Forums » Suggestions

cap ship warts

Feb 10, 2005 ananzi link
1. you can ram capships easily with damaged ships, and if at station, this will destroy standing of cap ship pilot? so wont people who dislike the capship pilot just get a bunch of busses and destroy faction with the capship pilot easily?

2. if defbots cannot destroy cap ships, then cap ships can be used to 'station camp'

3. if defbots -can- destroy cap ships, then you have all sorts of problems. if a pilot runs a cap ship, but one of the gunners shoots someone, then the defbots kill the cap ship, all because of some gunner.

4. if you have serco pilot, UIT with high itani gunner, and an itani kills ship in itani space, does the itani lose itani standing for killing the UIT gunner?

5. can lag cause a cap ship death? for example, if someone was 2 seconds too late on a jumpout because of lag?

6. can you go botting in a cap ship? who gets xp for kills?

7. if you kill a cap ship, do you get XP for all the gunners on it you killed? isnt this a wonderful exploit for multination guilds to use?

8. if 5 people all shoot at a cap ship, but one person delivers the death blow, who gets credit, and what do they get credit for?

9. what if a cap ship gets stuck in the asteroids?

10. will there be any kind of capship insurance for the poor people who are going to spend 3 million credits on these things?

11. how do you decide who can dock with your capship and who cant? can any serco go fly into an itani capship and repair? what about a UIT who is helping serco with ctc, can they go to itani capship and repair quickly?

12. could a capship wipe out all the ctc transports and escorts in about 1 fell swoop?

13. can you take botting, trade, mining, and other missions in a cap ship? is there a balance problem where it becomes way too easy to get +500000 mining XP by going mining in your cap ship with 100 mining beams and 5000 cargo? wont the whole nature of the license tree and xp change?

14. if a capship is as big as a small station, does it 'disappear' when pilot logs off?

etc etc etc
Feb 11, 2005 Forum Moderator link
These are good questions that the devs are asking themselves already, though you may be making some assumptions about the cap ships that are not true. Mostly I'm interjecting because some of your points are phreased as if they were a statement of fact, and I don't want people to be confused.

For those who are unfamiliar or don't read the In Progress link (not referring to you, ananzi), please review the text below. Realize that this is the *only* official word regarding cap ships at the moment.

"The cap ship is still progressing well. It has been flying between sectors on the test server for awhile, and functions in many respects, but has not been polished enough for production usage. Andy is making a new control system for it this week, to help it navigate properly given its unusual mass and large size. This work will also be a major boon when we get to actual player-commanded cap ships, and a lot of solid thought about how that will be implemented is emerging from this NPC development. Player-controllable turrets will also be showing up in the relative near-term, but no deadline on this stuff as of yet. The cap ship is a pretty cool thing, and we want to make sure it behaves relatively well before we launch it into the production universe. So testing and tweaking still remains on that."
Feb 11, 2005 Bobsin link
i'd like to add a "what if" to this list.

given the cap ships unusual size, will it be capable of warp killing all players in it's way? seems to me if it is as big as it looks, being infront of it might be a bad idea.

just a thought :)
Feb 11, 2005 Shapenaji link
What if you just have a cap ship visible at all times. Suppose it docks with a station (via extending a little connector with the dock). It WOULD be attackable, but
A) the local strike force would defend it, and
B) the repair teams at the station would constantly repair any damage done.
Feb 11, 2005 roguelazer link
Shouldn't we wait until it's released before we critique it?
Feb 11, 2005 Beolach link
As far as warp-killing goes, either players ramming the cap ships or the cap ships ramming other ships, I think the devs already addressed that. The 1.1.9 ChangeLog says "Hive queen cannot be damaged by jump-ramming it," and I could be wrong but I'd guess that this would apply to all ships, not just Hive Queens.
Feb 11, 2005 paedric link
While I agree that Ananzi has raised some very valid concerns regarding the Soon™ to be released Frigate/Capship, wouldn't this thread be more at home in suggestions given the fact that the Frigate/Capships haven't even hit the production servers? If the ship hasn't been released, how can you issue a big report on it? It doesn't exist. No ship = no bugs to report. Everything listed is supposition and speculation at this point.
Feb 11, 2005 Forum Moderator link
Good point.

[moved]
Feb 11, 2005 iTripped link
Critiquing the cap ship now is actually a very good thing to do. Suppose ananzi comes up with a problematic situation that the developers overlooked. By raising it now, the developers become aware of the problem before releasing the code, and can therefore fix it before release. This is by far the preferred method, as fixing problems later usually ends up costing more.

Granted, ananzi's critique would be much more potent if he had more to go on than the general speculations that have been floated around these forums. But by talking about it now, he also lets the dev team know that they are onto something that at least some of the players find exciting enough to capture their imagination.
Feb 11, 2005 ananzi link
im sure someone else has exploits they can think of

the last one i thought of is this:

-lag. many people are having weird 'lag' or 'graphics rendering' problems at certains station, like the middle TPG station in Azek. however a few months ago when they first got vendetta, it was silky smooth. in a station, no big deal. on a cap ship, strafing run? disaster. gameplay not good.