This sounds like it would be fun until you actually tried to implement it. DPS sounds fun, damage control could definitely be really fun if you made the instrumentation interesting.
But how many buttons could you give that "tank" player to make it interesting? Or navigation? You'd probably have to combine that into a single role. Maybe the 4th role could be the guy that directs the NPC fighter squadrons, which would basically be a Necromancer or some other multi-pet class.
You don't even need all that jazz. A couple of laser blasts to the shield generators and a single kamikaze pilot at normal flight speed is all you need.
Black Battlecruisers Matter.If we're getting serious about crewing large ships the the roles can be split into
Fire Control Systems
Controls offensive ship batteries with long range capabilities. This station draws power it stores in large banks then targets ands releases the stored energy.
Interface award: more accurate weapons, more efficient weapons or more damaging weapons.
Shields and point defense.
Has a set amount of power allocated to it. Determines the ratio of power split between shields and turrets. Shields defend against other capital weapons, turrets defend against enemy fighters and ordinance.
Can divert power to localised areas for more effective defense at the cost of leaving other areas unprotected.
Interface award: granted more efficient systems that allow larger areas to be protected with focused defenses.
Comms / Sensors
Sets relays between other capital ships that boost capital ship capabilities. The more ships in a comm relay chain the bigger the boost. This chain boost provides additional command points.
Sets tactical targets that relay better information to any fighter that targets it.
Interface award: Engages in hostile communication jamming that is a mini game between two opposing comms officers. The winner disrupts the opponents comm capabilities and can even blind sensors.
Command.
Uses a pool of command points determined by, officer level, ship hull, comms relay bonus. Points regenerate slowly or are awarded when command objectives are completed.
Sets objectives for fighter squadrons. Dictates navigation of capital ship. Places markers for navigational aid.
Interface award: issues orders that buff friendly craft within a certain zone on the battlefield.
Engineering
Sets power allocation levels to fcs, shields, main engines. Handles repair of damaged ship systems by ordering droid and repair crews.
Interface award: Can overcharge reactors for short periods of time to allocate large amounts of power.
Each station has a mini game interface that if handled successfully increases the output of that station/awards buffs to it.
Good I want to be a Tie Pilot. Fuck those rebel furry bitches!whitepepo are evil
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You are mostly describing that Star Trek Bridge simulator game that came out recently, which was fine for a VR demo, but not especially fun as a multiplayer game. And in single player, the game had major difficulty spike issues. Not a bad game, just wish they did more with it. Starfleet Acadamy back in the day by Interplay was closer to the mark.This sounds like it would be fun until you actually tried to implement it. DPS sounds fun, damage control could definitely be really fun if you made the instrumentation interesting.
But how many buttons could you give that "tank" player to make it interesting? Or navigation? You'd probably have to combine that into a single role. Maybe the 4th role could be the guy that directs the NPC fighter squadrons, which would basically be a Necromancer or some other multi-pet class.
No the Tie Fighter and Interceptor do not have shields.Wait, Ties have shields? Blasphemy.
Tie Advanced did in the OG Trilogy (it is why Vader survives a hit from the Falcon's quad turret). In old cannon, the Tie Defenders, Tie Phantoms, and elite Tie Fighters had limited shields. The regular standard TIEs, Interceptors, and Bombers never had shields. The Tie Advance featured very prominently in the original Tie Fighter game and its expansions and was the main ship of the POV character (Marrek) in those games. In fact, if you are into their minuatures game, XWing, he is one of the named Tie Advanced pilots.Wait, Ties have shields? Blasphemy.
You dare to nerdsplain to me when I know full well those models not in this game had themTie Advanced did in the OG Trilogy (it is why Vader survives a hit from the Falcon's quad turret). In old cannon, the Tie Defenders, Tie Phantoms, and elite Tie Fighters had limited shields. The regular standard TIEs, Interceptors, and Bombers never had shields. The Tie Advance featured very prominently in the original Tie Fighter game and its expansions and was the main ship of the POV character (Marrek) in those games. In fact, if you are into their minuatures game, XWing, he is one of the named Tie Advanced pilots.
/nerd off
Edit- Slightly beaten to the trigger by Eeyore.
The most important thing to me is that I can play only vs bots and have fun. I'm sick and tired of all these awesome games being super competitive pvp only, I had a massive blast in War Thunder against mostly bot teams where I often scored 5 to 8 kills until the game decided nuh-uh no more fun for you, you will now get matched against pure player teams in bigger and better tanks, go fuck yourself. Dropped it within an hour. And that's just how all the decent heavily combat focused games these days seem to work.