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About This Page About This Page: This is a discussion on How to make Cap Ships work within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. OK, first off... i'm opposed to player-controlled capships. I don't see how it'd work in Jumpgate, and it'd be tough to balance. However, I'm
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Old 09-12-2007, 06:39 PM   #1 (permalink)
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How to make Cap Ships work

OK, first off... i'm opposed to player-controlled capships. I don't see how it'd work in Jumpgate, and it'd be tough to balance.

However, I'm not opposed to their being Capital Ships in Jumpgate. I like the idea of seeing giant behemoth ships hovering off in the distance, with flak ammo guns firing in all directions. But there needs to be rules.

Here is what I envision.

1) A GM controlled ship, and only ONE per faction.
2) It doesn't use the Jumpgates, but forms it's own anomoly and jumps itself to any sector. The jump drive would require 1 hour recharge time, so the GM's should decide carefully where it should be deployed.
3) It doesn't have shields, but tons of armor. It'd be virtually impervious to all weapons accept nukes. It can be destroyed if hit with enough nukes. If it is destroyed, it takes a faction mission to rebuild another one. If damaged, it'd be required for pilots to repair it w/ repair beams.
4) It's armed with AI ammo turrets. Maybe mortars for their splash damage.
5) It functions similar to repair buildings, where you can fly inside a tube and it will latch on to you and repair/refuel/rearm you. There should be no way to /home out of it, and no way to safely dock inside of it.

Thoughts?
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Old 09-12-2007, 07:09 PM   #2 (permalink)
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Re: How to make Cap Ships work

I think the peeps that are pro cap ship want to fly it themselves.
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Old 09-12-2007, 07:26 PM   #3 (permalink)
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Re: How to make Cap Ships work

Dunno about the GM-controlled thing. I could see it as an AI, though.
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Old 09-12-2007, 07:41 PM   #4 (permalink)
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Re: How to make Cap Ships work

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I think the peeps that are pro cap ship want to fly it themselves.
I would. But "piloting" would only be a word. More like navy simulator.
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Old 09-12-2007, 08:09 PM   #5 (permalink)
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Re: How to make Cap Ships work

Sounds good to me if they are AI or GM controlled. My preference would be that are are AI controlled with override capability for the GM's.
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Old 09-13-2007, 03:11 AM   #6 (permalink)
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Re: How to make Cap Ships work

like it, bar the GM- controlled bit, much rather it be AI and why only one?
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Old 09-13-2007, 05:41 AM   #7 (permalink)
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Re: How to make Cap Ships work

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why only one?
For balancing reasons.
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Old 09-13-2007, 09:32 AM   #8 (permalink)
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Re: How to make Cap Ships work

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For balancing reasons.
then why not 2 or 3 or 36?
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Old 09-13-2007, 09:41 AM   #9 (permalink)
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Re: How to make Cap Ships work

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then why not 2 or 3 or 36?
Because.
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Old 09-13-2007, 09:44 AM   #10 (permalink)
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Re: How to make Cap Ships work

Every fleet has a flagship...
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Old 09-13-2007, 10:18 AM   #11 (permalink)
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Re: How to make Cap Ships work

What does a Cap Ship in Jumpgate actually do?

Everyone seems to skip this part. I read a lot of "WE WANT CAP SHIPS", but no one ever says what they would actually do with them.
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Old 09-13-2007, 12:35 PM   #12 (permalink)
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Re: How to make Cap Ships work

Well, they would sit there. And look pretty.
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Old 09-13-2007, 12:59 PM   #13 (permalink)