Forums » Suggestions

Cap ship docking, cap ship types

Oct 12, 2004 rogue1000 link
Hi
I dont know if this subject has be though on but here goes.
Were can a cap ship dock? normal station cant hold cap ships, so my idea is astroid bases, start bases built onto the side of a astriod, I have also been thinking about were and how players can dock, so what ive came up with is based on cap type, also player should be able to leave cargo on a cap ship when they run outa room on there fighter, but limit the amout of total cargo cap ships can hold per person. Ok cap ship types first of I think there should be 9 unique cap's, first a Cruser small cap ship 2 turets and can hold 10 cargo per player and only 4 player docked at a time req. lic. level of 8/6/6/8, second a battle ship can hold 15 cargo per player and 8 players docked at a time 5 turets and req lic level 12/8/8/12, thid a carrier 12 players can dock 20 cargo per player and players can repair and buy new ships and weapons on this one 9 turrets this is the only one player can repar and buy new ships on too req lic leve 16/14/14/16. the 9 unique is one of thoses 3 types per race Secro, Itani and UIT.

Your friendly pirat
MisfiredRailgun
Oct 12, 2004 roguelazer link
Periods, commas and spellcheck are all your friends.
Oct 12, 2004 sarahanne link
LOL!!! Be Nice roguelazer!

You have some intersting ideas rogue1000.
Oct 13, 2004 toshiro link
hmm

I remember a discussion about dock sizes from about a year ago. Back when we had the old stations (ceres and the windmill type ones, as well as the mining stations), we had very little docks (referenced to as "small" later on). People wing-bugged their vultures a lot, high-speed docking actually required skill and whatnot.

Then came the station in sector 9. a giant space city in comparison to the other stations. It had "medium" sized docks, and this was confirmed by the developers if I recall correctly.

So I'm guessing the creators of this game already have something up their sleeves concerning the docking with capital ships. Maybe they'll dock "at" a station, not "in", like we do with our puny ships. But all of this is pure speculation.

The level requirements are, in my opinion, far too low.
The requirements for the highest class you described would fit the cruiser, and rising from there. Granted, that would put those players who have more opportunity to play at a mild advantage over occasional ones, but devotion could be rewarded this way... what do you think?
Oct 13, 2004 asphyxia link
I wouldnt have thought that capships would actually dock. More like teather themselves to a nearby object, a roid possibly. Undoubtedly the movement of supplies / ammo onto a capship would be done by smaller vessels. A fleet of five cents moving between station and capship would be ideal.

The only issue i see with caps/frigs would be their persistance in the universe... What happens when the owner "logs off", it cant just dissapear =)

However, capships are most likely going to be purchased/used by a group of players. Having to have enough people on to defend the thing at all times would be a good requirement for that.

asphy
Oct 13, 2004 roguelazer link
Here's a reparsing, btw.

Hi:

Where can a capital ship dock? Obviously a normal station can't hold capital ships, so my idea is asteroid bases. Perhaps players would be permitted to start bases built onto the side of a asteriod. I have also been thinking about were and how players can dock with a capital ship, so what I've came up with is based on the capital ship type. Players should also be able to leave cargo on a cap ship when they run out of room on theuir fighter, but limit the amout of total cargo cap ships can hold per person.

Okay, capital ship types. I think there should be 9 unique capital ship classes. The first of these should be a Cruser- a small cap ship with 2 turets and which can hold 10 cargo per player and only 4 player docked at a time. It should have a required license level of 8/6/6/8. The second class should be a battle ship which can hold 15 cargo per player. 8 players docked at a time, and 5 turets, with a required license level 12/8/8/12. The third should be a carrier which can have 12 players dockedat 20 cargo per player and at which players can repair and buy new ships and weapons. This class should have 9 turrets and a required license level 16/14/14/16. The 9 unique capital ships come from there being one example of each class for Serco, Itani and UIT.

Your friendly pirate,
MisfiredRailgun
Oct 13, 2004 sarahanne link
Roguelazer you must be a copy editor or an English teacher. I figured English wasn't his first langauge.
Oct 13, 2004 webserver link
roguelazer are you gonna edit all the forums and chats?
English is not my first language either but I fully understood the idea and think it is a poor thing what you did
Oct 13, 2004 toshiro link
Actually, it isn't...

The way rogue commented was a bit... harsh, but people could really try and improve the legibility of their texts. You want people to read and comment on your ideas, so you should present it to them in a way that facilitates fully understanding what you intended.

There are spell checking programs. Plus, you are not as pressed to make a retort in time as you are in chat. Making more elaborate posts pays off in the end.
Oct 13, 2004 rogue1000 link
Thanks for the edit of my previous post, I didn't relly learn english that well but I am trying to improve. Yes caps can't just vanish when peopel log.. that's why I said astroid bases. Ok to use cents to transport cargo is not a good idea, becouse missle and rail gun ect. ammo woud have to become an item.
If I took a cruser out I'd want one railgun turret and one missle turret at least.. in this game ammo guns are the best damage dealers but not practical for a long time with out reload. one last thing, in real life what kind or weps do you think a starship would use? IMO missles are the bread and butter of a ship. weather it's unguided "screamers" or guided "Stingrays" they are the back bone of combat. O and roguelazer edit this one.

Your Friendly Pirat
Misfiredrailgun
Oct 14, 2004 roguelazer link
Happy to oblige. :P

Thank you for the edit of my previous post, I haven't really learned much English. However, I am trying to improve my English skills.
Yes, capital ships can't just vanish when people log out. That's why I previously suggested asteroid bases. However, I disagree with the idea of using Centaurs to transport everything between the station and the capital ship, because this would require that ammunition become a transportable cargo item.
If I had a Cruiser-class capital ship, I would want at least one railgun and one guided missile turret. In Vendetta Online, ammunition-based weapons do the most damage, but are not practical over a long period of time because they need to be reloaded. It seems to me that missiles and rockets are the back bone of combat, particularly in capital ships; they are what a real starship would use.

Your Friendly Pirate,
Misfiredrailgun
Oct 14, 2004 asphyxia link
Yes i would tend to agree, it would require that ammo became "cargo-like".

And i dont see a problem with that, it would have to be, after all transported from manufacturing plants to stations.

Infact, that would give quite a nice twist to the game. No flares at the station? Oh dear, better keep those trade routes safe and open then =p

*edit*

We also seem to be getting confused with "types" of ammo here.
The particular ammo im talking about would be reserve stocks for repairing and rearming fighter craft. The actual capitalship weapons themselves would probably be more along the likes of automated defence turrets (energy based) and some very large "torpedo" kind of weapons (e.g. the avalon torpedos) for taking out other capships / convoys etc.

Ideally, im refering to capships as "mobile offensive stations", following the same rules as the existing stations. The existing dynamic economy would scale very well onto capships allowing trade, commerce etc to become a LOT more interesting.

Think of it along these lines, you're NT, there are several Serco capships and its taskforce anchored just outside of Itani territory ready for a full on border strike against an Itani military taskforce. They need ammo, lots of it, and they are VERY willing to pay for it....

... sounds like a very lucrative deal to me =)

asphy
Oct 14, 2004 rogue1000 link
Well, ammo relly should be a cargo item however there has to be a way of limiting.. Maby a cap can have a total ammount of ammo that can be stored?
This would make sure the players were limited on the number of ammo based weps, but I'm more thinking along the lines of cap ship turrets. I'd relly hate to see a cap ship with out something like a swarmer luncher turret. that would also make the live of a fighter pilot interisting..
But that still dosent explain were the caps will dock to repair. and the pilot log off.
Ok how umm manuverable will a cap ship be, can you imagin trying to guide one of them through an astroid field?
Oct 14, 2004 Aquitaine link
Just blast your way through!
Oct 15, 2004 Kai Allard link
anyone seen Starship troopers(now, you cant say you havent, cuz ive seen arguements in game about it)how about a big station with docks like the one in that movie, like Ft. Ti(im not about to spell it). somthing nice and big and can dock cap ships.