Home Register FAQ Members List Calendar Game Links Gallery
Go Back   Joystick Required Forums > Jumpgate Evolution Forums > Jumpgate Evolution General Discussion
About This Page About This Page: This is a discussion on New Ship Design Method within the Jumpgate Evolution General Discussion forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. I have thought and 'worked' on this for over a year, but never came up with anything I really loved without totally ripping off Battletech's tonnage/slot system. So,
Welcome to Joystick Required! Membership is easy and its free! And membership removes this giant ad space.

Reply
 
LinkBack Thread Tools

Old 07-26-2007, 12:41 PM   #1 (permalink)
Member
 
Karash's Avatar
 
Pilot Name: Karash
Faction: Octavius
Joystick: Saitek x52
Join Date: Jun 2007
Location: Eve Online
Posts: 396
Karash is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Karash<!-- google_ad_section_end --> is a Octavius pilot
New Ship Design Method

I have thought and 'worked' on this for over a year, but never came up with anything I really loved without totally ripping off Battletech's tonnage/slot system. So, since this a community that prides itself on ideas, lets roll up our sleeves

This is what I had in mind when designing a ship:

============================== ===========================
Ship Properties

Ship Classification: <Light Fighter, Heavy Fighter, Transport, etc>
Mass: <Tonnage>
Base Cost: <credit cost, modifiable by tax and standings>

Shield Rating: <Total Shield Hitpoints / Recharge per second>
Armor Rating: <Total Armor Hitpoints>
Hull Rating: <Total Hull Hitpoints> (note: Hull damage effects ship components)

Electronics Rating: <Total Rating of Electronic equipment allowed>
Power Rating: <Total Power ie, Capacitor Rating>
Ammunition Magazines: <Number and Size of Magazine Stores>
ECM/ECCM Rating: <Total Strength of ECM and ECCM properties?>

Thrust Rating: <.... ?, time to max velocity?>
Max Velocity Rating: <Maximum velocity rating>
Fuel Capacity: <Total Fuel Capacity>
Fuel Burn Rating: <Burn Rate for Fuel per Mass Rating...?>

Cargo Capacity: <Total Size of Cargo Bay>

Ship Equipment Hardpoints

Nose Hardpoints: <Total Number Hardpoints/Size of Hardpoints>
Left Wing Hardpoints: <Total Number Hardpoints/Size of Hardpoints>
Right Wing Hardpoints: <Total Number Hardpoints/Size of Hardpoints>
Fuselage Hardpoints: <Total Number Hardpoints/Size of Hardpoints>

Turret Hardpoints: <Total Number of Hardpoints/Size of Turrets>
============================== ===========================

Some brief notes:

Hardpoints would be both numbered and sized. So a light fighter could have 4 weapon hardpoints on a particular hull, but they all could be sized to some small value like 2. This would prevent smaller ships from fitting obviously oversized weapons. Left and Right wing hardpoints are separate for asymetical ship models, and to give some flavor to the ships in general. Anyone want to pilot a B-Wing for example?

Turrets are there for multi-crew ships.

All ship equipment would have 3 universial values associated: Mass, Power Consumption, and Electronics 'cost'. Every ship is limited by its design on how much high powered equipment you put on by its power use and electronic use. If a ship has 600 electronic rating, you cannot fit equipment that has a sum of 601 or greater. Some ships would have a very high electronics rating but lower power rating....these ships would be more recon and covert ops type ships.

This is just what I started on...anyone want to chip in and help design a system with some actual math?
Karash is offline   Reply With Quote
Sponsored Links


Old 07-26-2007, 01:39 PM   #2 (permalink)
Member
 
Karash's Avatar
 
Pilot Name: Karash
Faction: Octavius
Joystick: Saitek x52
Join Date: Jun 2007
Location: Eve Online
Posts: 396
Karash is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Karash<!-- google_ad_section_end --> is a Octavius pilot
Re: New Ship Design Method

Hey Jump, did you move this from the suggestions forum?

Or did I post in the wrong area?
Karash is offline   Reply With Quote

Old 07-26-2007, 05:07 PM   #3 (permalink)
pyrotechnics specialist
 
Pyrophred's Avatar
 
Joystick: saitek evo
Join Date: Oct 2004
Location: over here
Posts: 405
Pyrophred is on a distinguished road
Re: New Ship Design Method

Looks good from here. would the cargo be tied to the total mass of the ship as well? basically, yes you can carry 1000 units of uranium on your hold but at that point you could only mount Respects?

Another thing (feel free to ignore it if ya want) Asymmetrical designs might look neat on paper, but would be severly impractical as an application in fighter scale ships. (the B-Wing for instance always seems to get locked with the cockpit on "top" in the games)
__________________
Do you ever wonder why a lot of things we buy say "Made in China"?
Because China is gold farming America?

Priest, or something, in the Cult of Apathy - Join us!! In our quest to... oh never mind
Pyrophred is offline   Reply With Quote

Old 07-26-2007, 05:16 PM   #4 (permalink)
Highest Order Hypocrite
 
GrimGriz's Avatar
 
Faction: non-aligned
Join Date: Jul 2004
Location: Portland
Posts: 2,648
GrimGriz is on a distinguished road
Re: New Ship Design Method

Quote:
Originally Posted by Karash View Post
Turrets are there for multi-crew ships.
Damn, ya lost me.
GrimGriz is offline   Reply With Quote

Old 07-26-2007, 05:44 PM   #5 (permalink)
Member
 
Karash's Avatar
 
Pilot Name: Karash
Faction: Octavius
Joystick: Saitek x52
Join Date: Jun 2007
Location: Eve Online
Posts: 396
Karash is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Karash<!-- google_ad_section_end --> is a Octavius pilot
Re: New Ship Design Method

Cargo would obviously add mass to the ship. In fact, adding and overload of ammo would also be affecting your ship as well.
Karash is offline   Reply With Quote

Old 07-26-2007, 08:22 PM   #6 (permalink)
Member
 
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
Wild_Bill is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Wild_Bill<!-- google_ad_section_end --> is a Octavius pilot
Re: New Ship Design Method

ummm I like the idea of stuffing an obviously too big weapon and a humongous engine in a small ship with virtually no armor and paper thin shields. Why not just give x number of slots/hard points and let folks work out what they think is the best combo for their current mission? Instead of having 4 small gun slots, why not just one sz 4 gun? slice and dice on the shield/cap/powerplant/engine components. Give them 30 slots or so and let the player alot them where and how they wish.

Balance you say? Why? Most will quickly work out the consensus of the "best" load outs for the average mission, but a pilot won't be bound by that consensus and can use those 30 slots anyway they wish. Doesn't have to be 30 slots. Could be 30 per small ship (light fighter/scout/ranger) 45 for medium ship (fast transport/medium fighter) 60 for medium large (transport/fighter) 100 for the large (light miner/bomber) 250 for the extra large (medium miner/medium transport) 500 for the Super (tow/heavy miner) and 1000 for the OMG (tug/super miner). Or whatever numbers you want to use, but you get the idea.

Hard to match the art-work with the equipment? Do you really care whether your ship image matches what's inside? Or have the graphics match the equipment (a rail guns looks like this a lazer looks like that. A single engine had one nozzle this size; a larger engine has a nozzle like this. Three large engines look like that. And on and on). I only look out the windshield anyway. What do I really care about what the outside looks like. It's like getting bald on the top of you head... other than sunburn, what do you really care about how it looks? Since you can't see it anyway, you end up relying on someone else's opinion anyway. If you care that is. Same in game. I care how it works not how it looks.

Currently in Jumpgate Classic you see the ship profile and you've got a pretty good idea what kind of armament they have. Particularly if you shoot at them and they shoot back. Takes almost no time at all. But with the "slice and dice" format you will never be quite sure until you're so close a mistake could immediately turn into a pod ride. Being a mostly non-combat kind of guy, I definitely like this idea!
Wild_Bill is offline   Reply With Quote

Old 07-26-2007, 10:18 PM   #7 (permalink)
Member
 
dahalb's Avatar
 
Pilot Name: dahalb
Faction: Solrain
Joystick: None
Join Date: Dec 2004
Location: Oz
Posts: 408
dahalb is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->dahalb<!-- google_ad_section_end --> is a Solrain pilot
Re: New Ship Design Method

This idea has been implemented in a few single player games. Haven't yet seen it in an MMO but I'd like to.
dahalb is offline   Reply With Quote

Old 07-27-2007, 12:05 PM   #8 (permalink)
Member
 
Karash's Avatar
 
Pilot Name: Karash
Faction: Octavius
Joystick: Saitek x52
Join Date: Jun 2007
Location: Eve Online
Posts: 396
Karash is on a distinguished road
<!-- google_ad_section_start(weight=ignore) -->Karash<!-- google_ad_section_end --> is a Octavius pilot
Re: New Ship Design Method

Quote:
Originally Posted by Wild_Bill View Post
ummm I like the idea of stuffing an obviously too big weapon and a humongous engine in a small ship with virtually no armor and paper thin shields. Why not just give x number of slots/hard points and let folks work out what they think is the best combo for their current mission? Instead of having 4 small gun slots, why not just one sz 4 gun? slice and dice on the shield/cap/powerplant/engine components. Give them 30 slots or so and let the player alot them where and how they wish.

Balance you say? Why? Most will quickly work out the consensus of the "best" load outs for the average mission, but a pilot won't be bound by that consensus and can use those 30 slots anyway they wish. Doesn't have to be 30 slots. Could be 30 per small ship (light fighter/scout/ranger) 45 for medium ship (fast transport/medium fighter) 60 for medium large (transport/fighter) 100 for the large (light miner/bomber) 250 for the extra large (medium miner/medium transport) 500 for the Super (tow/heavy miner) and 1000 for the OMG (tug/super miner). Or whatever numbers you want to use, but you get the idea.

Hard to match the art-work with the equipment? Do you really care whether your ship image matches what's inside? Or have the graphics match the equipment (a rail guns looks like this a lazer looks like that. A single engine had one nozzle this size; a larger engine has a nozzle like this. Three large engines look like that. And on and on). I only look out the windshield anyway. What do I really care about what the outside looks like. It's like getting bald on the top of you head... other than sunburn, what do you really care about how it looks? Since you can't see it anyway, you end up relying on someone else's opinion anyway. If you care that is. Same in game. I care how it works not how it looks.

Currently in Jumpgate Classic you see the ship profile and you've got a pretty good idea what kind of armament they have. Particularly if you shoot at them and they shoot back. Takes almost no time at all. But with the "slice and dice" format you will never be quite sure until you're so close a mistake could immediately turn into a pod ride. Being a mostly non-combat kind of guy, I definitely like this idea!
I dont think a total slot system would work, but again...I agree that you should be able to fit oversized weapons on smaller craft. In Battletech you could add anything you wanted up to the total tonnage allowed for that mech. Jumpgate could do something similiar, but it would be a blatent rip off.

ND should actually go get an old AeroTech book to see how they made their space fighters. Great stuff.
Karash is offline   Reply With Quote

Old 07-28-2007, 03:25 PM   #9 (permalink)
pyrotechnics specialist
 
Pyrophred's Avatar
 
Joystick: saitek evo
Join Date: Oct 2004
Location: over here
Posts: 405
Pyrophred is on a distinguished road
Re: New Ship Design Method

Quote:
Originally Posted by dahalb View Post
This idea has been implemented in a few single player games. Haven't yet seen it in an MMO but I'd like to.
Actually SWG has something like this. Hardpoints for various equipment, and total mass. beyond that the only limits are yer level and bank account
Pyrophred is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

Similar Threads
Thread Thread Starter Forum Replies Last Post
Ship Ballance Baseline TexMurphy Jumpgate Evolution Suggestions and Ideas 38 07-24-2007 08:44 PM
Making ship hulls into commods. TexMurphy Jumpgate Evolution Suggestions and Ideas 10 07-24-2007 12:32 PM
Character Classes (aka Ship Classes) Aphelion Jumpgate Evolution Suggestions and Ideas 9 07-08-2007 04:23 PM
Per Station Ship Storage Ikeprof Jumpgate Evolution Suggestions and Ideas 2 06-25-2007 07:42 PM
Depot ship storage idea vorlon31 Jumpgate Chat 3 09-10-2006 10:28 AM


All times are GMT -7. The time now is 11:25 PM.
Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.2.0 RC5
NetDevil, Jumpgate, Jumpgate Evolution and all related images and logos are trademarks of NetDevil, Ltd. ? 2007 NetDevil, Ltd. All Rights Reserved.




Footer