Guild warships? - Printable Version +- Saberwing Forums (http://www.sabercult.com) +-- Forum: Main Communications (http://www.sabercult.com/forum-27.html) +--- Forum: Star Wars: The Old Republic (http://www.sabercult.com/forum-36.html) +--- Thread: Guild warships? (/thread-3639.html) |
Guild warships? - Dervish - 03-12-2010 kateria Wrote:shirely , an surely we got better things to rant on about then this dead horse ? . OMG CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! CAPSHIPS! Guild warships? - QuorTek - 03-12-2010 Seriously.. it simply would not feel correct that just two should be able to operate one. 1 to pilot it, 1 to navigate it, 1 to plot targets, 1 to repair (mechanic) modules, 1 to look over electronics (shields, disruption, interdiction or whatever you could put in here add tractor beams), gunners to man the guns for combat, as well as ordnance experts that takes care of missile systems and counter measures. Having to just fly it should require at least 1 pilot, one navigator, 1 electronics/defence, 1 mechanic as minimum and not be able to operate any of the offense stations as of leaving them the ship would not work out other than the option to warp back to the station and land. You of all, Sonic, should be all over having it take a major group thing to make the thing run.. are we not craving for the starwars thing and being a part of it even though it is only a virtual world? Anyhow the system would take skills for each of the points that you can do, the pilot need to allign up on a good approach, the navigator needs to plot a course for the pilot to fly by, the shield master needs to make sure the shields and other electronic system works, such as jamming the opponent, interdiction or whatever, the mechanic needs to make sure the stuff is all in order... dunno about you guys, but I would be all over it if the case, also it would keep the number of posible capships down in game so it is not like everyone has one and all wars is about capships... also for PvP and PvE there should be a max number of slots each side can have for going in, we don't want it to be like oh... 1000 cap ships on each side and no fighters where it should be more like 50 capships on each side and the rest fighters, bombers, gunboats, medium/small freighter size ships and maybe even 100-150 frigate class ships.... I am speaking about gameplay... not just for me but also for what might benefit the entire SW:TOR community the best. The more free pilots that does not need alot of this and that to fly the stuff would be fighter pilots, bomber pilots, interceptor pilots which would make more sense to me as well. Guild warships? - Meryl Haddox - 03-13-2010 I vote that this entire debate has become POLITICAL in nature and that Nis knows exactly what to do about that :tongue: Guild warships? - NightFire - 03-13-2010 So you're reduced to pressing a couple buttons each for the sake of making it more 'Star Wars realistic'... no thank you. And...... Thanks Meryl |