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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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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 353
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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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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__________________
IMO, the above post represents the opinion of the author. No warranty is given or implied.
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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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__________________
Many of the things I hear about Jumpgate Evolution disappoint and concern me . . . but I look forward to beta and release to (hopefully) be proven wrong. -- Ambros. |
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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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__________________
"A probable impossibility is preferable to a improbable possibility" -Aristotle "Easy to learn, Hard to master" - Unknown |
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 353
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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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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