Forums » Suggestions

Capella roles and integration

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Feb 04, 2017 VikingRanger link
First off let me say that I LOVE the new Capella. It is magnificent and awesome and give me one already!!!! Ok ok, fine, I'll calm down.

The Capella as currently configured seems to be designed as a carrier, capable of supporting continuous activity with regards to docking and undocking. This makes them ideally suited to be a flagship for large scale combat activities as yet unseen in VO. This suggestion is for the player version of the Capella and is intended to cement the Capella into the carrier role it seems designed to fill.

Give the Capella the ability to produce one type of small ship with materials from the cargo hold and allow pilots to home on it. Also, have the possession of an owner key to any capital ship give the holder piloting rights of that ship.

The module that allows the Capella to produce small ships should be interchangeable with other modules to produce other ships, for instance, if my Capella has the Ragnarok III module installed I can only make Ragnarok IIIs, but for a large fee at M-7 I could exchange the Ragnarok III module for a Vulture IV module and produce Vulture IVs anywhere I want as long as I have the required commodities in my hold. There should be a timer on the production mission of 2 to 5 minutes depending on the ship being produced.
Now while this sounds OP at the outset, remember that in a large battle there will likely be heavy losses and the Capella could easily run out of resources to build more of whatever it's set up to make. This leads to the roles of the other capital ships that are in the game already. Basically, the Capella could be an awesome display of strength but if you fail to keep it supplied you will lose the battle.

I welcome all feedback, but please keep the discussion civil ad on topic.
Feb 04, 2017 Piment link
"The Capella as currently configured seems to be designed as a carrier, capable of supporting continuous activity with regards to docking and undocking. This makes them ideally suited to be a flagship for large scale combat activities as yet unseen in VO. This suggestion is for the player version of the Capella and is intended to cement the Capella into the carrier role it seems designed to fill. "

Fully agreed. +1

"Give the Capella the ability to produce one type of small ship with materials from the cargo hold and allow pilots to home on it. Also, have the possession of an owner key to any capital ship give the holder piloting rights of that ship."

To be honest, I think it should act more like a TPG Constellation in Deneb battles, but maybe pilots with a new type of key (not owner) should be able to access the ship's hangar and pick ships from inside even if it's not theirs (there should be some restrictions though, like for example: an itani pilot can't pick a serco skycommand prometheus.).

And about the ability to manufacture ships inside: No. Ships shouldn't be able to have the facilities to manufacture items.

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My suggestions to the Capella are the following:

Due to the fact that it is meant to be a space carrier ship and being similar to the TPG Constellation, the Capella shouldn't have ports, but in exchange to that, it should have 5-7 turrets for its defense, good shields and a decent cargo bay so it can execute its role of space carrier properly (so it can be able to carry many ships and pilots).

Manufacturing this ship should also be a real challenge, and a guild effort. It should take 3 times the amount of parts a Trident takes, or maybe even more. It should also require a combat license +10 to receive the missions and maybe a fee to manufacture it (100 million?).

Constructive criticism would be appreciated.
Feb 04, 2017 Luxen link
Piment++

I agree, a ship shouldn't manufacture field craft at all, at least not the general ships you buy at stations these days. PERHAPS ships without any nav support and stripped of much, well, anything, but that's for another discussion, one I don't feel even applies to VO anyways.

however, the idea of allowing the Capella's docked pilots to hot-swap ships is a nice idea, but im somewhat unsure how that would work - it would allow trading ships and goods between pilots in a way that Incarnate&Team may not like, soooo.....
Feb 04, 2017 bojansplash link
The Capella as currently configured seems to be designed as a carrier, capable of supporting continuous activity with regards to docking and undocking. This makes them ideally suited to be a flagship for large scale combat activities as yet unseen in VO. This suggestion is for the player version of the Capella and is intended to cement the Capella into the carrier role it seems designed to fill.

Completely wrong - cappella is not a carrier, not by a long shot.
It might be loosely considered as a carrier in the late 21 century on Earth but for it to fulfill this role in 44th century in space it should have at least a dozen exit & entry bays and should support several squadrons of fighters, bombers, gunships and a variety of support ships. It should be able to simultaneously launch a squadron of fighters (min 12) and bombers.

Any carrier ship should have a very sophisticated point defense system and with just 5 capguns Capella is far from it.
It's just a huge defenseless cargo barge.
Face the reality guys.
Feb 04, 2017 Sieger link
+1

I really like this suggestion. Being able to manufacture ships inside the Capella sounds awesome. Also give the owner and people with owner keys the ability to home in that ship. It could really be decent. But I gotta say we need to play it slow. I doubt we're any close to player release of the Capella. Although I'll admit we're taking a good step into the right direction.
Feb 04, 2017 VikingRanger link
@Bojan by that argument we would all be sitting in stations managing a fleet of AI trade ships with hordes of defense drones buzzing around.

For those that have brought up the balance issue, remember that this idea proposes that only ONE variant of ship be manufacturable by the Capella and that without an expensive refit you will not be able to make a different ship with the same Capella. Also the timer and materials used are both limiting factors. If anyone has made a Superlight they will know that it takes about500cu of materials.
Feb 04, 2017 bojansplash link
@Thor

Sorry, maybe I was not direct enough - Capella is not a carrier nor can it be turned into one.
Design of the ship is such that it can only be used as big cargo barge - no sane space fleet commander would use one small dock ship as a carrier for a myriad of reasons.
In case it should get some big offensive weapons it could be turned into an assault cruiser type of ship but never a carrier.
Feb 05, 2017 Faille Corvelle link
Manufacturing this ship should also be a real challenge, and a guild effort. It should take 3 times the amount of parts a Trident takes, or maybe even more. It should also require a combat license +10 to receive the missions and maybe a fee to manufacture it (100 million?).

+1 to the overall OP, except the bolded text. There is nothing in VO that requires a guild, and it should stay that way. If I want to build one solo, so be it.
Feb 05, 2017 Piment link
I said guild effort because it's not a type of ship that should be constructed solo tbh
Feb 05, 2017 Sieger link
The building requirements depend largely on what it offers. If it's going to be a cargo barge, it really needs a lot of cargo space. Eventually, the developers will have to drop their "we don't want to give capital ships too much cargo space/too many ports"-policy. They're capships. They're meant to be large in every aspect....
Feb 05, 2017 Death Fluffy link
Unless this ship is going to serve as a flying player owned station, I don't really see much point to making it accessible to players at this stage of game development apart from shutting people up for a while and giving them something painful to do. Tridents already exceed game hauling capacity needs in every way apart from building other tridents.
Feb 05, 2017 S0n_G0ku link
Prehaps building of a capella should be limeted to guild commanders, with the ship being usable with keys that can only be given to guildmates/acts as a capship usuable by any guildmates. I think that it should have this varient (around a dozen times a tridents dfficult), and a 'small' variant (the goli)
Feb 05, 2017 aaronund link
Oh come on, the Trident grind is already ridiculous. Three times the effort is bad, a dozen times ensures that nobody will ever build one. Months go into building a Trident and most people incapable of navigating the politics of veteran players will never get close. So maybe creating something that can only be built with a year's worth of time doesn't fall in line with the rest of the game.
Feb 05, 2017 VikingRanger link
Just a reminder that this thread is to discuss the possible roles of the Capella, not the build requirements.
Feb 05, 2017 We all float link
Months go into building a Trident and most people incapable of navigating the politics of veteran players will never get close.

If you have a trident, you can build another one in about 2-3 weeks as long as you have station access. So if you have a guild with 10 tridents... I'd say a capella can be built in a month or so. Team work people.
Feb 05, 2017 Beyond Black link
The Capella could work as a carrier or cargo vessel because with its size it would be able to carry multiple large ships. The Capella would be great for manufacturing other ships, like the trident because of its size and could likely carry over 10000cu for moving dent parts. NPC convoys already use it as a cargo carrier.
Feb 08, 2017 aaronund link
@We All Float

That is absolutely ridiculous, first, go get ten Trident pilots to log on and sit in a sector, take a picture and post it.

Secondly, having a guild with ten Trident pilots active, having station access and working constantly with no interruption, means that you have already navigated the politics of veteran players.

Thirdly, If you want to have a look at a player who was incapable of navigating the politics of veteran players, go chat to Dilan Rona.

In general: The problem with having the Trident's build time is that long term players who have subbed for years at a time will not build one because of the ridiculous scale of which they have to gather resources. Having a ship the size of a Capella, that is impossible to achieve for the majority of players is just adding content that most people will never appreciate.

I don't disagree with making the Capella manufacturable but I think the Trident build scale is as large as it should possibly be.

What I suggest is this, reduce the TTM mission requirements by 50%. Make the Capella mission on par with the old Trident mission and then (I think you will like this) Replace the Trident Type M's that many veterans slaved over with the Capella, that way nobody is getting short changed. So for instance, Faille Corvelle's Trident would be replaced with the Capella, but if Elijah o'Lorkan wanted to build one, he would need to commit the same time she did to get the Capella.

If Elijah o'Lorkan wanted to get a Trident he would still need to work for weeks to get access to it. Just like the Goliath is a "sub-cappie" the Capella would be a high-end ship reserved for those who actually completed the Long and cruel build process. Goliath and Trident Variants would become the mainstream capital ships accessible to anyone who works hard enough and pays their sub, while also retaining a high effort high reward capital ship that very few would be able to fly.
Feb 08, 2017 Death Fluffy link
As a cargo carrier, the Cappella would be far oversized for current game content. It's redeeming value in my opinion is that it would provide a purpose for the trident / goliath hauling capacities. Beyond that, it would only serve to make building tridents slightly easier and the next Cappella substantially easier.

I am frankly opposed to introducing the Cappella as a player ship at this stage of game development if it is to be a hauler. But alas, we do not fully know what incarnate has in mind for when he makes it available to players. It could actually be useful.
Feb 08, 2017 Nyscersul link
Why not reassociate the suggested information here to within the technical confines of the already available mechanics in the game?

For example...

Manufacturing ships is NOT as easy a thing to arrange as it sounds. Aside from the matter of the cargo required to even consider it...

Lets look at some numbers...

If your ship is capable of a modest ten replacements before running out, and it builds requiring cargoes far less than the superlight with relation to the size of the completed ship...

Lets say 250cu resources for a ship that is 150cu when completed? Sounds reasonable.

So, our new manufacturing capella now needs to have at least 2500cu cargo space. That... is equivalent to hauling 20 fcp in one go.

And ten replacements does not offer anywhere near the advantage in battle that you would wish for the kind of game crippling cargo bay it would require.

Someone responded to one of my suggestions with "lets look at how it would get abused". So...

The single capella could, assuming it is able to navigate from latos to pel in under twenty minutes, be able to construct a trident in approximately 1/4 of the time of a trident doing it with that cargo bay.

It will need to be capped at around 1200cu maximum to minimise the huge game balnce changes.

So why not modify the idea with regards to the mechanics and the gameplay of the game as is.

I would propose that we consider a capella to be a somewhat limited homebase. This is easily done by allowing pilots to home, and offering them a limited supply of weapons and equipment, as well as low level hulls.

Lets say it could allow pilots to select and pay credits for any of the standard mk1 hulls. It could also allow the purchase of minor weapons, like mk1 neuts/posi/gauss, but no mk2, and definitely nothing like aaps. But... The pilot will always have the option of filling the cargobay of the large capital ship with a selection of valk/proms, or corvults, or my favourite, rev c, with also acess to cargobays full of unequipped aaps that can be treated exactly like the equipment at stations.

This gives an infinite supply of ships... but sub par ships, always still relying on stations for the "hardcore" stuff.

Also, offer a new key, the "home" key to allow this option to other players, but only the actual owner could select the ships in cargo, but then select whether they wish to provide access to the equipment on board.

The capella is a monster... But whilst looking at the comments about build times, i think it is relevant to look at the goli first. I suggested a ways back to make a capship/hauler with twice the xc cargo bay, and a third the build time. The goli seemed to address this. Make the goli take 50% time of the dent. The goli then makes the dent in a third of the usual time approximately. Still, should work out that the total build time for goli and for trident to be under the current ttm build time. so, considering multiplying the build time of the ttm to get the build time of the capella is perfect, maybe 3 times i would say. Making it a three month job approximately, for the determined ttm pilot.

No guild requirements... thats just daft. Almost like intentionally handicapping the free agent style players.

Id say 1200cu cargobay for the capella, maybe a couple more turrets, and the homing as mentioned. Should be great. :)
Feb 08, 2017 We all float link
@aaronund

First of all, i used that number to make maths easier. That said: At least three guilds in this game claim 8+ tridents: TGFT, ITAN, and ONE have that kind of numbers easily. VOID likes to claim that kind of numbers ass well. So you have 4 of the major active guilds in the game with high numbers of tridents. Seems quite easy to me.

Next, think about how many more tridents are being finished off right now due too the Goliath. I hear WarBunny just finished his. Every Tom, Dick and Harry in this game is about to have a Trident. And all those tridents are going to be able to haul parts for a capella. This will be a huge under taking, but entirely doable. You just need to be a team player.