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JeremyCricket
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Posted - 2009.02.22 18:48:00 -
[1]
Sorry if this has been posted before, I searched but couldn't find anything.
Wouldn't it be awesome if each dreadnought had say four pod slots, firstly the captain, in charge of navigation, an offensive officer, controlling the traditional dreadnought weapons, a defensive officer with maybe a battle cruiser sized fitting panel to fit sub-battleship sized weapon for fighting off figs and cruisers, and finally an engineer, in charge of all the active shield and armour modules, as well as remote repping (maybe not for dreads but certainly for carriers.) The seats with weapons would not be allowed to fit any defensive modules, and so would have very few mid and low slots, and the opposite would apply for the engineer, while the captain would only be able to fit propulsion modules, i am not sure that capitals do or don't though. If they don't perhaps the captain could also be in charge of ewar (again, do caps do this?). The captain alone would be able to use the dreadnought, but it would be vulnerable, but a viable way of moving it non aggressively would be to just have the engineer and captain aboard. There would be an eve client based voip for the crew members only, and when it is destroyed, the four pods would all be ejected into space, to run away or to die as they see fit.
Bonuses of this genius plan include more viable soloing of capital ships (although it wouldn't be soloing really) due decreased vulnerability to small ships, more caps around, due to each player only having to learn one branch of the total skills required, caps in general being more competently skilled due to people specialising in one branch, and finally huge teamwork leading to much fun for all involved!
Any thoughts or contributions?
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Krathos Morpheus
Gallente Legion Infernal Wildly Inappropriate.
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Posted - 2009.02.22 19:26:00 -
[2]
This is bad idea because as far as I know, nowadays is enough boring to pilot a dread. If you make it four piloted, It will be fourth times boring (1/4 of things to do). Also it would be more difficult to fly since you will need four pilots online. Also it will be bad because people wants to bring more dreads to siege, not less. Dreads are used to siege poses, ant that is a very static job, not need for more pilots. Also it seems that with the current implementation of the game, you are not your pod, but your ship, and this prevents them for doing things like docking on titans, so I think it's not possible to implement this. EVE Knowledge |

JeremyCricket
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Posted - 2009.02.22 19:39:00 -
[3]
I see what you mean in that when a dread is used for POS bashing it would be very even more boring than usual. Perhaps it would be better to have a different class of capital, leaving current dreads aside as siege ships, and introducing super-battleships, designed for fleet battles while still using capital weapons, as naval battleships were in the two world wars. Perhaps removing their jump ability would further define these ships as fleet flagships.
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shady trader
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Posted - 2009.02.22 20:06:00 -
[4]
You cannot have multiple player controlled ships, CCP tried it and found it courses major problems with the database.
Also this this idea has been suggested before. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |

testalus rima
Minmatar
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Posted - 2009.02.23 15:33:00 -
[5]
why not... in the end its like a moving pos. several gunner are controlling it while a "captain" is in charge of moving it. the speed and direction of the master is given to the slave parts....like it is done by the "keep distance" and "warp fleet" function. boosters for the whole are set like fleet boosters are set...
hangars for frighters asset and map |

Krathos Morpheus
Gallente Legion Infernal Wildly Inappropriate.
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Posted - 2009.02.23 16:29:00 -
[6]
Originally by: testalus rima why not... in the end its like a moving pos. several gunner are controlling it while a "captain" is in charge of moving it. the speed and direction of the master is given to the slave parts....like it is done by the "keep distance" and "warp fleet" function. boosters for the whole are set like fleet boosters are set...
They can not do it to make titans and motherships flying mobile stations, which is desired by devs and its an awesome add to the game much more than this feature imho. Technical reasons. EVE Knowledge |

shady trader
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Posted - 2009.02.23 19:08:00 -
[7]
From that have read its to do with one "player object" being owned by another player object. It causes the why objects are managed to go wrong and it gets locked into a loot as it has to check that the first player object is not containing a second player object. There is a thread out there were a Dev explained it (think is about 2 years ago maybe more) that is hiding among the other threads about this. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |

testalus rima
Minmatar
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Posted - 2009.02.23 20:09:00 -
[8]
Originally by: shady trader From that have read its to do with one "player object" being owned by another player object. It causes the why objects are managed to go wrong and it gets locked into a loot as it has to check that the first player object is not containing a second player object. There is a thread out there were a Dev explained it (think is about 2 years ago maybe more) that is hiding among the other threads about this.
then make it out of several objects...they can be destroyed separately... -"master" giving bonus and it is controlling the movement -"slaves" are weapon "parts"/drones-"parts"/... -bonus are given via fleet setup -all "parts" have to be in one squad -squad leader should be "master" -for coupling you use the "follow/keep distance"-function set on 1m by skill "super capital control" -"parts" will loose there weight and there volume if coupled (but keep there sig radius) -skill "super capital control" change "slave" inertia to unlimited - to follow as fast as possible -in "parts" it should be weak -dont think about it as "one" ship in one hull....more like connected parts under one shield
in the end: you destroy the "slave" it cant shoot...you destroy the "master" it cant move... it could be a fleet-in-pack or moving pos or simply as a toy train hangars for frighters asset and map |

shady trader
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Posted - 2009.02.23 22:28:00 -
[9]
Originally by: testalus rima
then make it out of several objects...they can be destroyed separately... -"master" giving bonus and it is controlling the movement -"slaves" are weapon "parts"/drones-"parts"/... -bonus are given via fleet setup -all "parts" have to be in one squad -squad leader should be "master" -for coupling you use the "follow/keep distance"-function set on 1m by skill "super capital control" -"parts" will loose there weight and there volume if coupled (but keep there sig radius) -skill "super capital control" change "slave" inertia to unlimited - to follow as fast as possible -in "parts" it should be weak -dont think about it as "one" ship in one hull....more like connected parts under one shield
in the end: you destroy the "slave" it cant shoot...you destroy the "master" it cant move... it could be a fleet-in-pack or moving pos or simply as a toy train
This maybe a way round the problems, but you still have the problems for multi-player cap ships that was CCP's original aim for super caps (being able to dock with it). The fleet skills do not cover all those needed to fly such a ship and would have to be modified. The ship handling sub routines would need to be modified to force the ship parts to say together during flight as would the skill needed to pilot cap ships.
What happens if one player logs out do they take part of the ship with them ? or the pilot goes link dead that happens to the other players then the ship enters emergency warp? This are all questions that have been raised with multi-player controlled ships. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |
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