Longer ranges on the drives I'd suggest, to provide better trading opportunities with less travel distance. Jumping between systems without the use of the gates would also be excellent. I imagine combat capitals would be more useful in the advent of defending stations or attempting to destroy them. Carriers and destroyers I think should be restricted to clans for certain. With a minimum membership base... So I suppose this would nessesitate an ingame guild mechanic. For miners I'm sure these things would be glorious beyond all reason. 10 or 20+ slot cargo bays would be awesome, get a book man.From post: 135009, Topic: tid=9193, author=Vice wrote:
1 – Details on the gameplay purposes you envision with capital ships (ie, how they would relate to the player and a game such as Evochron).
For the larger ships I'd have to agree, carriers and destroyers you should need to dock and take command of. Maybe authorized players automatically take command of a capital by docking with it, and storing their ship. Ship storage being the trigger, got a new ship now. As for storage, maybe a remote command to jump and shut down. They jump to a random location within range of a 1 sector drive, shut themselves down so nothing can detect them, and automatically put a marker in your map so you can jump to their location.From post: 135009, Topic: tid=9193, author=Vice wrote: 2 – How transferring to/from them would function. And where they would be stored/parked while the player is away.
The 3D view we have at the moment would be useful for this. If implimenting both interior and exterior views, the exterior one should be freely turnable like mouselook in the cockpit. The ship will automatically align itself with this point. If the player fires, all the cannons on the side of the ship facing the target open fire. Other cannons operate automatically to target fighters or incoming missiles. Capital, or at least 'larger than fighter caliber' weapons should have a slower speed, so fighters can dodge them easier and maintain some combat balance. Good pilots can stay out of the way well enough, ducking and weaving and such. But one mistake and eating a facefull and you'll be disabled at the least. Also I think larger ships should be limited to partical type and missile weapons, none of the shield depleting lasers. Cite cooling issues or something, but with a large ships power reserves large yield lasers like that would just be unfair. Just fill every turret with them and turn into a giant bug zapper.From post: 135009, Topic: tid=9193, author=Vice wrote: 3 – How combat systems would work (ie, the player directly controls individual cannons or they play themselves and have auto-cannons).
Direct control as described above I think. If you're inside the ship I'd imagine it would work in a similar fashion as it does already, only the turrets would autofire to defend the ship. Maybe the capital class cockpit has a much larger viewing area so you can better view and adjust your course with your big slower responding ship.From post: 135009, Topic: tid=9193, author=Vice wrote: 4 – Controls systems (direct player control or just point-n-click control console similar to a RTS).
Slower weapon speed as I mentioned earlier. Players can already counter missiles fairly well. I'd remove flak from all but the largest player controlled ships. Player skill will adapt without those these coddling them.From post: 135009, Topic: tid=9193, author=Vice wrote: 5 - How to implement such designs with other player controlled ships to retain balance, challenge, and 'fun' in the game.
Additionally some 'Capital Diver' spec shields or the like could be called for. For heavy fighters who wish to assault capitals alone or in small groups, their front facing shields could be increase by two or three times normal strength so they can take a few hits on a fast pass. Though their damage would have to be limited with so much power in the shield grid.
A few specialist missiles wouldn't go amiss either.
As for how they should be integrated with the rest of the game, well I think to a point you can just scale up a bit. The capital warships we have kicking around are indeed friggin big. But there's no reason nothing in the nature of a compromise can't exist in the gap right?
Say 3 to 5 times the size of the current largest civilian frame. You could have the same types of modules, maybe a bit more complicated, for some larger ships. Say another module type would be a Jump Accelerator, a device which magnifies your jump range by two or three times. (Or more, jumps should take longer though, so high value targets cant just run like hell all time.)
Maybe another device which modifies the pre-existing weapons in a pre-determined manner. Partical cannons would automatically be converted into their larger yield, slower firing, slower speeded counterparts.
Other wise you basically have the same pieces with different shapes. Capital/Large Frame, Large engines, Large Stabalizers/Wings, Large Fuel Cells (<--- Now there's a scary thought, those would cost eh? To fill I mean...) Also with a new module 'scanner systems' perhaps, if its not to hard to impliment, for an even newer and more fun I hope aspect. Deep space exploration! Maybe they give you the ability to detect stars or planets so you can slowly jump in on them, homing in on their position. Personally I find that idea to be one of the most fun.
You could think of them like the semi's of our universe. Only with guns because people try to run us off the road and steal our stuff.
Perhaps they can also equip multiple tractor beams, just so it doesn't take ten years to use an energy converted on their massive fuel tanks. (Still a scary thought, another book sir?)
Capital/Large ship combat between eachother would probably work pretty similar to our current fighter on fighter combat, just scaled up. Maybe add some remote fighter launching and control to change up the strategy a bit.
And just for the record, I would be happy as crap to help beta test these types of ships. I'd like to help balance them against larger merc fighters and such. I think a large fighter type craft like a starmaster geared to take out a capital, should be able to one on one these things not easily but offering both pilots different challenges. I don't think light ships should be able to take them out, outside of a good sized pack.
But honestly I think they'd work great in the end, and we'd have a lot of fun making all our weird and wonky ships with the civvy ship builder system, we could make some really unique and fun ships. And useful as well.
I think some changes to AI behavior would be useful around them as well. Like those of us with these types of large ships have to deal with more danger more often. We get attacked a bit more often by fighter groups, since its harder to run away, trade dedicated ships would obviously be targets. You could use the same system with 0 cargo space to make some pretty dangerous gunboats, but they wouldn't be able to match the fighters pure acceleration, so they can defend but not track and destroy fighters.
Fighters have more freedom, large ships and capitals have more resources, and higher danger versus reward. Harder to run. That brings up the charging jumpdrive thing I mentioned earlier too! Oh, and we should definitely have some equip on fighters that disables capital jump drives in a 3000 meter radius or something.
In the end if players are well rewarded for the risks they take attempting to take out the capital or large ship, totally worth it in my opinion. 10- 20 stacks of 25 of plat, diamond gold or another high value item would definitely be worth it. Also I think large ships like these would be the only ones detectable during jumps. That offers fighters an additional layer of attraction and protection.
Someone here mentioned extending stealth field use to an insane amount. And hour I think? And I think it operates now for 180 seconds was it? I think ten minutes would be more than adiquate for a stealth run. However I believe some dedicated countermeasure to this is also warranted. Not something that completely prevents it, but perhaps a low level static field that alerts the ship if a stealthed object comes within 1000 meters.
PS: Another note on capital ship and large ship movement, when I mentioned earlier that the capital should automatically orient to the camera, I mean to suggest that capitals should turn more slowly than fighters. Not unreasonably so but more slowly. I think it should work the same way on smaller capitals, frigate sized and under even, to compliment the use of the multiple turret use. Even if the ship easily keeps up with the camera orientation.
Also I don't think large ships, frigate and under basically, should have docks for fighters. I think they're size should be able to accomodate normal docking. You'd just need to be careful. Would it be an unreasonable amount of work to add another dock at the bottom of stations for the capital ship to dock? The models seem pretty straightforward.
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Edit it again WHEEE! I remembered this ship, its from another game but its a fairly loose example of what I mean.
There's a front bridge and crew area, a central segment with cargo bays mounted and engines at the rear. I imagine with your system and a similar parts implimentation we could make some pretty unique looking, and performing ships. God how I'd love to see that, but make no mistake, I'll be playing either way.
Also there should probably be a few preconfigured location for turrets. And every configuration should have advantages and disadvantages. Maybe it goes around the front and either side, and has an open rear. Maybe its ringed around the center so the front and rear are open in small areas. Maybe its banded around the rear. I also think some items just shouldn't work for large or capital ships. Like stealth devices... A bloody stealth carrier is sure as hell gonna give you a heart attack, any day of the week.
Also a side note, and personal request. I've noticed all the wings tend to be horizontal planed and broken up into sets of one, two, or three. It'd be nice to see some vertical configurations. And some quad configurations.
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^--- These would look awesome with the quad engine setups.
Another edit... Large/Capital ships should also require a crew compliment. The captain should always be the pilot, so no need for a new crew class there. But there should be someone who enables progressively more efficient use of large jump drives, and inter system jumps shouldn't be possible at all without this crew member. Also for weapons, an engineer for shields and engines, a life support specialist, a science officer as is already there, ect.
Also I don't think large ships should be able to jump with pinpoint accuracy, I think there should be a fairly large margin of error. Things that big are harder to control no?
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