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About This Page About This Page: This is a discussion on Capturing ships within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. One thing I don't believe I have seen mentioned before is the ability to "capture" ships. Not just blow them up, but capture them. Not real sure
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Old 11-04-2007, 02:30 PM   #1 (permalink)
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Capturing ships

One thing I don't believe I have seen mentioned before is the ability to "capture" ships. Not just blow them up, but capture them. Not real sure on the exact mechanics of the process since currently all we can do is blow each other up, but here goes.

At some point in the attack (by pirates perhaps?), when your shields are down and your armor is getting worn away by constant fire, your opponent gives you the option to surrender. You surrender (/q?) and you take an instant pod ride back to your home. The damaged ship could then be either boarded (the attacker leaves his ship and takes yours) or if a towing modex was equipped (or another wingman of your attacker had a space wrecker tow/tug) haul your abandoned ship off to their lair to provide their fleets.

I mean pirates wouldn't be able to get ships from faction stations, would they? So how would they get them? (I'm assuming pirates would have a use for tow/tugs/HMs, etc).

Alternately it could be military factions preying on hostile shipping who do this, not just pirates. It has a long history in RL, particularily pre-20th century. It would also work well if we have "equipment damage". At some point you could leave your damaged ship and take the pod path home. It could tie in to some form of salvage as well. Just an idea.
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Old 11-04-2007, 02:52 PM   #2 (permalink)
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Re: Capturing ships

Brings back fond memories of playing tie-fighter and my pesky wingmen blowing up the ship I was trying to disable
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Old 11-04-2007, 04:48 PM   #3 (permalink)
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Re: Capturing ships

I like the idea of being able to caputre a ship. But what do you do with it once captured, you cant fly two ships. Could you tow it with a tractor beam or something?
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Old 11-04-2007, 07:54 PM   #4 (permalink)
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Re: Capturing ships

Great Idea!

I think I like WB's suggestion netburnrol of maybe having a buddy in a TOW be able to scoop it and take it back to the pirate base or something.

Another thing that would be neat are Pirate Made weapons or modified weapons. Maybe a gun that can disable your Power Plant after LOTS of shots by it thus forcing the player to surrender and ending in the same scenario as described. Cool stuff!

Although one thing to think about with Pirates. When Jumpgate Evolution is released a lot of of players logging in to play will be teenagers or preteens (statistically speaking) and if being a pirate is TOO easy and rewarding we could have more Pirates in game then non-Pirates. I'm REALLY not that worried about ND making the Pirate lifestyle that cushy but thought I'd throw it out there.


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Old 11-04-2007, 09:39 PM   #5 (permalink)
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Re: Capturing ships

If pirate gets too easy, I'll get bored with it and start hunting pirates
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Old 11-05-2007, 05:17 AM   #6 (permalink)
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Re: Capturing ships

This sounds like a fun idea, but it shouldn't be possible at lower levels. It should require some higher level equipment/ships (advanced tractor beams, or something) so that we don't get teens logging on for their first time and trying to steal loads of miners/cargo ships.

Plus, the ship towing the disabled ship will obviously have to move very very slowly, making it a prime target. So there is the potential for balance, since it won't be a good idea to spend a long time towing a ship when you know that enemy reinforcements are on their way.
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Old 11-05-2007, 02:10 PM   #7 (permalink)
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Re: Capturing ships

I was actually thinking about the Commodore game "Pirates" where you had to beat the other ship to move up (or down). You took over the one you defeated. In our case, you could possibly have an AI "boarding party" to take over piloting of the captured ship. Since the addition of hangers we have access to more than one ship even though you can still only fly one at a time. Hmmm... what if you could provide your own AI escort? I.E. you hire a AI wingman to fly one of your "fleet". That requires soem thought and perhaps a thread of it's own.

I also like the level required for getting the Tractor beam equip or the special pirate weapons, etc. I firmly oppose making pirating TOO easy, but if it's going to be a valid playstyle/RP then it should be supported like it.
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Old 11-05-2007, 06:37 PM   #8 (permalink)
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Re: Capturing ships

Is that the one they redid for the xbox? My friend kept looking at me weird while I played that game for hours and hours at his house. Especially when I was dancing with the governors daughters

You could also add a ship-class...I remember some from starwars games that were little tiny things that toted around and picked up cargo containers...those same ships could pick up disabled ships/be the only ships with disabling lasers. Then you could haul them back to your hangar and fix them up there....
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Old 11-05-2007, 09:16 PM   #9 (permalink)
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Re: Capturing ships

I guess the AI server could take over and fly the ship for you, you would just have to give it a "take ship home" command and then escort it back.

But as far as realism, if you just disabled the ship, how in the heck is it going to fly back with you, its disabled right?
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Old 11-06-2007, 06:07 PM   #10 (permalink)
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Re: Capturing ships

I can't imagine that repairing what you just disabled would be a viable tactic, so there would have to be some tow mechanism. Logic argues against a fighter being able to tow much of anything, so there would HAVE to be a second or even third party. I guess the "capturing ships" RP would require some form of pirate squad or cooperation. (sigh) I still like the idea just for the RP of "How Pirates Get Their Ships".
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Old 11-06-2007, 08:24 PM   #11 (permalink)
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Re: Capturing ships

Well, I would limit the capture to specific ships and to avoid hurting people's feelings would prefer to be either AI ships or squad ships like the logistic ships that were explained in Karash's thread. It would make sense to want to capture those, perhaps becuase you dont have one for your squad and such.

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Old 11-07-2007, 04:42 AM   #12 (permalink)
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Re: Capturing ships

Hmmm, disabled doesnt mean distroyed, it might be possible after a few minutes that the overload to the engines you created by hitting them with a pulse enough times, would reset. or have a temporary repair set in for ememergencys, think autoreset of redundant systems,(more than one the same).That would explain why it works now but not 5 minutes ago.
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Old 11-08-2007, 02:22 PM   #13 (permalink)
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Re: Capturing ships

The easy thing to do would be to force the Pirate to use one of his missile slots for a Harpoon attachment. Then after the fight you have to harpoon the wreck and drag it back to your pirate base... all the mass and drag factors considered as well... i mean heck! if the pirate is gonna get a whole ship outta the deal make it a lil tough for em... the AI piloting is a bad idea.

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