Forums » Suggestions

Persistent, Homeable Cappies with hangar counts and shared storage.

Sep 08, 2012 Conflict Diamond link
first, from my last bug post: if there is an easy way to eject all docked ships if a player cappie disconnects or logs out, please do it. Also, if a player cappie is destroyed with ships aboard, their cargo should drop.

OK, on to more fun ideas:

1) Persistent: been suggested many a time. This would solve a trident's disconnect killing it's entire crew, plus makes cappie-logging impossible for escape artists.

2) Homeable: I always thought you should be able to home on Connies and HACs in border combat, why not Tridents? This could turn player cappies around as truly cool to everyone involved, not just the builder. Allow as many "Home Keys" as the standard casualty count of that vessel (20 for a trident). Assign a "Bridge Crew" who can take the helm, the same number as current crew: 4 for a trident plus owner. Owner can reassign home keys and bridge crew at will, owner can authorize bridge crew to reassign home keys. A character may only hold 1 ship's home key at a time. If the ship is destroyed, all homed on it would spawn at Latos M7. Alternately: you could allow a choice to be respawned at home station or currently assigned ship.

3) Hangar Counts: Since a homeable ship that can carry 20 aboard will not have room for 20 ships in the dock, this would allow respawned pilots a way off the ship. Build or purchase ships that can be taken out by any with a home key, and perhaps allow bridge crew to remote pilot combat, mining, and repair drones. This came from musing about transferring LAR bot hangar counts to a player trident, then add direct flight control to them (OK, I admit it: I just wanna fly Furies!)

4) Shared Cargo: if ever there was a time & place for it, cappie holds should have an assignable % of sharable storage. If for nothing else, it would restore trade xp to trident hauled goods, since they lose their purchase price marker when jettisoned. However there are a lot of uses/needs for it.

and to rehash: Give us shields, real weapons, and siepos & prosus-based ships (they needn't be tridents). AND GIVE ME A CONNIE! (with a pony!)
Sep 08, 2012 TheRedSpy link
1+ to ponies
Sep 09, 2012 Conflict Diamond link
Actually, if you could do just the hangar count of a variety of drone craft, you would get the feel for life homed on a ship. Allow 2 or 3 drones per passenger, that must be kept in stock. Depending on the mission you'd bring different combos. You could make life interesting if such drone craft could not survive WH travel, just in-system jumps, so you had to get your birds aboard before the big jump.
Sep 09, 2012 yodaofborg link
1) I always thought the plan for cap ships was for them to persist even upon log out. I get that the current cap ships are kind of rushed due to player demand (They haven't even got the silly shields cause certain death bug sorted out) but yeah, cap ships should remain online even if the "captain" logs off.

+1

2) Again, I think this is the ultimate goal. Makes a lot of sense for a cap ship to be a kind of portable home. Also this does leave issues as to what to do with homed people once the cap ship is destroyed. Does it follow the current rules (teleport to nation capitol, or odia if not possible) or last homed?

+1

3) I guess a simple way would be allow the "buy back last ship" to work aboard cap ships if homed there. This would mean you would need to decide on a ship+load out before any incursions into enemy space etc. Remote control of AI ships/pre built ships does sound kind of cool though.

Needs more discussion.

4) Not sure. Maybe once larger cap ships are around, but I think it's workable with the current system. You can still jett cargo for other players to pick up before they board, and they can still /givemoney you if needed.

Might make inter-people trade too safe if they have a capship to use to transfer cargo.
Sep 09, 2012 Death Fluffy link
And player owned Teradons!
Sep 09, 2012 CrazySpence link
Persistence is a great idea, probably requires similar work as the mine thread so work on both!

Home able cap ships is also cool
Sep 09, 2012 redotter link
yes!
Sep 09, 2012 greenwall link
hmmm what a great post! +1
Sep 09, 2012 redotter link
Dont forget the trade hub... X^D
http://www.vendetta-online.com/x/msgboard/3/26530
Sep 10, 2012 Pizzasgood link
+1

I don't see a problem with in-ship trade - unlike stations, tridents can be blown up, and if they are made persistent that becomes easier. I definitely agree with homing on HACs and Connies, not too sure about tridents - they're pretty tiny. But I say do it anyway as a general capship thing, and then if homing on tridents is strange they can be made an exception after the fact.

One potential issue with buying your last ship when respawning in a capship is ship and part availability - if I was using a superlight should I be able to get a shiny new one after I die? Valks while homed in a connie in Sedina? Gauss Cannon MkIII while in greyspace? Nukes, avalons, and hive posis? Could this be a way to farm equipment? (Letting yourself be blown up so you drop rare stuff, then doing buy-back.)

Maybe packing ships as items should be set up and require the capship to be carrying the replacement ship and equipment. Or possibly just a bunch of raw materials and either approriate "blueprints" or appropriate "factory" items capable of producing specific sets of equipment.
Sep 10, 2012 redotter link
Or just keep it simple.
If you take your ship there, you can leave with it. If you blow up and come back to the cap ship, its the same as a conquerable station: Only what you've left there... or you get the ec-89 with the free cell and no weapon and have to go shopping elsewhere. In ship trade will only work if the devs put a limit on number of items available at a 'station' / or in this case cap ship. I imagine this is a whole separate ball of wax from a programing stand point. Being able to transfer cargo/comodities to another pilot who is docked in the same station/cap ship without having to dump cargo would go along way to making this useful (the pilot of the capship could have some items in stock and sell them to you).

The issue with treating caps similar to conquerable stations:
If you pack your avalons, vaulks etc onto a cap then go away for a week and in that week the cap gets destroyed... do you lose everything you left on the cap? It would make homing on capital ships more risky which should help weigh with the benefits.

-my 2c
Sep 11, 2012 Alloh link
+1) Persistent... would be better to be "shareable" as other players could pilot it when pilot leaves. Like the many times requested "pilot key", or extend that to owner key.

+2) Homeable: Another step required to make Cappies a home for Guilds... a home far from home

-3) Hangar Counts: Like the Spaceship Yamato, cappies could assemble small ships out of previously lodaded components and weapons. So, instead of storing ships, you load components.

+4) Shared Cargo: Obvious! And relate it to the "Flying Mall"

+5 shields
+6 real weapons
+7 siepos & prosus-based ships (they needn't be tridents) > Indeed, preferably new models... what are those new hires doing that haven't produce a new ship model yet? :)
+8 Specialized turrets, as mining, repair, anti-capital, flak...
Sep 11, 2012 Pizzasgood link
"what are those new hires doing that haven't produce a new ship model yet?"

Learning how, and making other stuff prettier along the way. Leveling up, if you will.
Sep 12, 2012 redotter link
Deleted my previous reply. Pizza, delete your last two.. we've taken this suggestion off topic. Sorry CD.
To put it back on track:
Cap ships should be:

1) Persistent..
2) Homeable
3) Hanger Counts
4) Shared Cargo
5) Sheilds
6) Real Weapons
7) Other cap ships other than trident

Continue.