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About This Page About This Page: This is a discussion on Capital Ships for jge within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Personally, id love jumping into the middle of an asteroid belt with my Heavy Carrier. Than unleash my army of miners onto it. Mining Beam that asteroid belt until all
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Old 06-26-2007, 01:08 PM   #31 (permalink)
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Re: Capital Ships

Personally, id love jumping into the middle of an asteroid belt with my Heavy Carrier. Than unleash my army of miners onto it. Mining Beam that asteroid belt until all the asteroids glow.

Heck, I might even configure one of my turrets with mining beams and do a little direct ore collection myself.
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Old 06-26-2007, 01:12 PM   #32 (permalink)
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Re: Capital Ships

I think half of Quantar just wet themselves thinking of a Carrier sized mining gun.
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Old 06-26-2007, 01:48 PM   #33 (permalink)
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Re: Capital Ships for Jumpgate Evolution

I don't really think Jumpgate needs cap ships.
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Old 06-26-2007, 03:11 PM   #34 (permalink)
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Re: Capital Ships for Jumpgate Evolution

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Originally Posted by Sephiroth View Post
I don't really think Jumpgate needs cap ships.
Most people don't realize how potentially game breaking they are.
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Old 06-26-2007, 03:19 PM   #35 (permalink)
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Re: Capital Ships for Jumpgate Evolution

I agree Injustice.

And besides, this is supposed to be a game about what YOU the pilot can do in a ship that YOU are flying. Who wants to sit in a cap ship piloted by one person shooting turrets? Not me. Sounds pretty boring really. One of the best parts of Jumpgate is the flight engine. Sitting in a cap ship you wont really get to experience that.
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Old 06-26-2007, 03:28 PM   #36 (permalink)
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Re: Capital Ships for Jumpgate Evolution

Just for the record I would say ditch the capital ships, if the piloted ships we had now have design complexity, multi-role uses, and add about 20 such ships to each faction.
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Old 06-26-2007, 03:33 PM   #37 (permalink)
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Re: Capital Ships for Jumpgate Evolution

Since when you do not have to deal with the flight engine in a capital ship? Unless its automatically piloted, which I dont think it should be, capital ships should be manually controlled like everything else in the game. That still makes you have to 'deal' with the flight engine.

As for it being boring, that is just your opinion. Some have already said that they would happily pilot capital ships, and just because you have no interest in capital ships does not mean that others wont. I personally would be spending most my time in a capital ship as soon as I got one.

As for being potentially game-breaking, Any addition to any game can be potentially game-breaking. That still does not stop devs from adding or trying new content. That still does not stop players from suggesting new content. Taking the opinion of not adding something just because it may potentially 'break' something is saying that the game needs no new content.
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Old 06-26-2007, 03:44 PM   #38 (permalink)
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Re: Capital Ships for Jumpgate Evolution

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Originally Posted by Sephiroth View Post
I don't really think Jumpgate needs cap ships.
QFT.

I have enjoyed reading everyones points, ideas, and enthusiasm over them, but I think this is something that would single handedly ruin the game. Part of the reason I enjoyed the "fleet" (large amounts of fighters and bombers) was that each pilot had to manage his resources over a long engagement. So if my squad wanted to hold GVB then we would have to manage our supplies while in combat with the opponents so as to still have FF, missiles, and AB for the second wave of the attack. Now you can not stay in space forever and each ship was limited to the amount of damage or time in the field it could sustain before it would need something. This is were the preparation comes into play. You had to have someone truck in the commods that you needed to a near by POS or unreg station. This I think is where the thought process that goes into placement of POS and maintaining of levels of parts is critical. So for me Capital Ships ruin all of that. Yes I agree major "naval" battles would be neat. My biggest issue is that if every battle were "epic", it would loose it luster. For me I think occasional appearances of Capital Ships that are piloted by NPC (AI or GMs) and serve some purpose in a RP or event is great. But if you, and I am assuming that you will, want to pilot these on a possible daily basis then I will have to disagree.
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Old 06-26-2007, 03:47 PM   #39 (permalink)
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Re: Capital Ships for Jumpgate Evolution

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Originally Posted by Nanaki View Post
Since when you do not have to deal with the flight engine in a capital ship? Unless its automatically piloted, which I dont think it should be, capital ships should be manually controlled like everything else in the game. That still makes you have to 'deal' with the flight engine.

As for it being boring, that is just your opinion. Some have already said that they would happily pilot capital ships, and just because you have no interest in capital ships does not mean that others wont. I personally would be spending most my time in a capital ship as soon as I got one.

As for being potentially game-breaking, Any addition to any game can be potentially game-breaking. That still does not stop devs from adding or trying new content. That still does not stop players from suggesting new content. Taking the opinion of not adding something just because it may potentially 'break' something is saying that the game needs no new content.
There's a big difference between saying the addition of something could break the game and saying the game doesn't need new content. I could just as easily say the game needs more flying pink bananas with pigtails.

You just proved part of my point by your post. As Jumpgate exists now, no matter what rank a player is, he/she still uses a fighter (LF, MF, and HF included) for combat, a TOW or freighter to haul stuff, a miner to mine, and a ranger/TOW/scout to hunt for artifacts. Now you want to introduce cap ships which will out-haul, out-mine, out-gun, out-run (if the "jump drive" ideas were implemented), and simply out-survive every single one of the ship classes I just mentioned.

Now, tell me that's not game breaking.
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Old 06-26-2007, 03:48 PM   #40 (permalink)
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Re: Capital Ships for Jumpgate Evolution

Why even have a Jumpgate Evolution?

Sounds like you have everything you need right now in Jumpgate Classic, too bad the rest of the gaming world doesnt think so.
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Old 06-26-2007, 03:50 PM   #41 (permalink)
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Re: Capital Ships for Jumpgate Evolution

Quote:
Originally Posted by RIDIC View Post
QFT.

I have enjoyed reading everyones points, ideas, and enthusiasm over them, but I think this is something that would single handedly ruin the game. Part of the reason I enjoyed the "fleet" (large amounts of fighters and bombers) was that each pilot had to manage his resources over a long engagement. So if my squad wanted to hold GVB then we would have to manage our supplies while in combat with the opponents so as to still have FF, missiles, and AB for the second wave of the attack. Now you can not stay in space forever and each ship was limited to the amount of damage or time in the field it could sustain before it would need something. This is were the preparation comes into play. You had to have someone truck in the commods that you needed to a near by POS or unreg station. This I think is where the thought process that goes into placement of POS and maintaining of levels of parts is critical. So for me Capital Ships ruin all of that. Yes I agree major "naval" battles would be neat. My biggest issue is that if every battle were "epic", it would loose it luster. For me I think occasional appearances of Capital Ships that are piloted by NPC (AI or GMs) and serve some purpose in a RP or event is great. But if you, and I am assuming that you will, want to pilot these on a possible daily basis then I will have to disagree.
I totally agree RIDIC, if the game fundamentals (map, ships, trading, etc) were not changed in a way that made capitals rare to see, they would be extremely game breaking. I know way back when we first discussed capitals in Jumpgate on the ND boards something was mentioned of a squad flagship/mothership that could aid in logistics and had AI anti-fighter turrets (that were not accurate, just gave off a good anti-fighter screen). If you lost your flagship you would have to physically build another one sorta like the faction missions were done but on the squad level. That was about the only compromise I saw years ago with the current game design framework.

Now if Jumpgate Evolution were to change how PVP is fought fundamentally, then we could see some of this stuff bear fruit. However, from a Jumpgate 1 perspective it would totally ruin the game.

(if any of that made sense...I ramble sometimes)
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Old 06-26-2007, 03:53 PM   #42 (permalink)
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Re: Capital Ships for Jumpgate Evolution

Is "gamebreaking" the new word to scare the noobs? I just want to make sure, because yesterday it was "think outside the box"?

Confused..
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