-capship-only turrets. Owner option to safe lock turrets was already asked many times. (Weapons: Hold|Fire)
Jun 29, 2012 Pizzasgood link
I like the NFZ stuff, except the teradon/turret deployment (maybe if the attacker had a HAC instead of a Trident).