Forums » Suggestions

Capital Ship Suggestions

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Apr 07, 2005 Starfisher link
Might want to keep 'em all in one place...

Anyway, after a few minutes of playing with the current Itani cap making its way to S8, I realized that there NEEDS to be a way to repair dead turrets. Solra Bizna took half of them out while they were unmanned, and now they're gone.

As a rider, turrets should fire while unmanned. It's not right that a single player can take them all out :/

If you kill a turret on an enemy cap ship, you should NOT be allowed to dock with it. Solra is currently killing turrets, docking with the same firgate to repair, then going out to kill more.

And cap ship armor suggestion needs to be put into place... two valks can't keep 10 various other ships from sitting in one place spamming tachs into a frigate with no turrets :/
Apr 07, 2005 Solra Bizna link
> I realized that there NEEDS to be a way to repair dead turrets. Solra Bizna took
> half of them out while they were unmanned, and now they're gone.
I would've easily taken out all of them if Starfisher hadn't... "negotiated." (with his sunflares... :P) Auto-aim on them is also slightly borked.

> If you kill a turret on an enemy cap ship, you should NOT be allowed to dock with
> it. Solra is currently killing turrets, docking with the same firgate to repair, then
> going out to kill more.
I only did it twice on yours! Give it a rest!
That does need to be addressed, though.
-:sigma.SB
Apr 08, 2005 Cam link
Suggestions eh?

1: Turrets
They need much more armor, like at least as much as a prom, Remember they are stationary targets.
They also need more firepower, I'm thinking at least something equivalent to a neut III in speed/damage.
Larger firing radius! I understand this might be very complicated, but I think as a general rule the turrets should be able to hit anything that can hit them.

2: Docking
Although most people are complaining about trouble docking with the ship, I'm more worried about undocking.
No fire zones and station guards were implemented to prevent dock camping and station mining, with the cap ships these tactics have made a comeback, and with only one docking port, the ship is even more vulnerable to these tactics than a station was.

I've heard suggestions of undocking being like a carrier is today, with your ship being launched out of the cap ship at top speed, and that could probably solve the issue nicely.

3: General
An armor percentage or bar for the ship itself would be nice to add to the turret display, I know it might not seem like it's useful right now since the turrets are usually destroyed within seconds of a sighted enemy, but I hope that eventually the gunners would be fighting it out right to the end.

Shield. I think the capital ship would have some kind of automated defense systems for when the turrets are destroyed. Now my idea isn't what would be considered a normal shield. I think ship itself should be like a giant lightning mine, any hostiles within 200-300m of the ship would be zapped. This shield could also make up for the firing cone of the turrets if making those larger is a significant problem.

And last but not least, repairing.
With the current repair system (instant free repairing of any ship) a capital ship should not be able to repair fighters that dock with it.
I would prefer a new system for repairing, but in current form the cap ships have become a repair hub, basically giving fighters infinite life.

Okay I'm done rambling now, promise. :D
Apr 08, 2005 softy2 link
Cam :

Actually, your point (2) and the "repairhub comment" kinda cancel themselves out =). I like your "launching at speed" suggestion, but I think camping the dock will deters people from trying to use the cap ship as a repair hub in the middle of a big battle.

But I agree that the dock is too vulnerable, put a few Turrets there, and also a turretless "window", so people who are docked there can check if there is a camper outside the dock before launching.
Apr 08, 2005 Snax_28 link
In reply to the top speed launching thing... considering that one docks and undocks in the same location... consider this: A Centurion spends 2 minutes trying to line up to dock with a Cap... almost there... almost there!!!! BAM!!! A SkyProm launches at 240 and booms the poor bastard.

And I definately agree that the turrets need to be way more dangerous. I was dodging three turrets... easily taking out two of them before I got boomed (And I believe it was from someone rocketing me, not the turret). And I was in a Vulture.
Apr 08, 2005 Solra Bizna link
I have an idea as for the "dock, boom, dock, boom" thing. It involves the friendly fire rules for capital ships.
If you are Kill On Sight with that faction, you cannot dock with that faction's capital ship.
If you are not Kill On Sight with that faction, you cannot damage that faction's capital ship.
Make sense? (It'd give me a reason to tank my Itani standing again.)
-:sigma.SB
Apr 08, 2005 roguelazer link
Hey cam, the turrets do more damage/second than a N3...
Apr 08, 2005 Shapenaji link
yah, but not the velocity which is so key... since the cap ship can't control its distance to the targets, it really needs the speed.

The turrets would definitely be better off with the armor of a prom. As a heavy bomber would then have to fire 3 MGC payloads to take it out. I also think that the turrets should gradually repair themselves at the expense of the cap ship (Call it Using up repair resources, whatever).

Missiles and Rockets need to be hittable with turrets.

And finally, the Cap ship needs a slightly more diverse armament.
Some of those turrets ought to fire rockets, maybe 1 or two fire rails etc... make it so that the Cap ship is a multidimensional beast.
Apr 08, 2005 softy2 link
Hey Roguelazer :

The turrets can do 1000dmg per shot and it'll still suck.

The turrets are weeny. I was dodging them at pointblank (about 50m) while blasting them nicely.

Somebody mentioned last night ( sorry forgot who ) that the problem is simple : the turrets are stationary while the fighters are moving, so the fighters just have to dodge while shooting.

(You know what : it is ironic that this is the exact same situation with AGT-proms vs fighters...except that the victim this time is the AGT, go figures.)
Apr 08, 2005 Lord Q link
there is a turret on the underside of the cap ship that can efectively defend the docking bay.

Other than that, i think the only people who should be able to dock at a given cap ship are members of it's nation with good standing. If you don't want to restrict it the that much than perhaps there should be a mounted gun in the docking bay that fires at every ship that tries to dock, that way untill that gun is destroied the only people who can dock are nation members with good satanding, and anyone who can manage a miraculous docking manuver that avoids the gun.

also i think that when the last turret is destroied another turret should respawn, that way the ship is only ever mostly defensless.

another posable inpruvment to the turrets is to replace them with flack cannons, these cannons would basicly be the same as the curent turrets but they would have a splash radious of say: 20m and a proxcimity fuse of 15m. that would make avoiding the turrets more dificult. alternatively, the cap ship could have a set of ai controled turets that can't be destroied.
Apr 08, 2005 johnhawl218 link
I don't see why the turrets can't have repair nanites attached to them repairing them during combat, as long as the total amount of hp is not reached they should have a noticable upward climb in hp, Like a slowly recharging heavy battery.

Disembarking at even half of full turbo speed would be enough to avoid, or give you better odds of living a "docking bay camper". Great suggestion.

Shapes suggestion of different weapons is a great idea too! Perhaps some sort of options menu in the turret ui for changing your payload. Need to have a long range, mid range and short range setups, that way the sitting from far way is not an option. Gemini's or other homers for long, Neut3's with faster velocity for mid, and some sort of megaflechette or flak cannon for short range.
Apr 08, 2005 softy2 link
Cap Ship Chat : A channel for all those aboard a capship to chat with each other perhaps?
Apr 08, 2005 Lord Q link
softy2,
you could just make a group for all the gunners, or agree on a random channel to use.
Apr 08, 2005 CrippledPidgeon link
Well make it so docking with the capital ship automatically puts you in a "capital ship group" so that pushing the "g" button puts you in that chat. We already have 4 chat buttons, adding another would just confuse people, I think.

Either that, or it could be a specialized "bar," like in the normal station, just for capital ships. You just click on the "capital ship channel" button and all your text goes straight to that. No need to press any chat button.
Apr 08, 2005 johnhawl218 link
that's a great idea, being able to communicate with gunners is a must.
Apr 08, 2005 roguelazer link
We need a separate chat type for people in ships. Group is limited to 8 people and drops you out of missions. It shouldn't just be for cap ships though, since there will (presumably) be other multiple-player ships eventually.
Apr 08, 2005 waleran link
I'm with ya, rogue: we need some kind of intercom for everyone who's serving in the same ship together. If you're in the ship, you should receive that chat tab, period.

Groups ought to be changed so you can have more than 8, anyway. If there was a good argument given for limiting group size, it happened before I found VO, so I don't know it.

Health bar, yes! In fact, a health MAP: when you're in the capship, you need an idea how the rest of the ship is faring. Our own craft have it; it'd be great if the capship did, too.

Turrets: "Larger firing radius! I understand this might be very complicated.." I can't. Looks simple enough to me. Let the gun traverse more, or, as someone else described it, give the turret's gun a larger "cone" of traverse. There's still plenty of room between the ship and the traverse range on the turrets I tried. Pilots could just sit there, outside the range of my turret's traverse, hammering my turret to death. I couldn't come close to shooting the capship with its own turret. Besides, the turret can "know" when the gun's pointing at the capship and safe itself.

Not enough turrets! I want more turrets, maybe a range of weapons, some weak, some strong.

Turrets should definitely defend the ship automatically when not occupied by a player, even if poorly, since the capship's just sitting there.

No one should be permitted to dock if their standing isn't positive with capship's faction. It's not a station, and has no incentive to be tolerant of non-beloved pilots like a station does.

I LOVE the idea of carrier-style high-speed launching. Maybe that could happen out the front of the ship instead of the landing bay. Cool graphics like the good ol' Galactica tube-launching scenes would be great.

Any launching/landing dock can be mined if the capship just sits there, motionless. It shouldn't. It should move, every now & then, if not with a sense of purpose. Perhaps that's in the works. Surely so.

BTW, if you were designing a capship for VO, where would you put the landing bay?

I think we wouldn't have so many ideas to offer if we weren't having fun with it. I had a blast the other night -- really.
Apr 08, 2005 kihjin link
How fast does turret fire travel at? Perhaps it should be increased? Just my thoughts.
Apr 08, 2005 a1k0n link
The "bar" tab inside the ship is functional, but not when you're using a turret, obviously.

I agree we need some better coverage of the docking bay with the turrets we have. The lower mid center turret can almost, but not quite, reach the docking bay. Nothing else gets close.

I also agree turret fire needs a higher velocity. And the turrets themselves need more armor. There's another issue to be solved here, though: sometimes your shot impacts the ship behind the turret instead of the turret itself, because our collision solver doesn't realize that it's hitting the turret and the ship simultaneously and doesn't bother to look for the "first" collision - the turret.

So yeah, where should the launch bay go?

We're thinking of ways to repair the turrets. One idea we had was to "craft" new ones with particular types of items (i.e. Weapons Components and Control Systems and such - basically variations on trade goods we have now) which you load up when you board the ship, and can "spend" on new turrets when they're destroyed. This would ideally allow you to fit it with different types of turrets too. This kinda goes along with the idea of loading up replacement ammo onto the ship and using it as a repair/reload platform during a battle, which is something else we should do.
Apr 08, 2005 everman7 link
yea! go devs!
had my first experience on the cap ship, just a few minutes ago, GOD was that FUN!

I love the idea of repairing the turrets, we could have a moth standing by with a load of "parts", maybe a sector off or something! Great ideas. Especially custom turrets!
mmmmmm UberPlasDev, NeutX's, IonFlareRockets (launches 500 guided heat seaking uber missles)....

I think it would be great to have a bit of an expanded docking bay, I wasted a few good ships trying to dock.

Thanks again Devs!

kernel.panic