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 Capital and Super Capital Ships

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Commander Error
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PostSubject: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeMon Dec 19, 2011 10:35 am

Just an idea.

Large ships, Capital/SuperCap, are restricted. They can be built, but require some conditions to activate.

1) Be part of an organized "group". This could be a Navy, Corporation, or something.

2) Have a certain number of small ships (frigates, destroyers, cruisers) in the aforementioned group.

3) Require a designated "Commanding Officer/Captain.


Critisize as nessecary.
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ectrimble20
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PostSubject: Re: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeMon Dec 19, 2011 2:15 pm

I wasn't aware that we were attempting to copy Eve.

Not trying to be cynical, but I believe the point of this is to allow people to build what they want when they can. So I say "no" to Fleets, restrictions on when stuff can be built and on a required commander. For 1, Fleets would require too much over head plus what do you do if your the only one on-line or nobody wants to join your fleet? Restrictions on when you can build stuff will be governed by when people have said materials available to construct stuff, that will balance itself out. And a commander is a silly idea imo because you'll just have some twit 12 year old become commander because he are da bestest and haz da thingy needed for it. I think that if you want, you should be able to build a gigantic ship, plop it in space, start it up and eject from it. Let it fly off into the abyss without a crew for all we care.

Anywho, those are my thoughts on said subjects.
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fr0stbyte124
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PostSubject: Re: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeMon Dec 19, 2011 2:46 pm

That's pretty much my thought on the matter, too. There's nothing stopping you from cruising around the galaxy with some friends, but this was never intended to become a full-fledged space MMO.
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Commander Error
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PostSubject: Re: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeTue Dec 20, 2011 10:14 am

I say this just as a measure to stop everyone from building a SuperCap and going arond blowing stuff up.
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ectrimble20
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PostSubject: Re: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeTue Dec 20, 2011 12:27 pm

TheLordofError wrote:
I say this just as a measure to stop everyone from building a SuperCap and going arond blowing stuff up.

Well my thoughts on that are this:

1) We will have server restrictions in place to prevent someone who's just starting out from being jumped by people who have "super caps".

2) If you have the time to waste gathering the 600k-2million blocks of material required to build what I would consider a super cap, along with all the components of the super cap, as well as the fuel, ammunition and super weapons needed simply to engage in a battle properly, not to mention to 5-10 other people you'd want with you to make sure things run smoothly, then I think you've earned the right to go around and blow up people with your super cap.

I seriously doubt that there will be a lot of people flying around in MASSIVE ships. The cost in time alone with make them impractical. People (or at least IMO) will prefer to use smaller frigates, cruisers and dreadnought sized vessels because they wont cost as much material or time and can easily out maneuver a much larger vessel and thus will have advantages over them in certain circumstances.

Think of it as an Imperial Star Destroyer going up against a Y-Wing (yes, a star wars reference, it was on a couple nights ago and is fresh in my mind). The Y-Wing can move much quicker and has a devastating attack if used on the correct weak point of the Star Destroyer. however the Y-Wing has to cope with the defenses of the destroyer in order to accomplish its task. Skill, a little luck, and a number of mathematical factors go into who comes out victorious. Super Caps will not be the End-all be all unless properly supported.
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Cason22
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PostSubject: Re: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeTue Dec 20, 2011 12:28 pm

TheLordofError wrote:
I say this just as a measure to stop everyone from building a SuperCap and going arond blowing stuff up.

I swear capital ships are more for staying back and providing service to other ships for example repairing ect and for transporting supplies people or smaller ships and so on.

So why does everyone think they are meant to be death machines.But I think they should be equipped with a decent amount of weapons.

So what do you think?
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Commander Error
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PostSubject: Re: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeTue Dec 20, 2011 3:00 pm

Cason22 wrote:


I swear capital ships are more for staying back and providing service to other ships for example repairing ect and for transporting supplies people or smaller ships and so on.

So why does everyone think they are meant to be death machines.But I think they should be equipped with a decent amount of weapons.

So what do you think?

I was thinking Super Dreadnoughts and the like.
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ectrimble20
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PostSubject: Re: Capital and Super Capital Ships   Capital and Super Capital Ships Icon_minitimeWed Dec 21, 2011 12:57 am

Cason makes a valid point.

I think what might be popular would be a "super carrier" of sorts, like a command and control ship or a mobile base of sorts, something not designed to be in the thick of battle but rather to be escorted and transport a strike force, even support for a interstellar mining venture. I know in Eve the Corp I ran with used to bring 10-15 hulks and 3 times as many Cruisers/BC's/Battleships and a gang load of frig/destroyers on our big 0.0 expeditions but we also made sure to have at least two FC's with C&C ships to support our operations and about 5-10 support/repair vessels, 100+ ship mining operations were not uncommon.

Anywho, Not sure about the feasibility (feasible is my word for the day btw) but the idea is sound.

Suppose we shall see.
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