Legends of the Jedi Forums The Brainstormtorium Random ideas from OOC – Afternoon of 08JUL2009

Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170

Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
This topic has 5 replies, 3 voices, and was last updated 16 years, 11 months ago by Anonymous.
Viewing 6 posts - 1 through 6 (of 6 total)
    • Drel Member
      July 8, 2009 at 6:01 pm #1120

      [b:3i3f4aqj]Ship system:[/b:3i3f4aqj]

      Instead of jacking with reducing the physical number of starfighters on ships (and thus breaking canon) or anything else like it, I say we disband real interceptors alltogether; keep actual hangers for the purposes of capturing and landing (so still sizeable hangers), but have the fighters become a third weapon system, to go with the laser systems (autoblasters, lasers, turbolaser, ion) and the projectile weapons (missile, torpedo, rocket).

      In essence, there would be three types of the fighters: starfighters, bombers, and interceptors. Each would require a certain number of components (starfighter and interceptor being the same, with bomber slightly higher, I’d say); this would determine the maximum number of each type of fighter that the cappie can hold at once. They would be used like any other weapon, ala "launch starfighter," "launch bomber," and "launch interceptor."

      Starfighters and bombers would act offensively; starfighters would be fast, and do minor damage, while bombers would be slower and do far more damage. On the other hand, interceptors would effectively be chaff–when a fighter or bomber attack is detected, interceptors can be launched and will "vape" the incoming fighters. I’m not sure how this work would, either on a simple 1 to 1 basis (that is, if you launch 1 interceptor, it dies and so does 1 fighter or bomber), or some second set of stats the determines the quality of the fighters, bombers, and interceptors (my personal favorite because fighter, bomber, and interceptor attacks weren’t suicide missions).

      Now, another question comes when you talk about what happens when an attack succeeds: do the fighters die in the attempt, survive and return to the base, or survive and be forced to refuel? I’d say the last option; each attack with fighters or bombers–or defense via interceptors–would take a certain amount of energy from the capital ship, just like the laser weapons.
      Additionally, it would be nice to see autoblasters come into use here; they could be automatic defenses that can hinder fighter attacks (slowing them down, possibly destroying them, etc.). Additionally, if that change were made, I’d say put in the long-suggested change for autoblasters to have a chance to automatically shoot down oncoming missiles/etc.

      [b:3i3f4aqj]Leadership:[/b:3i3f4aqj]

      This one was inspired by some random comment Avanga made when we were talking about changing the space system.
      Leadership subclasses should each get a subclass-specific call mob.

      Another suggested leadership change was to have piloting mobs, to complement the combat mobs that already exist. Automated engineer mobs, for example.

    • Avanga Member
      July 8, 2009 at 7:59 pm #10380

      I think getting rid of interceptors would be a mistake. Creation of starfighters gives the game a dimension of economy, and minor pirate clans and the like will have the fun of scrounging up makeshift squadrons and stuff.

    • Drel Member
      July 9, 2009 at 12:48 am #10382
      "Avanga":mmjcw67z wrote:
      I think getting rid of interceptors would be a mistake. Creation of starfighters gives the game a dimension of economy, and minor pirate clans and the like will have the fun of scrounging up makeshift squadrons and stuff.[/quote:mmjcw67z]
      If you want to keep the economy aspect of it, maybe make them purchasable items instead of being bought the same way missiles/torps/rockets are?
      I also didn’t say get rid of starfighters at all–I said simply put them back into a transport/player ship role instead of being used as interceptors for capitals.
    • Inactive
      July 9, 2009 at 8:07 am #10383

      He means have a separate system for interceptors.

    • Drel Member
      July 9, 2009 at 1:25 pm #10384
      "Skiia":2fdgxrc7 wrote:
      He means have a separate system for interceptors.[/quote:2fdgxrc7]
      Basically, yes. Instead of building real interceptors, the interceptors could
      A) be an integral part of the ship; that is, they would increase base construction time [based on the quality of the interceptors??] and could then be later bought like missiles/torpedoes/rockets to replace destroyed fighters/bombers/interceptors
      -or-
      B) be a seperate part, just like they are currently. They could either be small items, or tokens, or some such, that the engineering clan builds, and then there’s a system for loading them onto the ship (ala notes and ammo). OR, the more logical approach to this alternative: interceptors would be built normally, then be loaded onto the ship and go *POOF* (This would require a specific loading command, just like the item approach, however–lest they be loaded onto a regular hanger and then players’ starfighters would also go *POOF*).
    • Inactive
      July 9, 2009 at 5:00 pm #10385

      This would most likely be integrated into the current squadron system, where the squadron command made them go ‘poof’ and sent them off to their own specialty hangar. (which doesn’t exist <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!– s:P –>)

Viewing 6 posts - 1 through 6 (of 6 total)
You must be logged in to reply to this topic.