JTL Capital Ships

  • Now once again I'm not requesting a complete Roadmap overhaul,
    just wishing to be able to utilize the existing capitol ship skins that are in game.
    the only modification that maybe required is the pre CU grouping size to accommodate the larger vessels,
    this will be the Lancer class Frigate (Imperial), Corvette (Neutral), and Nebulon B Frigate.
    These vessels could create some of the most iconic space battles in any mmo to date,
    but again this sort of vessel should have a tag requirement such as PA authorization to buy the deed.
    In addition DEV's would have to create the crafted components out of the existing Gunship crafting schematics,
    levying hefty Pitch/Yaw/Roll/Speed penalties to the hulls .

  • This could be cool, but it would take a lot to get these ships created and usable, and then there's the question of how it would even perform, if it would be balanced, and whether players should be able to pilot these things. I think something on the smaller scale could be cool, but it's a consideration that won't be addressed for a while since there's lots of other stuff to add first.

    Formerly known as Camer from Intrepid, and later from Starsider

  • Lets be honest for a moment here,
    1st modification required to operate vessels this massive would be to reinstate the former Pre CU group size for JTL is required to both crew the ships' turrets and stations.
    A reasonable place to start is by using the Capital Ship Hulls/Skins already encoded in JTL/NGE,
    while adding additional star fighters' to JTL seems simple.
    Adding Player Capitol Ships' can truly become problematic in once aspect,
    as only the CR90 and ISD have encoded deck plans.
    To simplify the ship deck is one solution,
    but still doesn't address the turret hatches/exterior space instances and repair panels will have to be scattered throughout the deck.
    I actually feel bad for the player ship repair crews racing thru that mess to fix battle damaged components,
    there is also the initial cost of construction and operational cost of repairing Capitol Ships.
    Naturally no solitary pilot can afford to operate said vessel alone,
    which is why Capitol Ships are best operated by a guild as the pilot is just a navigator.


    JTL Grouping
    This can be tricky to implement but is easy to resolve,
    1st only operator of a Capitol Ship can employ larger than NGE/Pre CU group invitation's while using PA terminal.
    That's right folks, only by employing a Player Association terminal with all guild/crew members present in the PA structure.
    All other forms of Pre CU group invitation's must be done in high planetary atmosphere or orbit,
    any party that lands their ship automatically breaks group.
    Capitol Ship Groups are handled a little differently,
    the pilot can either land at the PA of origin or the crew may use the escape pods.


    PvP Boarding or Guest Inventations
    I know it sounds like a great ideal but it isn't,


    The CR90 Corvette :Minimum Crew 8
    I've counted at least 2 anti ship Turbo Laser Batteries on a Kessel CR90 Corvette,
    which should be followed by 4 traditional anti star fighter turret cannons.
    The CR90's saving grace will be it's inherent speed and maneuverability over the Nebulon-B escort frigate or Imperial Lancer class Frigate.
    The CR90 I reasoned should be classed Neutral as to be available to either Rebel, Pirate, or Imperial Fleets.


    The Nebulon B escort Frigate :Minimum Crew 14
    This vessel boast 6 Turbo Laser Batteries 6 Laser Cannons.
    In addition to being exclusively Rebel faction it's speed and maneuverability should be the slowest of the three.


    Imperial-class Star Frigates :Minimum Crew 14
    This vessel employs 4 Turbo Laser Batteries, 4 Ion Cannon Batteries, 4 Laser Cannons


    The Lancer class Frigate :Minimum Crew 12
    This star fighter hunting vessel enjoys moderate speed increases over the Nebulon B and employs 20 quad laser cannons and no Turbo Lasers,
    it's armaments' reduced by half equals 10 and is Imperial faction only.


    Capitol Ship Weaponry
    Ok these crafted weapons must be focused solely for destroying large targets this is where most of the balancing will be made,
    Turbo Lasers, Ion Cannons, Disruptors can be handled in one of two ways.
    Easiest method is to increase the energy cost to fire the weapon systems,
    making constant fire a risky maneuver in battle.
    Another more reasonable method is to reduce the RoF of the weapons to render them useless against any vessel faster than a Gunship,
    thus a direct hit on a star fighter is nearly impossible unless disabled.


    Capitol Ship Component Innate Damage Reduction
    I feel this is the most realistic approach to representing system redundancy and compartmentalization,
    all Capitol Ships' should enjoy damage reduction from all forms of star fighter scaled weaponry that penetrate shielding.
    The exact % of this reduction is pre determined by the component class,
    lets say for example it's 70% for Mark1, 80% for Mark2, and 90% for Mark3.
    In this way Developers' can dictate hull mass and statistics to achieve game balance,
    they can even reduce component DR to reflect total inflicted by Capitol Ship Weaponry.
    The only exception to this rule would be star fighter weaponry , PoB,
    and Gunship components that are hit while unprotected by Capitol Ship Shields.


    Laser Turrets
    Yes we all know no such weapon exist in JTL,
    pilots employ either crafted Experimental weapons or Re-Engineered Level 7-10 loot dropped cannons for this role in Star Fighters, PoB, and Gunships.
    I'm sure you ask why arm Capitol Ships with star fighter weapons?
    Simple, they effectively destroy star fighters, are of lower


    and power drain, and form the primary weaponry of the Lancer class Frigate!
    Yeah sure 10 Re'd 10's doesn't sound all that dangerous,
    until it's fired at you from nearly impervious vessel with a almost endless capacitor that will go toe to toe with a trio of Gunships.



    Let's Play Star Wars Galaxies - part 80 Capital Ships - YouTube

  • Realizing the Titans' of the Abyss is easy, editing them into the JTL game engine not so easy.
    1st off this requires a JTL Gunship Hull Edit for specific Hull Points per Hull class,
    then each individual Weapon Battery Class Hard Points & Turrets edited each specific warship hull.
    Then create and edit each individual warship exterior wire frame, skin, interior factional skin, & Deck floor plans for each warship.

  • This could be cool, but it would take a lot to get these ships created and usable, and then there's the question of how it would even perform, if it would be balanced, and whether players should be able to pilot these things. I think something on the smaller scale could be cool, but it's a consideration that won't be addressed for a while since there's lots of other stuff to add first.

    As I've stated earlier the Old Republic, Corellian, Trade Federation, Confederacy of Independent Systems, Chiss Navy, Galactic Empire, Sith Empire, and Mandalorian factions are true military powers,
    while the Rebel Alliance factions are not.
    Unlike the Rebels all of the above super powers employed state of the art warships where as the Rebels' had only converted luxury liners and stolen obsolete warships,
    only the intervention of the Mon Calamari sustained the forces of the Rebellion.
    While it is true the Galactic Empire was the dominant superpower, it was also pressed to pacify the Confederacy, Mandalorians', & Rebel Alliance,
    thus developed & required super weapons such as the Death Star.
    As for performance smaller warships have a clear edge in maneuverability where as larger ships will pre-dominate all available arcs in fire power,
    there is no balance only strategies in this scale of naval combat.
    Players will play their organizational roles in fleet combat or fail, it's just that simple.

  • #ziggyforpresident2014

    Ackbar was one of the first to be enslaved,
    and was eventually presented as an interpreter and personal servant to Grand Moff Tarkin,
    a high-ranking Imperial official.During this time Ackbar learned much about both the Empire and military tactics in general,
    and also learned of both the Rebel Alliance and the Death Star,
    a moon-sized superweapon Tarkin was developing.
    Ackbar was freed from captivity during a failed attempt by Rebel forces to capture Tarkin.
    Afterward he joined the Rebel Alliance and helped convince his species to support the cause, playing an integral part in persuading his people to contribute their massive starships,
    the Mon Calamari cruisers, to the Rebel Alliance. Starting with the rank of Rebel commander, Ackbar helped design the B-wing,
    a powerful line of starfighters, which prompted Rebel leader Mon Mothma to promote him to Admiral. Following events in the film Star Wars Episode IV: A New Hope, including the destruction of the Death Star, Ackbar helped the other Rebel leaders establish new bases of operation and manage a Rebel mobile task force in starships spread across the galaxy.
    His responsibilities kept growing until Mon Mothma promoted him to commander of the entire Rebel fleet and head of military operations,
    as well as one of her top two advisers.

  • Alright, you sold me. But if we're going to do this, we need to go all out.

    Hmm a interesting prospect, but it' requires certain publish TRE files that may not be available and must be converted to Core 3.
    Initially there are only three JTL TRE files, the CR90 Corvette, The Nebulon B Frigate, and the ISD,
    balance is only possible by creating a MC80 Star Cruiser.
    That task I hopefully wanted to borrow from EAW, Freeworlds TOW, etc but unlikely.
    The fact is that no MC80 can match a ISD in firepower,
    thus I came up with notion of giving the hull a 210 sec. shield buff that x4 it's shield regeneration ratios.
    Of these the ISD can be various models between MkI to MkIV or Tector MkI-II,
    the 2nd TRE file modification not so with MC80 models which will have to be built from scratch most likely.
    The Warship components are modified Gunship Component TRE Files modified to fit each Warship ship class by specific Era,
    where as weapon Batteries are standard cap level crafted items as components from a weapon battery schematic.


    Upgraded Turrets for PoB/Gunship/Warship Anti Starfighter Turrets


    Schematic requires 1 cert 9 cannon for a DLCT, 4 for a QLCT plus a Capacitor to craft from schematic


    Laser/Blaster Cannon Mark V (Cert Level 9)
    vs. Shields: (0.463/0.543/0.0008)
    vs. Armor: (0.463/0.543/0.0008)
    Armor Hitpoints: (507.5/588.5/0.81)
    Hitpoints: (1018/1184/1.66)
    Energy Maintenance: (2580/2217/-3.63)
    Mass: (37720/32450/-52.7)
    Minimum Damage: (1835/2133/2.97)
    Maximum Damage: (2972.5/3453.5/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all marks): (0.365/0.315/-0.0005)


    Dual Laser Cannon Turret* (Player On Board class) DLCT
    vs. Shields: (0.465/0.545/0.0008)
    vs. Armor: (0.465/0.545/0.0008)
    Armor Hitpoints: (509.5/591.5/0.81)
    Hitpoints: (1022/1189/1.66)
    Energy Maintenance: (2590/2226/-3.63)
    Mass: (37871/32580/-52.7)
    Minimum Damage: (1842/2141.5/2.97)
    Maximum Damage: (2984/3467/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all marks): (0.365/0.315/-0.0005)


    Quad Laser Cannons Turret* (Gunship class) QLCT
    vs. Shields: (0.467/0.547/0.0008)
    vs. Armor: (0.467/0.547/0.0008)
    Armor Hitpoints: (511.5/593/0.81)
    Hitpoints: (1026/1193/1.66)
    Energy Maintenance: (2601/2235/-3.63)
    Mass: (38022/32710/-52.7)
    Minimum Damage: (1850/2150/2.97)
    Maximum Damage: (3482/3996/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all marks): (0.365/0.315/-0.0005)


    Warship Turbo Lasers


    Batteries require not only 1-8 cert 9 cannons but a Reactor, a Capacitor as well as extensive Asteroid Resources to craft from a schematic


    Light Turbo Laser Battery LTLB
    vs. Shields: (0.695/1.222/0.0008)
    vs. Armor: (0.695/1.222/0.0008)
    Armor Hitpoints: (761.25/882.75/0.81)
    Hitpoints: (2290.5/1776/1.66)
    Energy Maintenance: (3870.75/3325.5/-3.63)
    Mass: (37720/32450/-52.7)
    Minimum Damage: (1835/2133/2.97)
    Maximum Damage: (2972.5/3453.5/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Dual Light Turbo Laser Battery DLTLB
    vs. Shields: (0.697/1.227/0.0008)
    vs. Armor: (0.697/1.227/0.0008)
    Armor Hitpoints: (764/ 886/0.81)
    Hitpoints: (2300/1872/1.66)
    Energy Maintenance: (3886/3339/-3.63)
    Mass: (37871/32580/-52.7)
    Minimum Damage: (1842/2141.5/2.97)
    Maximum Damage: (2984/3467/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Medium Turbo Laser Battery MTLB
    vs. Shields: (0.729/1.283/0.0008)
    vs. Armor: (0.729/1.283/0.0008)
    Armor Hitpoints: (799.3125/926.8875/0.81)
    Hitpoints: (2405.025/1864.8/1.66)
    Energy Maintenance: (4064/3492/-3.63)
    Mass: (39606/34072.5/-52.7)
    Minimum Damage: (1926.75/2240/2.97)
    Maximum Damage: (3121.125/3626.175/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Dual Medium Turbo Laser Battery DMTLB
    vs. Shields: (0.732/1.288/0.0008)
    vs. Armor: (0.732/1.288/0.0008)
    Armor Hitpoints: (802.5/930.59505/0.81)
    Hitpoints: (2415/1872.25/1.66)
    Energy Maintenance: (4080.5/3506/-3.63)
    Mass: (39764/34209/-52.7)
    Minimum Damage: (1934/2249/2.97)
    Maximum Damage: (3134/3641/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Quad Medium Turbo Laser Battery QMTLB
    vs. Shields: (0.733/1.291/0.0008)
    vs. Armor: (0.733/1.291/0.0008)
    Armor Hitpoints: (804.108/932.449/0.81)
    Hitpoints: (2419.455/1875.989/1.66)
    Energy Maintenance: (4088/3513/-3.63)
    Mass: (39844/34277/-52.7)
    Minimum Damage: (1938.310/2253./2.97)
    Maximum Damage: (3140./3648/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Octuple Medium Turbo Laser Battery OMTLB
    vs. Shields: (0.738/1.298/0.0008)
    vs. Armor: (0.738/1.298/0.0008)
    Armor Hitpoints: (809/938/0.81)
    Hitpoints: (2434/1887/1.66)
    Energy Maintenance: (4113/3534/-3.63)
    Mass: (40081/34481/-52.7)
    Minimum Damage: (1950/2267/2.97)
    Maximum Damage: (3158.5/3670/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Heavy Turbo Laser Battery HTLB
    vs. Shields: (0.769/1.354/0.0008)
    vs. Armor: (0.769/1.354/0.0008)
    Armor Hitpoints: (843/977/0.81)
    Hitpoints: (2535/1966/1.66)
    Energy Maintenance: (4284.5/3681/-3.63)
    Mass: (39948/35919/-52.7)
    Minimum Damage: (2023/2352/2.97)
    Maximum Damage: (3277/3807/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Dual Heavy Turbo Laser Battery DHTLB
    vs. Shields: (0.772/1.358/0.0008)
    vs. Armor: (0.772/1.358/0.0008)
    Armor Hitpoints: (846/981/0.81)
    Hitpoints: (2545.5/1974/1.66)
    Energy Maintenance: (4302/3695.75/-3.63)
    Mass: (40108/36063/-52.7)
    Minimum Damage: (2031/2361/2.97)
    Maximum Damage: (3290/3823/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Quad Heavy Turbo Laser Battery QHTLB
    vs. Shields: (0.773/1.360/0.0008)
    vs. Armor: (0.773/1.360/0.0008)
    Armor Hitpoints: (848/983/0.81)
    Hitpoints: (2551/1978/1.66)
    Energy Maintenance: (4310/3703/-3.63)
    Mass: (40188/36135/-52.7)
    Minimum Damage: (2035/2366/2.97)
    Maximum Damage: (3297/3830/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)


    Octuple Heavy Turbo Laser Battery OHTLB
    vs. Shields: (0.778/1.369/0.0008)
    vs. Armor: (0.778/1.369/0.0008)
    Armor Hitpoints: (853/988.850/0.81)
    Hitpoints: (2566/1989 /1.66)
    Energy Maintenance: (4336/3725/-3.63)
    Mass: (40428/36350/-52.7)
    Minimum Damage: (2047/2380/2.97)
    Maximum Damage: (3316.50/3853/4.81)
    Energy/Shot: (27/23/-0.04)
    Refire Rate (equal for all light TL batteries): (0.9125/0.7875/-0.0005)

  • Alright, you sold me. But if we're going to do this, we need to go all out.

    If only I could *like* this 1000 times.....


    Actually I envisioned warships of battleship/dread-naught hull class having deck interiors as large as PA halls,but honestly who needs more than that?

    Sounds just so utterly fantabulous :D


    This is going to be sooooooo good.


    OIt9slp.jpg

    I am one with the force the force is with me   ~ Chirrut Imwe, Baze Malbus

  • Wait.. so fly sorties against Imperial Cruisers? .... Like big ol'e Kuat Motor's Star Destroyers and blow em' up? Yes do this.


    Should add an Imperial Interdicter, it has GWG's (Gravy Well Generators) that restrict the ability to Hyperspace. Would be interesting if say Imperial Players were tasked with protecting it, sort of deny Rebel players from jumping in to assist (vice versa for Imperials and for leaving).

  • Alright, you sold me. But if we're going to do this, we need to go all out.

    As components go 1st note was to sample trainer vs luxury yacht in game sub light speeds,
    this would be the approximate speeds of a Corvette Warship.
    Heavier a warship becomes the slower it is in game terms, thus if you want to get in closer pick a closer hyperspace jump point.
    I am still working on specific warship component stats which will have to be play tested at some point,
    my 1st realization is that there is no balance.
    Turbo Laser & Ion Cannon Batteries are inherently devastating weapons array systems,
    which is why they have the slowest rate of fire in game.
    Not all warships are armed with DLCT/QLCT/DICT/QICTDDCT/QDCT for anti star fighter defense,
    so will either rely on star fighters or anti star fighter warships for protection.
    So I am still in the process of editing components toward a hull class since of balance,
    larger warships will clearly overpower a lower class such as the ISD vs the CR90 in Star Wars A New Hope.
    Please note a generic ship deck plan is required which is only modified by hull class in size,
    only requiring crew, pilot, & ECM stations, various repair stations as well as munitions is a optional station as warships are expected to reload on the fly.
    I have written on about every component, most important is the Advanced Targeting Computers' which replace both droids and droid interfaces.
    I'm in dire need of rest at the moment so we'll chat about this later :).

    Edited once, last by Tradestealer: Additional Info ().

  • Wait.. so fly sorties against Imperial Cruisers? .... Like big ol'e Kuat Motor's Star Destroyers and blow em' up? Yes do this.


    Should add an Imperial Interdicter, it has GWG's (Gravy Well Generators) that restrict the ability to Hyperspace. Would be interesting if say Imperial Players were tasked with protecting it, sort of deny Rebel players from jumping in to assist (vice versa for Imperials and for leaving).

    Now you getting the essence of strategy.

  • Now you getting the essence of strategy.

    What can I say, I destroyed scum in EaW Online with relative ease during space combat.. Imperial Technology always instills that sense of pride! .. or arrogance. But both work well in battle!


    Also, Interdictor's are weak.. utterly. Like wet tissue paper, obviously against small scrub fighters it goes easily. Don't forget the Corellian Missile Boats! Interdictors have that little ability in the Wells to deflect/detour incoming proton torpedo's. But something ballistic can get through.


    Rebel players escort a team of Missile Boats through a space battle to the Imperial side in an attempt to blow up an Imperial Interdictor that is stopping Rebel Medical Frigates from evac.


    Imperial Players are tasked with defend the Interdictor while simultaneously holding fighters and destroying the Missile Boats.


    ^ Would be a cool idea for a Space PvP Mode, no? ^

  • Basically a player warship is a TRE file modified player gunship, warship hull points & component's are set x3 or more the values of any crafted gunship. Initially the CR90, Nebulon B Frigate, & ISD are available in the JTL TRE files, the Imperial Lancer class Frigate are from Space GCW Update 15/16.


    http://swg.wikia.com/wiki/Space_Battles

    Edited once, last by Tradestealer: Missing Data ().