Forums » Suggestions
Allow us to build more than one of each capital ship on the same character
Allow us to build more than one of each capital ship on the same character. I have often thought it would be nice to have a capital ship in each major area of the VO galaxy. If we put the time in to manu the capital ships, is there any need to limit us to one of each?
Negatives:
1) A single player could haul a potentially game breaking amount of cargo.
2) a single player could potentially kill major game enemies with too much each.
Counter arguments to negative:
Player can only pilot one capital at a time. On follow, those capships are still quite vulnerable. Capital ships are are currently unable to remotely fire their turrets. If this continues to be the case, then having a fleet of capship could be troublesome for a trader.
Farther mitigation:
Only allow one capship of each type to follow a pilot at a time. Ownership would be allowed, and all capships could be undocked at the same time, but one only one of each type would follow. RP reasons for this could be as simple as issues with the implants being confused with multiple ships of the same type.
Negatives:
1) A single player could haul a potentially game breaking amount of cargo.
2) a single player could potentially kill major game enemies with too much each.
Counter arguments to negative:
Player can only pilot one capital at a time. On follow, those capships are still quite vulnerable. Capital ships are are currently unable to remotely fire their turrets. If this continues to be the case, then having a fleet of capship could be troublesome for a trader.
Farther mitigation:
Only allow one capship of each type to follow a pilot at a time. Ownership would be allowed, and all capships could be undocked at the same time, but one only one of each type would follow. RP reasons for this could be as simple as issues with the implants being confused with multiple ships of the same type.
-1 imagine the server load. Not to mention dumb collection of capships
-1. The "capships are unable to remotely fire their turrets" is wrong. Players have turret bots. This would just give them even more reason to lean away from the current vo built commands.it would be actually impossible to rake down a trader if he had five, six or even seven capships with turrets spamming capswarms.
+1
Server loads are physical barriers which can be overcome. If they even exist in an unbalanced way relative to other stuff in the game.
There's no such thing as a "turret bot." You still have to aim the turret even if you auto-fire it somehow. These aren't "bots" they're player characters of a single person. The more that person has, the harder it is to control. And the more intense the load is on their own device(s). Any player can do better just by having a few friends in turrets. And guess what? Friends can actually aim! (most of them anyway)
An advantage I see right away to Vendetta Online as a business is renewed interest with all those subscribers who reached their goal of building a capship and then.... didn't know what else to do. So they stopped subbing. And the ones that still come around jump on a f2p toon.
Server loads are physical barriers which can be overcome. If they even exist in an unbalanced way relative to other stuff in the game.
There's no such thing as a "turret bot." You still have to aim the turret even if you auto-fire it somehow. These aren't "bots" they're player characters of a single person. The more that person has, the harder it is to control. And the more intense the load is on their own device(s). Any player can do better just by having a few friends in turrets. And guess what? Friends can actually aim! (most of them anyway)
An advantage I see right away to Vendetta Online as a business is renewed interest with all those subscribers who reached their goal of building a capship and then.... didn't know what else to do. So they stopped subbing. And the ones that still come around jump on a f2p toon.
Iron Lord, I understand that you don't play VO much these days. Since you last played, the devs made it so cap swarms use energy. It is easy to stop capships from shooting capswarms by pcbing the capital ship.
-1 not a good idea for this game
+1
I think your list of negatives are you being too careful. This is an excellent idea and should have probably already been done. Clearly with the current follow mechanics this is risky and the risk naturally balances the reward. No mitigation needed.
I think your list of negatives are you being too careful. This is an excellent idea and should have probably already been done. Clearly with the current follow mechanics this is risky and the risk naturally balances the reward. No mitigation needed.
Sounds good to me, the risk/reward seems to roughly balance out. The operator is risking WAY more, but at a slightly lower risk level.
I'm not interested in commentary on Suggestions like "not a good idea for this game".
If you're going to weigh in with an opinion, then express the actual points of your opinion. Or, don't weigh in at all.
If you're going to weigh in with an opinion, then express the actual points of your opinion. Or, don't weigh in at all.
"Iron Lord, I understand that you don't play VO much these days. Since you last played, the devs made it so cap swarms use energy. It is easy to stop capships from shooting capswarms by pcbing the capital ship."
I was testing capswarms using energy around the time the update came up. I've been online for every update recently and this month. So that has no validation on this at all.
And sure, it IS easy to pcb and stop a capship. But we aren't talking about a singular one. We are talking about multiple capswarms shooting capital ships. That could easily outpower a squad of ships without much organization. My problem with it is that sure you can't use turret commands on all of them, but you could EASILY use a turret bot in them and have the same effect, while avoiding the "counter arguments" you mentioned.
I was testing capswarms using energy around the time the update came up. I've been online for every update recently and this month. So that has no validation on this at all.
And sure, it IS easy to pcb and stop a capship. But we aren't talking about a singular one. We are talking about multiple capswarms shooting capital ships. That could easily outpower a squad of ships without much organization. My problem with it is that sure you can't use turret commands on all of them, but you could EASILY use a turret bot in them and have the same effect, while avoiding the "counter arguments" you mentioned.
Turret-bots should not be a factor in this discussion. Nor should "server load". Don't worry about those issues.
+1000
Why not make it possible for a pilot to become a captain and then an admiral? I still think this suggestion is worth strong consideration.
Why not make it possible for a pilot to become a captain and then an admiral? I still think this suggestion is worth strong consideration.
(+-0) It would probably be fun for a week or two then turn into an arms race
I don't see the issue with multiple cap ships on the same character? 1 account will still only fly 1 capship and we already have people multiboxing multiple capships with paid accounts.
I like the economy benefits it brings with increased demand and so on. Gives more endgame content to work for. I am curious to see how this pans out with the capital ship insurance mission. If one of your capships die will it not be replaced? Will there be a significant wait time to purchase it again? Extra fees involved? The -1's are not looking at the substance of the suggestion. I think this has good merit.
I like the economy benefits it brings with increased demand and so on. Gives more endgame content to work for. I am curious to see how this pans out with the capital ship insurance mission. If one of your capships die will it not be replaced? Will there be a significant wait time to purchase it again? Extra fees involved? The -1's are not looking at the substance of the suggestion. I think this has good merit.