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Useless Frigates


Cheeseinator

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Probably, I think it's better not to clutter with excess bots doing "nothing" but running around the bridge though. I mean they're useless enough without sucking processor powere pretending to run the ship! How about if weapon control is via the bridge, so if you bomb it you have to manually use the turrents (ala episode 3).

 

Of course I'm assuming that the turrents in the old films are autoloaders anyway..hmm.

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I think some NPC's running around the ship would give the space battle an appropriate atmosphere and maybe some usefulness. Maybe some technicians auto repairing, some guards patrolling or gunners who automaticly man turret stations. Basicly just a skeleton crew that makes sure it's a bit of a challenge to take on Cap. Ships even if no players are bothering to repair/guard/man turrets. Commanders on the bridge would be a nice touch, but not necessary in my opinion.

 

I think I would prefer turret controls being in their own seperate gunnery room, but maybe it could be a part of a bridge, or maybe a room that directly leads into it.

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I think I would prefer turret controls being in their own seperate gunnery room, but maybe it could be a part of a bridge, or maybe a room that directly leads into it.
Where the gunnery room(s) is/are located could also show where the turrents are on the ship. So if one room is on the same level as the bridge, that gunnery station controls the turrents on top of the ship, while the other gunnery station located on the main level controls the turrents on the ship's underside. This would be a little more difficult to pull off on a Mon Calamari Cruiser (as the bridges on them are very small); maybe one of the gunnery stations would be directly under the bridge?
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Multiple gunnery rooms could also be fine - it would lead to a bigger ship-map in any case. Mmmh .. while thinking about that: how about a special engine/security room that needs to be blown up in order for invaders to be able to enter the bridge?

But back to the problem of the bridge crew: While Redtech certainly has a point when he complains about how a decor-only crew would just waste processor power, an empty bridge seems to be somewhat unatmospheric. Originally I had thought of just the admiral (in my opinion pretty much essential and nearly the whole point of having a bridge), his bodyguards -e.g. Stormtroopers-(pc-controlled bots of the aggressive type) and technical personnel (pc-controlled bots of the passive type, clad in the appropriate worker uniforms as seen e.g. in the last episode). As both types of bots can already be seen acting in maps like Geonosis or Kashyyk (and guards wouldn't even need to roam around very far)- or Mos Eisley (passive like the Javas in non-hunt mode) I believed that this would be a rather simple idea. But giving them a function like Darth Andrew and Paranoid Android suggested would certainly be even better - if that could be feasible. As there are usually already bots around that operate turret terminals, this seems to be quite possible indeed. Though I'd prefer it if they would wear different uniforms than the pilots. How about having bots control a part of the guns automatically from the bridge - and leaving the control of the rest as an option to players in a seperate room? Well ... that or to the admiral, of course. Or both. Anyway - automatic repair teams would be a good idea, too. It might need a little bit of fiddling with balance (they should not be too good at that business - or maybe player pilots with fusion cutters should be made less helpful) & ideally be controlled by the admiral (reapair by priority - weapons first, then shields or something like that - naturally that's only sensible if there really ARE any negative factors in having systems beside shields non-operational). This, however, might even lead to the point of making boarding combat a very sensible choice! :tie:

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Why not have new classes instead of special NPCs so the game will feel more unified? Here are some general ideas:

 

Marine class - Equipped with an automatic rifle, four grenades, and instead of a rocket launcher, a blaster, as using rocket launchers in ships is illlogical. Maybe the absence of the rocket launcher could be countered with a few turrents in a capital ship's hanger to stop boardings.

 

Pilot class - Equipped with a blaster and two grenades, it's the only space class that can use a craft's boost and dodging abilities. It can also slowly heal the craft it's piloting. The pilot can also use unmanned enemy craft, and it's the only class able to do so.

 

Engineer class - Equipped with a blast cannon (shotgun with lasers instead of bullets, unlike Battlefront II :rolleyes: ), fusioncutter (can repair turrents, craft, and open locked doors), and three detpacks, this class is perfect for boarding operations and destroying interior ship systems. When using a capital ship turrent, it auto-repairs it just like the pilot can to craft.

 

Officer class - Equipped with a high-powered automatic blaster, electrobinoculars, and a morale boost, this class is great on both the front lines and behind them. It uses it's morale boost (rage, courage, etc.) to help allies' fighting skills, which can turn the tide of a battle. But the most interesting tool is the officer's electrobinoculars. Besides being able to see far off points of interest, it can use the electrobinoculars to target a frigate, a capital ship, or a seperate component of a frigate or capital ship to be assaulted by a barrage of laserfire from three fighters. These fighters hyperspace into the battle, strafe the target, and leave, unless they are destroyed. They are the exact same as a normal fighter.

 

I can't really come up with any ideas for a guard class, except for a sonic rifle that can damage and knock down a target at the same time; to me, it would seem too gimmicky. Also, the officer class sort of runs into the admiral's role, but I think the officer would play more of a direct role in combat than the admiral.

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Ah! Perfect! Yes, of COURSE we need new classes! The restriction to the two we currently have never made sense to me ... And what a wonderful opportunity for new classes and skins! Though I don't think that those classes are necessarily those of the bridge crew ...

Anyway: I love your pilot idea! It makes perfect sense to me - and a few grenades would make the pilot more entertaining in boarding fights ( a better blaster pistol might help, too - after all, we poor guys lost our mortar launchers & health packs since BF1 ...)

Your Engineers are a good idea, too! Perhaps they could also keep the usual health/ammo packs and ... deployable turrets?

As I still have this image of imperial marines as ... well ... imperial marines (the black clad guys with the big helmets and pistols you see as guards in the Death Star ... though sadly not in BF2's death star), I think they should be a less heavily armed class that is available in greater numbers than the special guards (well armed stormtroopers and others ...). Perhaps marines should have grenades and be faster while regular troops carry heavy explosives and a larger, slower blaster.

As to your idea of officers ... well the regular equipment surely fits in - yet I'm not so sure about those electrobinoculars. Where would they use them?? You probably don't mean that they should be looking through the hangar entrance and wildly focus any bypassing target and you do not really need binoculars in the narrow ship corridors... So - on board a fighter?? Well, they certainly might use the abilities you describe here, sounds interesting, but in that case I would suggest another name. How about simply 'command' or 'call in support/strike/reinforcements'? The image of an officer on board a fighter wearing binoculars over their helmet - well ... it's a little odd ;)

Speaking of helmets: for the sake of Star-War's atmosphere and variation: the officers/admirals should NOT carry those big helmets but proper uniforms (of course this applies only to Rebels and Imperials ... I do not want to suggest droids in uniform .... though this might be entertaining ;) )!

By the way: as a method of introducing EVEN MORE new classes (I am tired of shooting at rebels in orange uniforms - when reviewing the holo documentations of our enemies, you can see a lot more than that, and we loyal imperial pilots do have some specialised uniforms for tie bomber pilots, too - I'm quite sure of that): how about more than one type of pilot? Maybe as a specialised ace pilot /heavy fighter pilot. He might have different maneuvers than the standard one - or perhaps more speed /armour /fire power on board special or all vessels ... maybe at the cost of a lower repair rate. His shipboard fighting equipment might be different, too - concussion grenades, mines, stun guns - whatever! I'd even be happy if there were just different skins for different space battles, yet I believe there could be more than that!

Besides, I already mentioned space troopers ... maybe as the replacement of dark troopers in space battles. Actually, I got this idea from Timothy Zahn's series in the expanded universe. You know, that rebel propaganda writer - but he had some interesting ideas. I like the concept of troopers that could launch from a hangar and fight in space in just their bulky suit. Of course they wouldn't be very good at sustaining hits from fighter fire( but would have high armour compared to regular soldiers), and they should be not that fast & maneuverable, too ( at least on board capital ships - they should move sluggishly, have a high damage but slooow weapon and certainly NOT be able to roll around) - but they'd be very small targets and might deal quite some damage with - I think there arms were described as torpedo launchers - anyway, some sort of heavy - possibly guided- weaponry. There are further interesting possibilities: while their suit would definitely be too awkward to allow them to enter a fighter's cockpit, they could certainly be a passanger aboard a shuttle. Which they could depart in mid-space or while the shuttle hovers aboard the enemy capital ship ... For the historical clone wars era, just think of these crawling little robots that love to hop on & harm enemy ships. There are TONS of great tricks and tactical twists that could be done with such things ... and there's even more that could be added ... speaking of guards - how about these guys: :guard:

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I love the idea of adding more classes to space battles, although I might say that commanders could pilot capital ships (if implimented) and pilots are the only ones who can pilot space vehicles. Although this might be too specialized.

 

I was also thinking NPC's could fufill more mundane functions that players normally typically don't do. for example a guard class armed only with a pistol, that just patrols the ship for minimal defence, or a gunner class that mans turrets if no actual players are their to do so. To me I don't think these guys should warrent actual "classes" just guys running around to help keep the fights interesting.

 

Also I like the idea of the "security center" I had an idea about a similer room once, It would be a secondary command post that guards the corridors to the bridge, so borders must capture it at one point or another, it could fufill the strategic function of maybe controlling all auto turrets within the capital ship (and maybe allowing players direct control to these) and giving certian players (maybe commanders?) the ability to "lock down" all the doors in a certain area's on the ship, changing them from being automatic to being permenetly closed, so if the borders don't have an engineer with then their in a pretty tight spot. It could also serve as a spawn point for "security" NPC's if the guys are used.

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As to your idea of officers ... well the regular equipment surely fits in - yet I'm not so sure about those electrobinoculars. Where would they use them?? You probably don't mean that they should be looking through the hangar entrance and wildly focus any bypassing target and you do not really need binoculars in the narrow ship corridors... So - on board a fighter?? Well, they certainly might use the abilities you describe here, sounds interesting, but in that case I would suggest another name. How about simply 'command' or 'call in support/strike/reinforcements'? The image of an officer on board a fighter wearing binoculars over their helmet - well ... it's a little odd ;)
Actually, I figured the officer would use the electrobinoculars from the bridge, but I do agree the idea is a bit odd for space combat anyway. The problem is: how would the officer call in the strike? That's how I came to the idea of electrobinoculars.
By the way: as a method of introducing EVEN MORE new classes... how about more than one type of pilot? Maybe as a specialized ace pilot /heavy fighter pilot. He might have different maneuvers than the standard one - or perhaps more speed /armour /fire power on board special or all vessels ... maybe at the cost of a lower repair rate. His shipboard fighting equipment might be different, too - concussion grenades, mines, stun guns - whatever! I'd even be happy if there were just different skins for different space battles, yet I believe there could be more than that!
Hmm. The problem with that is that the game would start to become too complicated, as we might as well introduce varying degrees of grenade troopers. Though it would be nice if there were other pilot skins, though I don't know any other types other than those in the movies. It could work if players could customize their skins for each class of each side; I think that would be pretty sweet.
speaking of guards - how about those guys: :guard:
The problem with using the Royal Guard is that they (to me) aren't suited to a battlefield where hundreds of expendable units are slaughtered. The Royal Guard was the best of the best from stormtrooper ranks, and seeing how most stormtroopers FAILED AT LIFE (based off the movies ;)), Royal Guard would be hard to come by. Instead, maybe the Imperial guard class could be the men that carried off Ozzel's body in ESB.
Also I like the idea of the "security center" I had an idea about a similer room once, It would be a secondary command post that guards the corridors to the bridge, so borders must capture it at one point or another, it could fufill the strategic function of maybe controlling all auto turrets within the capital ship (and maybe allowing players direct control to these) and giving certian players (maybe commanders?) the ability to "lock down" all the doors in a certain area's on the ship, changing them from being automatic to being permenetly closed, so if the borders don't have an engineer with then their in a pretty tight spot. It could also serve as a spawn point for "security" NPC's if the guys are used.
That's a really cool idea. Now I'm getting way too far ahead of myself, but it would be awesome if you could turn off the shielding that protects the hanger from this security center. "In space, no one can hear you scream." ;)
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i think on capital ships, the enemy should be able to capture sections

but in the bridge, the captain could vent atmosphere in thoose sections

this would kill every thing in the section, but owuld make the area useless to every1

oh and usable security cameras would be a useless but cool addidtion

finaly i think that there should be multiple capital ships and they should have a few levals of hangers possibly 1 with fighters, 1 with multi p ships and 1 with bombers and transports

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Multiple levels of hangers would be kind of pointless. If all the hangers were the size of the CIS cruiser's, all ship types could fit comfortably. But I do agree with you that there should be multiple ships; two capital ships and three frigates could be the max (per side), but it would vary from map to map.

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Nice ideas. I'm not a fan of only pilots being able to fly though, but they should have benefits and I think it'd be better to leave all the flying "l33tness" to pilots as well, rather than having them replaced by specialised pilot classes. Heck, it should be at least possible for an "Admiral" class to lead an invasion if need be, they wont be limited to one per team that's for sure, and they may be very useful for aiding an invasion!

 

I would prefer if all classes were capable of attempting something that the other classes can, even if they aren't brilliant at it. So all classes should be able to fly, just some not as well (e.g. no self heal or boost) or fight (with varying poorness of weaponry) or sabotage (from sllicing to just lobbing grenades).

 

No, I don't want homeogenicity, but more along the lines of not being completely ruined if you're in a bad situation. Also, I'm thinking that enemy captains should be able to slice consoles to take over stations, or some other evilness, so instead of destroying stations, you have the option of capturing them. Yep, nab the engines and send the ship careering out of control...

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Good point - and I actually do support this. I think neither I nor Darth Andrew meant that pilotting ships should be restricted to pilots (specialised pilots were just meant to be a further variation). And while I'm not so sure about the sense of Admirals leading a boarding maneuver in person ... it may have some charm. Should be risky but ...well, why not? Certainly all classes should be capable of handling personal combat at least to some degree. And the space troopers I mentioned ought to be the only exception in not being able to fly fighters. Just like droidekas can't pilot vehicles. I think this exception makes sense, as they are somehow vehicles themselves.

Concerning the :guard: problem ... Darth Andrew, be certain: I, as a mere pilot, wouldn't dare to dream of using Royal Guards as cannon fodder. I don't want to meet that mean guy with the very special black armour and slightly unforgiving attitude to failures ... ;) I just like those emperor's special guards and am really in favour of adding them in some form to this simulation. For example as bodyguards for a REALLY important admiral. Standard ship guard NPC's should be either black clad marines or stormtroopers (with black-clad marines as standard forces for players).

As to all those suggestions about venting the atmosphere out of rooms ... well - to be sure -that would be a nasty little surprise for invaders. Perhaps a bit too powerful, however, though some classes (e.g. space troopers) might be immune to that. I think I prefer Paranoid Android's suggestion of lockable sections that are controlled by the security room (Jawa's security camera's would indeed be a fitting gimmick for that one, I think). And yes ... having bots handle the more boring tasks sounds exactly right. After all, which player really wants to spend the game standing around the admiral and twiddling his fingers till the evil invaders finally manage to make their way to the bridge? Or keeping their fingers on the right mouse button for hours repairing ship systems? Finally, I'm also in favour of more frigate variation for the space battles. What about a battle, where the puny rebels have to destroy this .... interdictor? ... kind of imperial vessel that prevents them from entering hyperspace. Or heavily armed Nebulon B frigates as a REALLY dangerous escort ... or even another, smaller, type of capital ship ... complete with it's own, different interior (in that case, probably as a replacement of the regular capital ship - more diversity=more fun). What about a battle where there are just corvettes launching fighters and fighting each other? Or those tie carrier things ... A space station? A super star destroyer (I dearly love those things)? One side's fighters coming out of hyperspace while only the other one has to defend a capital ship? An asteroid base? A mine field? A nebula? A freighter convoy (perhaps a neat idea for Galactic conquest ...)? There's a hole fleet of vessels begging to be included ... like assault gun boats :missile: or stormtrooper transports or (I guess I should stop :)).

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What about a battle where there are just corvettes launching fighters and fighting each other? Or those tie carrier things ... A space station? A super star destroyer (I dearly love those things)? One side's fighters coming out of hyperspace while only the other one has to defend a capital ship? An asteroid base? A mine field? A nebula? A freighter convoy (perhaps a neat idea for Galactic conquest ...)?
That would be cool. One interesting battle could be you and the enemy attacking each other, but in the middle is a pirate space station that will attack both sides (with Z-95s launching alongside piratish transports). You could ignore them, destroy them, or the most useful solution, capture the station. That would pressure your orignal enemy greatly. ;)
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I like the sound of the neutral sides idea could prove for all sorts of interesting scenarios, and could provide a good excuse to use some ships that otherwise wouldn't be in the game (Naboo Starfighters, Geonosian strfighters, Z95's)as well as well as the space-station. I'd kind of like to see some more scenario types for space battles actually, sure fighting the the last ship is cool, but maybe some other types for variety.

 

I'd like to maybe see some kind of map with a pirate controlled station in the center, (complete with plenty of hangers and auto turrets) spawning all sorts of pirat craft (Z95's and whatnot) which can be stormed and captured, maybe in a sort of "king of the hill" type scenario.

 

Or how about some sort of mission where you have to escort an important frigates to a point on the map, like transports or somthing. Once they reach their destination they hyperspeed outta their and defenders get a point. If their wasted attackers get a point, at the end the team with the most points wins, or somthing along those lines.

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Actually ... Darth Andrew already happened to have a very similar idea with the pirate space station in the middle and spawning Z95's in a previous post- and it is a very good idea indeed! Be it just a neutral faction base or the king of the hill scenario you described (why not both :) ?) And you don't need to be concerned, Red Tech - remembering Tie Fighter and previous space combat training simulators the empire has developed, Z95 are indeed realistically portrayed as flying rubbish (they look basically like an X-Wing with just one pair of wings) ... weak and easy to handle. The pirate scum could use some modified skins for rebel troops (there isn't much difference between rebels and pirates anyway). Oh ... a few gamorreans would fit right in, of course - and, if the modder or developer that would work on this should be in a generous mood: I'd also like Rodians (basically some type of pistol marksmen) and those ugly aliens with the many eyestalks that love to throw thermal detonators. It might be interesting to be able to actually PLAY this side, too - maybe in hunt mode? A real three-way battle with players on all side would be great - and I think it MIGHT be made workable ... e.g. by using different objectives for each side - yet sadly it's pretty unlikely. But even neutral pirates would be great fun! There is nothing that cheers up loyal imperial forces like being able to blast pirates AND rebels at the same time. Paranoid's escorting freighters scenario sound pretty interesting, too - after all, it's standard business in space combat simulators, why shouldn't it be included here? A nice twist on it might be a special objective for the raiding party to board one specific freighter and take over it's bridge to ... if succesful ... fly the freighter to a certain point in order to escape with this bounty (while the escorts try to recapture it). Fighting inside a bulk freighter among containers and exotic goods (stuffed wookies? / luxury food, rubber taun-tauns ...) ... well, I'd certainly find this interesting. And there are even more possibilities:

- How about a combination between space and ground battle: fighting over the oceans of mon calamari, with small frigates and cruisers in the sky ... and maybe floating platforms or waterbound ships (speaking of water worlds, an under-water battle with submarines and diving troopers should be full of wet fun ...).

- I'd also like a fight between a military space station and an enemy carrier. Just a variation of the standard theme, maybe - but interesting nevertheless.

- Or maybe a battle among the clouds, high up within the atmosphere of a planet ( no, not necessarily Bespin), with a space station and/or the capital ships hidden inside ... and a few nasty proximity mines, too - a battle where you can't see very far (might also take place inside of a nebula).

- More exotic and less familiar might be a scenario where endless waves of slimy, alien attackers in strange crafts float towards you out of hyperspace and you and your companions have to defeat them wave after wave ... but maybe that has already been done before ;)

P.S.: A promotion? :lol: Redtech, do you mean some admiral finally acknowledged my tireless efforts in the service of our glorious empire? The admirals at last decided to believe my mission report about the scouting assignment to Kashyyk where I single-handedly took out three heavy mon-calamari cruisers and the millenium falcon? FINALLY! I'm getting a medal! I'm getting a medal! Maybe also a new rank? Well ... of course I'm too modest to suggest that I'd make a marvelous Vice Admiral - but if there happens to be a vacancy somewhere ... well, of course it would be nothing less than my duty to fill it!

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Agreed! X-Wing Alliance is just one of those rebel propaganda pieces! X-Wing Vs Tie Fighter is (potentially) politically correct and offers good practice missions even for experienced tie fighter pilots. And it is great fun, too! A pity that my off-duty steering equipment (commonly known as 'joystick') has seen better days, but is absolutely required for both simulations ... Well, and they could both need a technical update as well ... But speaking of mere technical concerns ... though X-Wing Vs Tie Fighter is certainly a masterpiece of imperial software engineering, it - just like that sorry rebel attempt to copy it - lacks any form of close infantry combat INSIDE of a ship. So they would be quite obviously unable to handle this, while I think that at least SOME of the ideas we discussed COULD be handled by Battlefront 2 ... and who can say what clever modders or possible sequels /expansions might handle ...

Mmmh .. by the way: Solo 4114 .. I'm not familiar with that ID-number .... yet - don't I know you from somewhere? Your face sure looks familiar ... and that name, that name - I'm nearly certain I heard that somewhere before ... Nah ... probably just a coincidence. You can't be that smuggler we are looking for ...

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i think a capture the hill would be good

also i think you could turn it into a midway from bf1942

like where each team has a cap. ship that can be destroyed

this would be like the aircraft carriar with all types of ships

then each team would have a frigate sort of thing that had bombers, transports and turrets that fired on enemy ships this would be the battleship

the last ship would be like the current frigates but better at what it does

it would have transports, fighters and mulitpurpose ships

in the middle of the battle would be an abandoned space station or large ship

it would have 2 capturable hangers, a security center cp, a bridge cp, an engines cp, a barracks cp and possibly more

 

my other idea would be to have small space stations with 1 capturable hanger be floating around

if you capture it then it spawns ships for your team

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