' Wrote:join the corsairs! we have pretty ships! and lots and lots of targets!
Heh, the only cool ship that has corsairs is osiris. Dread is too big and isn't maneuverable, gb is too large and doesn't have needed agility. Osiris is best that corsrsairs has.
Yeah corsairs has a lot of targets. If u want u can do Reid to alpha with other corsiars, u can pirate traders, miners, fight with enemies. Yeah to be corsair is funny
I have tried 3 capital ships, and found its mostly boring.
Now I have a Zoner Jugg, and its quite fun to just float around talking to people and trying to sell them rare items ( I carry bits of Nomad, Human Organs, etc) - I reccomend Freeport RP as the only fun Capital Ship.
Former leader of AFA (Farmers Alliance)
Former leader of [ALG] faction
Former GMG Trade Director
Retired due to career focus. Returned due to career de-focus.
capital ships is somewhat like police factions....
( for those that don t get the drift... : )
in RP - a capital ship can do a lot of things that a fighter cannot do.
- operating autonomously
- having an insanely long range of operation
- being a mostly independent little society ( think of it as a submarine )
- having dozens up to hundreds of crewmembers aboard
- being a fearsome sight for every fightersquadron or even bomberwing ( inRP - mind )
- offering what is rarely RPed - the space and opportunity to actually "live" in space
- and some more i cannot think of...
in RP - a fighter is different to a capship.
- it hardly ever operates all alone, - its like hiking... if you wanne be safe, you do it in a team... cause if you re alone and even the slightest thing happens, you re screwed
- it has a very very short range of operation - usually a patrol path smaller than a system
- you re all alone - or if its a two seater - you might have a partner in there - but its not a society
- you re by no means really fearsome, cause you re the smallest spacecraft possible, basicly - no matter what weapons and how many you carry
- you don t live in space, you just travel space or work there for a few hours a day
why the comparisson to police / military factions?
like police factions - military factions take over the RP of the police factions. - that makes the police factions kind of redundant from a RP point of view. - same happens with fighters and capital ships.
- fighters have an insanely long range of operation
- capital ships are often not really RPed as a society ... but in the most extreme cases - RPed as a handful of names speaking their one mind
- capital ships are not fearsome, but a laughing matter - and in worse cases a matter to flame the incompetence of the player
in short - you can usually do in a fighter what you can do in a capital ship... even if it makes less sense. - especially the range of operation and the part of autonomy of a ship is rarely RPed.
if fighters really RPed their short range - capital ships would be justified much more. - ( somewhat like police factions - if the military only RPed military matters - there d be much more reason for police factions )
you can RP a capital ship as it is intended - but in order to really RP a capship - you have to rely on other players to RP their tiny ships accordingly, too. - cause you can only be a fearsome piece of military gear when others RP to be feared by it. - you can only RP your exclusive autonomy and extended range - if others RP that they do not have it in their light fighters or tiny bombers.
maybe - some time in the future - ppl will adjust to the idea that there are ships that have limitations - even if the engine does not force them to RP them.
' Wrote:in RP - a capital ship can do a lot of things that a fighter cannot do.
- operating autonomously
- having an insanely long range of operation
in RP - a fighter is different to a capship.
- it hardly ever operates all alone
- it has a very very short range of operation
I'd disagree on these points. Firstly, a Capital Ship has many, many more functions and tasks required to keep it running when compared with a fighter, hence it is much harder to program autonomous operation. So if a Capital Ship can be autonomous, then a fighter would be ten fold easier to program autonomousy. A fighter only takes one pilot to operate, a Gunboat takes up to 20, and many more for Cruisers and Battleships.
Fighters are also used as scouts, often operating alone as light fighters.
Fighters in Freelancer are also long-range thanks to the Trade-Lane systems, so Capital Ships don't really have that advantage over them either.
When I roleplay in a Capital Ship I roleplay no differently to how I would roleplay in a fighter. People tend to get pretentious when they're in a capital ship, so I try to ground myself.
autnomomous referred to the ability to sustain itself - and while the average LPI pilot might live on donuts for quite a long time - the average destroyers cargohold can sustain the crew for a lot longer.
if you do remember the singleplayer - you may remember that it takes weeks - if not months to travel distances like liberty to bretonia - tradelane or not. - so what we play is rather a strategical overview. - sort of like "civilzation" with its 20 years/turn skips in the early stages.
yes - a fighter can be used on long runs - like a car can be used to drive 2000 kilometers in one go.
the point is - if you have to spend 24 hours travelling - you ll prefer using the night train over driving your car.
Well you're in a bigger ship then most people, but that doesn't mean you can't be levelled to the ground like the rest. Keep your cool, imagine you're actually someone with more experience then a rookie and enjoy your fun. And about which cap you want, depends on what exactly you like. Bretonia, Corsairs, Outcasts, Liberty, Rheinland, Kusari, Gallia, they all have their use for caps.
P.S. About the Corsair GB - it's a beast! Trust me...
Go outcast buy destroyer , pew pew miners in 23 go lolwut..
uh no?
Better go corsair buy Legate,(have anti fighter Osiris too but the Legate is more fun),fight for food, blow stuff,follow the RP laws have fun with many other corsairs and numerous enemies..
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
For me, being in a large cap ship means that I can sit in a territory and not worry about the smaller ships (mostly) while I carry on long an involved RP conversations with people.
For example, I recently sat in Languadoc and role-played for 35 straight minutes with two members of the Council, where we had a great discussion on the King, the state of things in Gallia, how the Council are traitors to the crown, and other topics.
Even though I was, for the most part, sitting about 500M away from the Carcassonne for the whole time, if I'd been in anything smaller than the Valor, at some point the npc's would have destroyed me. As it was, I made a few million credits killing Council Cruisers while continuing my RP.
I also see this out in the Omicrons. If I'm sitting out there trying to RP in a fighter or bomber, it's very, VERY difficult to survive the npc onslaught at times. Put me in a Bullhead or a Mako, and I can pretty much ignore the npc's and actually carry on a decent conversation and role-play with someone.
In house space, it's a lot different - the npc's just aren't as mean and vicious as they are out in the boonies. I've gone in to house space before and went - wait, what, was that an npc? Why in gods name would a level 2 rogue even DARE to think about attacking a Cap 8 Shire?
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
I just wanted to say thanks to everyone for sharing their opinions, experiences, and suggestions. Clearly I now see that cap ships can have their place which can serve many purposes. I just had trouble looking past the rules and how they pertain to these types of craft. Its good to know folks can be counted on here to illuminate fairly new folks. I see why this game goes on after so many years - the strength, creativity, and dedication of its players. Thanks again everyone - I appreciate your insight!
' Wrote:autnomomous referred to the ability to sustain itself - and while the average LPI pilot might live on donuts for quite a long time - the average destroyers cargohold can sustain the crew for a lot longer.
Epic win.:lol:
Have a good read of Jinx's post again, they sum it up really. Hone's too.