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Re: Capital Ships for Jumpgate Evolution
Righto, and I agree...when I use gamebreaking I generally refer to the current JG1 game design. Who knows what ND has planned for Jumpgate Evolution, but I hope they can give us a viable capital ship game system that is fun and not over powered.
This forum is all about hope...at least until the game comes out ![]() |
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Re: Capital Ships for Jumpgate Evolution
Personally, I would think something -is- broken if everyone except the newbs were piloting capital ships.
Capital ships are not designed to assault, as much as hold territory. Fighters are great at assaulting, but due to the eventual need to resupply, they have absolutly no way of actually holding territory without a Carrier or Station's support. POSes were a horrible idea, since there was no way to get rid of enemy POSes, and were rather cheap. In addition, easily deployed. Theres something wrong when you can fit a POS and 2 Modules for it on a Gust. POSes should still be in the game, but should be shielded, destructable, and also possessing it's own turrets (Which should be configurable similar to how a Capital ship's turrets can be configured). They should be as cheap as they are now, but their destructability will make them a less common sight, as squads will gladly raid enemy space to destroy their POSes. Capital ships will be more difficult to destory, as, capital ship pilots would likely hide their Capital ship before logging off. |
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Pilot Name: RIDIC
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Re: Capital Ships for Jumpgate Evolution
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The bold line expressed to me - that these will not be very hard to obtain, to the point that each player will be able to obtain one. I may be wrong, but you never expressed any limitation to the number that could be in existence at a time. You do seem a little sensitive to the fact that some of us have different views. Keep in mind that because you want capital ships does not mean that others do. |
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Last edited by RIDIC; 06-26-2007 at 05:13 PM.. |
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Re: Capital Ships for Jumpgate Evolution
What I mean by game breaking is:
(Hypthetically applying an environment with cap ships to current Jumpgate fundamentals) Everyone above level 44 flying around in their factions' respective capital ship(s), meaning little or no variety. Whereas now the guy going the other way through the Gurge could be in a TOW, a ranger, a fighter, a miner... As is, a good pilot flying a LF can kill an unskilled pilot flying, well, anything basically. With cap ships, the LF pilot would see his shots bounce off the hull like so many spitwads. The single most frustrating aspect of games like EVE and WoW (and the reason I stopped playing them), was the importance they placed on "stature". In WoW, a players gear and class played a larger role in the game than how well said player could mash buttons (since that's all the game amounted to). The same can be said of EVE in the form of skills obtained and funds available, since EVE was all about who had the most coin. Like some of you have mentioned, Jumpgate Evolution isn't likely to cause a mass exodus from those games. And it won't attract much attention if it appears to be "just another MMO". I would think that potential new players (giving the free trial period a go) that see vets flying around in cap ships that take countless hours to obtain would be less inclined to continue than if they were told by those same vets that the same ship they fly, with the same equipment, can be had within a few weeks (or sooner if you're hardcore). |
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Re: Capital Ships for Jumpgate Evolution
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No matter what you do, unless every battle capital ships get involved in do not result in at least one capital ship being destroyed, than Capital ships will be a rare sight on the battlefield. If Capital ships perchance become common, than it means that nobody is using them in PvP, or that they are getting in minor skirmishes rather than all-out battles. In addition, should the worst ever happen, and you have to face a Capital ship with nothing but strike craft. You do have a secret weapon, its called the Bomber. Several bombers, with nuclear weapons (3-4 nukes that do 60K damage each in addition to 2 Torpedoes that do 15K+ damage for just one bomber), can ruin an unescorted Frigate's day easily. Which also begs the question. What purpose do bombers serve if the only thing they can bomb are flux infestations? There will always be the PvE Capital ship players, who will be doing mining runs, transporting stuff, artifact hunting and fighting flux. They wont likely lose their capital ship (Unless the Flux hit somewhere really hard, or they got attacked by a particularly organized/armed group of pirates) but they arent getting involved in PvP either, and PvP Balance is where most of the discussion is revolving around. Quote:
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Re: Capital Ships for Jumpgate Evolution
Well i think we might be forgetting what the economics behind 'buying' a capital ship would be? I mean in Jumpgate Classic, you just buy your ship and its yours no matter how many times you blow up.
Obviously Jumpgate Evolution would have to have an entirely different Economy as a basis FIRST before capital ships entered the picture. |
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Re: Capital Ships for Jumpgate Evolution
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Re: Capital Ships for Jumpgate Evolution
Though this may seem unrelated, I can recall many a time in Aces High II where I was lined up and just milliseconds away from touching down on the flight deck of a carrier when someone decided to turn the darn thing.
Given the newtonian based flight model of Jumpgate, docking "through" a portal could be a trick when the darn thing shifts to the left 200 foot due to the "captain" turning the ship when you are 10 meters away at 100v. |
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Re: Capital Ships for Jumpgate Evolution
LOL
ya think? Hmmm...sorta on a side topic. Given that sometimes fleet operations include pilots that are outside of your own squad (as it should be), it would almost seem as if docking "permissions" on a Carrier class ship would have to be "settable" at a squad level if not on a pilot by pilot basis. Certainly wouldn't do to have enemy combatants or random people docking, re-arming and taking off. |
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Re: Capital Ships for Jumpgate Evolution
Permissions to use Capital ships and Stations should be more configurable. For example, I want everyone (With exception of enemy combatants) to be able to dock with my carrier and trade. In addition, they can repair, refuel, and rearm, but would have to pay a fee. Members of my squad and close allies will have to pay no fee to use the ship's services, and can use the ship's storage.
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