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Re: Capital Ships for Jumpgate Evolution
How do they take away from the fighter pilot experiance? Giving people an option between fighters and non-fighters is not taking away, it simply allows people to pilot something else other than a fighter.
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Pilot Name: daslog
Joystick: sidewinder
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Re: Capital Ships for Jumpgate Evolution
I was thinking the same thing. Unless he want's Capital Ships that are manuverable, which would just be more unbalancing.
I can just see it now: Six months into the game, -DSA-v2.0 invades quant core with 10 capital ships, all parked at the station and just blow away everything in the sector that moves. No Thanks. |
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Re: Capital Ships for Jumpgate Evolution
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So your assuming that forcing everyone into fighters or freighters, regardless of weither they are actually interested in fighters/freighters or not, is adding to the 'fighter pilot' experiance? You do realize that people can be interested in Space Sims, but not want to bother with fighters, right? [sarcasm] From everything I read and seen, Jumpgate is a Space Sim, not a Fighter Pilot Sim. If I was ever mis-informed as to Jumpgate's genre, please let me know. I could look elsewhere for my space sim fix. [/sarcasm] |
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Re: Capital Ships for Jumpgate Evolution
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The bottom line is cap ships serve no practical purpose except to give their pilots an obvious advantage over those who don't have one. I for one don't want to see Jumpgate Evolution reduced to a simple contest between the "haves" and the "have nots" just to attract a bunch of cap ship fanboys. The game should always be about how you fly, not what you can fly. |
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Re: Capital Ships for Jumpgate Evolution
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The fact that a fighter pilot, with certain equipment, can down anything in the sky enforces the 'One Size Fits All' Mentality that many are displeased with in Jumpgate. Quote:
The only difference, the only players left in Jumpgate are those who are the Haves, the Have nots have all left already. As for capital ships requiring no skill, we disagree on that. Bigger, slower and less manuverable =/= requiring less skill. Freighter pilots will understand what I am talking about. |
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Last edited by Nanaki; 06-28-2007 at 11:51 AM.. |
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Re: Capital Ships for Jumpgate Evolution
If there was an expanding gameplay reason for capital ships...it would be a better argument. Just think of people matter farming with huge cargo holds and being able to jump from sector to sector, drastically decreasing their vulnerability.
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Re: Capital Ships for Jumpgate Evolution
All Cap ships are doing is changing the end game combat from Fighter combat to Cap ship combat. I don't think that adds anything to the game.
If anything, it reminds me of when those stupid heavy fighters were added to the game. PvP combat became boring boring boring. |
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Re: Capital Ships for Jumpgate Evolution
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Re: Capital Ships for Jumpgate Evolution
Matter farming is another issue entirely, an economic flaw of the game. I would rather ditch matter farming than keep it and ditch the idea of Capital ships.
Not to be rude, but have you read the thread at all? Capital ships are supposed to do something that fighters, in their present form (without POS) cannot do at all, take and hold territory. I always felt that the current factional conflicts were pointless, since there was no way to destroy enemy stations, economy, or control over a starsystem without a GM manipulating things behind the scenes. Two of the three proposed capital ships are carriers, and therefore, inherantly use fighters as their primary offensive weapons. The non-carrier capital ship also being the smallest of the capital ships. If someone took ten frigates, and only ten frigates, to blockade Quantar Core, than im sure that they can be repelled with enough Bombers armed with nuclear missiles, assuming you had no capital ships around. |
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Re: Capital Ships for Jumpgate Evolution
Yeah, I read the entire thread, and I still stand by my original statement regarding cap ships of any kind. Jumpgate has always been about how you fly, not what you fly. Introducing a totally new class of ship, drastically different from the rest, and only available to a select few (who, by the way, acquired them through economics and diplomacy, not combat prowess) would kill that concept completely.
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Re: Capital Ships for Jumpgate Evolution
...and I stand by Nanaki.
Injustice you are speculating on something we all have no idea about and coming away with a bad taste in your mouth. The cap ship will be play tested and balanced. I would hope ND has at least learned that lesson. Every space game Ive played has cap ships. Almost every space movie Ive ever seen had some type of cap ship. Every gamer is different. You are opposed to cap ships and poo poo on the idea, but there are other players who would like to see them. I believe you go from the assumption that cap ships wouldnt work in EP2, that however doesnt make your argument right about Jumpgate Evolution. I like seeing those big bohemeths in space sims, and my opinion is that Jumpgate Evolution should have them. |
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