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Re: Capital Ships for Jumpgate Evolution
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2: If you really want to kill that obnoxious idiot whos constantly ganking newbies with his capship, blow up his capital ship with bombers. 3: Capital ships are too slow to really be effective for ganking. Any gank targets can easily dart in and out of the Capital ship's maximum range. 4: You can stop your enemy from manufacturing capital ships. 5: POSes never added to the economy, and took away instead. Heavy Carriers can add tremendously to the economy by supporting mining operations in remote, resource-rich zones. Light Carriers can have limited storage to prevent the run-away hoarding that happened with POSes. |
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Last edited by Nanaki; 06-29-2007 at 01:45 PM.. |
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Re: Capital Ships for Jumpgate Evolution
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2. Again if he logs and you can blow it up it piss him off and he quites. It's a ganker so who cares, but what about ones who are using it as designed. Theirs can still be popped when undefended, piss off and quiting. See 1. 3. If a cap ship can not destroy other ships because it can't hit them them why need maned turrets, as been suggested for a reason to have them? So they are just a storage place for ship, equipment and ore? Again Cap Ship = POS only it can move around. 4. Sure you can. 24/7 game with 1000's of players, don't hold your breath. 5. With AI economy this is alot less needed. And there are much better ways to boast economy then to introduce a uber, power gamer only, ship into the game. The very nature of a cap ship needing to be limited in number is the very reason not to have it in game. See if one player gets it then everyone should be able to get it. And as years go by lots of people will have them. If they cost so much that no one can replace them if they get destroyed then they will never be used, why have 'em? In EVE they had some special ships given to some Ammar players for some role playing fight they had. They where so rare and where the focus of any battle and not replaceable they never saw the light of day. Which made them worthless. I would rather see the Devs spend their resources on other things. I fear cap ship are just like POS's, look good on paper but when implemented they will completely screw the game up. The only way I see a cap ship in this game is if it is AI or GM manned and not player maned. If you want cap ship with strategic game play EVE may be your game. |
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Re: Capital Ships for Jumpgate Evolution
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2: You can hyperspace your capital ship to the middle of nowhere. Quote:
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Re: Capital Ships for Jumpgate Evolution
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2. Can you say EVE. lame there, even lamer here. Quote:
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Re: Capital Ships for Jumpgate Evolution
There should be a humongous ship yard deep within the faction, that when the cap ships are docked they are basically 100% protected by AI NPC patrol drones and laser/AAA turrents. Cap ships should not be vulnerable while in the yard. As soon as they leave that sector however, the game is on.
Wouldnt it be cool to fly past the yards and see all those cap ships parked, waiting for action?! Think of something like Starship Troopers where all the cap ships were parked around the moon. That was flipping sweet. Besides, people have been asking about end-game content. If the haulers and miners get their super duper sized ships to do their jobs, why cant the military have their cap ships. Lock it for opti's and above and make it the equivilant of getting that flippin high-end mount thingy in WoW; meaning you have to work your ass off to get one. [EDIT] If i was a noob coming into the game and saw that I had to possiblity to get something like that when I became an opti, I would be more excited than ever. |
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Re: Capital Ships for Jumpgate Evolution
I think capital ships should be faction assets. Their numbers limited by treaty. Lets said 20 frigates, 10 destroyers , 4 cruisers, and 4 carriers. The ship yard and ships are build through faction missions. Factions would only use them when war breaks outs. Other times they stay in the ship yard.
Players with high enough rank and standing would be offered ships commands. Lose a ship under your command lowers your standing so commands rotate. Commanders can pick their gunners. Wars would be fought over territory. Faction high command (GMs) order up the missions. At a set time the fleets jumps out of the ship yard into the mission area. The two fleets fight. The winner gets the territory. The loser retreats and jumps back to the ship yard. If one side loses too much, TRI and the neutral faction forces a peace treaty to stop the fighting. The winning faction will face the third faction in the next war. The loser rebuilds its fleet. TRI would have a fleet used for PvE Conflux fighting. This design keeps cap ships out of the space lanes until they are balanced. In the future they could be added as squadron/player ownable. |
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Re: Capital Ships for Jumpgate Evolution
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By the way, you like saying the word 'Win Button', dont you? Quote:
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Re: Capital Ships for Jumpgate Evolution
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Re: Capital Ships for Jumpgate Evolution
Im sorry haven’t read the whole thread ( ill try later ) but if we are going to have capital ships then Jumpgate space will have to grow some what bigger, or leave capital to Unreg or the edges of space not allowing them into the core regions.
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