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Re: Interested in Jumpgate Evolution, would like some info!
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As I mentioned in an earlier thread about cap ships, implementing a class of ship into the game that would require either another cap ship or a fleet of bombers to counter it would pretty much negate that concept entirely. The alternative would be to relegate cap ships to special "live" events requiring dev interaction. It then becomes a question of whether it's worth it for them to spend significant development time on something that, by it's concept alone, would be a rare sight in-game. |
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 354
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Re: Argue about cap ships HERE, where it BELONGS
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For example: If I'm a pilot, and I just made enough cash to afford my first cap ship. What do I do with it? |
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__________________
IMO, the above post represents the opinion of the author. No warranty is given or implied.
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Re: Argue about cap ships HERE, where it BELONGS
Theres cap ships in vendetta online I believe. I have no idea how they have them working there, whether they are a 'special occasion' ship or a day to day type of thing. I want two volunteers NOT paying/playing jumpgate atm to go there and scout out how they are flown/used/rp'd.
volunteers sign here; --------------------------- & --------------------------- |
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Member
![]() Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 811
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Argue about cap ships HERE, where it BELONGS
daslog I think the point would be that no one pilot could afford one! It would have to be something like one or two per faction and have to be built by FM.
As to use, the could be used for transporting (carrier) or resupply (logistics). The carrier could be for war parties or major fluxing expeditions where the carrier would carry the single-pilot ships to the location of the event, resupply them and provide a temporary home for the duration of the event. It could also be a mobile mining camp, carrying miners and their escorts to a location and serve as a Ore Depot, resupply center and temporary home for the duration of the mining event. I see it as GM or AI piloted/controlled and it would have to be some kind of planned event (if GM) or set up some mechanism to rent the vessel for various squad or alliance projects such as mining or fluxing expeditions. I think there should be some form of temporary but formal alliance involving the pilots in the venture. As a Capital Ship in the sense of a Battleship, Dreadnaught or some other form of principal warship, I just don't see that. Could be my own lack of vision but I don't see it as a major strike force merely a vehicle used to transport the real participants in an organized event scenario. Jumpgate Clasic was built around the concept of an individual one-pilot ship. I don't see how a single-pilot concept would fit a capital ship into that framework. |
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Re: Argue about cap ships HERE, where it BELONGS
Personally Im all for cap ships - but I'd have them ai controlled for use against other factions/flux ai controlled cap ships in glorious fleet battles that are conducted in distant wild frontier territories. We players can hitch a ride in them, r/r/r in them, launch at will and then whizz about fighting ai opponents, each other and the cap ships themselves too for death, glory and the betterment of mankind
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Re: Argue about cap ships HERE, where it BELONGS
Because they might not be in the launch but they may appear further in the storyline.........
I wouldnt support cap ships to appear right away, but I would support cap ships if they appear gradually.. and grow on size gradually as well. I like the NPC control a lot, more than perhaps GM control (which lets remember is tied to timezones, and those on the other side of the world would not see them much). To me, it would make sense (for example, Daslog) that if an octavian squadron is facing bad odds that there was a way to ask for support and that the faction responded with a NPC cap ship (whatever size). Also, remember that we're not talking Jumpgate Classic numbers, we're 'expecting' lots of players. The AI server then would evaluate if the 'call for support' really shows a need for it and then scrambles either the cap ship or calls for other online squads to provide help. IMO Id prefer seing corvette class support ships first. If AI Turrets, then bad aim with mortar guns. (the SW Corvette had 6 turrets if memory serves well), which I doubt would present that much of a challenge to the enemy (or disbalance the fight either). If they were 'player controlled' I would think that the only guns you can fire are the ones in front. But these would only work against stationary/slow moving objects (like stations and other big ships) (BSG for example on the Pegasus episodes had forward firing cannons) I doubt you would go out fluxxing in the hopes for dumb flux stopping in front and in range and asking to be blown to bits.... Think Cap ship as support/logistics (as Karash's other thread). Perhaps this "Call for support" could be influenced by the pilots Reputation and such, I leave that for the devs. ELP |
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Re: Argue about cap ships HERE, where it BELONGS
I like the way SWG does capitol ships. To destroy 1 you have to destroy its shields then strip its guns then destroy the engines and finaly the bridge. Sounds EZ but it's not. They are AI controled and protected by a wing of mixed fighters.
There purposes are for mission objectives, and faction control of teritory, or just challanging fun. I don't see player controled Caps being very practical. I do see players defending or docking with a cap ship to control a turret being practical. I can see cap ships being used for teritorial control of unregulated space sectors. Example: a Sol cap ship appears in a key sector with an escort of fighters. The Sols now control say 5 surrounding sectors and the faction gets tax benefits or whatever. The Octs won't stand for this. so the mount a force to destroy the Sol cap. If they succeed Octs control the sectors. The cap ship is removed for so many hours then an Oct cap ship appears. Cap ships can be used as objectives in group missions. Destroy a cap ship, Protect cap ship, Investigate a cap ship. |
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Re: Argue about cap ships HERE, where it BELONGS
I don't even understand the whole cap ship deal. Has anyone ever played a game where cap ships were used? How were they used?
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