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#1 Ghostrider

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Posted 18 October 2010 - 05:45 PM

Part I looked at the more prevalent black market and illegal units, while part II looks at the illegal bombers, corvettes and some very nasty illegal frigates and cruisers.

Illegal Bombers

BTL Y-Wing (Illegal)
This self-escorting heavy bomber immolates large targets with proton bombs and shrugs off starfighter attack with a rear-gunner’s turreted triple laser cannon and a fixed forward firing slugthrower cannon in the nose.
Era: 18BBY Onwards

Rihkxyrk Attack Ship (Illegal)
This miniature gunship carries a heavy array of forward facing disruptor cannon, laser cannon, ion cannon and proton rockets to deliver huge damage on a single strafing run. Despite carrying a heavy bomber’s weapon loadout, this craft has the performance of an agile interceptor, and can dogfight with the best of them.
Era: 18BBY Onwards

TIE Bomber (Illegal)
This is an elite mobile artillery platform, with the double hull crammed full of magazines for the two nastiest missile systems on the illegal weapons market – proton bombs to punch through the heaviest starship armour plate and diamond boron missiles, which can shred entire squadrons in a single shot. Usually only seen escorting major warlords.
Era: 4ABY Onwards

Illegal Transports and Freighters

Murderously efficient illegal transports are available to the larger crime syndicates while the larger freighters are armed as illegal blocade runners.

Delta-class DX-9 Transport (Illegal)
All-round menace! 6 medium lasers and 6 medium disruptors make short work of most opponents. The advanced missile system is a superb counter-starfighter weapon platform.
Era: 18BBY onwards

Gamma-class ATR-6 Assault Transport (Illegal)
Frigate-killer. Turreted octuple laser cannons for the necessary starfighter defense, while 3 dual turbodisruptors and advanced proton torpedoes punch very large holes in nearby starships. An elite illegal platform for the very well connected!
Era: 18BBY onwards.

GAT-12 Skipray Blastboat (Illegal)
A slaver’s dream. The main armament is a shield busting combination of mag pulse and plasma torpedo warheads, backed up with a turboion cannon. Turreted dual disruptors ensure nearby fighters are pulverised.
Era: 18BBY onwards

CTF Container Transport (Illegal) & MCF Modular Conveyor (Illegal)
While the CTF hammers through blocade ships in force with Power to Engines and disruptor cannons, the MCF prefers to glide by unseen with Cloaking Device and special technology to even mask its weapon signatures. Both are seen in the rougher areas of space where pirate attacks are more common or where smuggling abounds.
Era: 18BBY Onwards

Corvettes

CR90 Corvette (Illegal)
Up-gunned to Turbodisruptors and slugthrower cannons, this is an illegal workhorse of many large pirate bands.
Era: 18BBY Onwards

Crusader-class Corvette (Illegal)
Illegal gun runner with banks of laser and disruptor cannon for a lethal defense screen and highly effective point defense system. Turbodisruptor long guns deter customs ships from inspecting highly suspect cargoes. A Zann Consortium staple.
Era: 18BBY Onwards

DP20 Gunship (Illegal)
A cluster trap with engines. Multiple dual turbodisruptors, banks of octuple slug throwers and heavy flechette missiles obliterate anything in range. At point blank range this is one of the most lethal weapon platforms in the galaxy.
Era: 7 ABY Onwards

IPV System Patrol Craft (Illegal)
Squadron killer. Pirate light cruiser / patrol ship with disruptor cannons and flechette missiles that also punch holes in larger shipping.
Era: 18BBY Onwards

Marauder Missile Cruiser (Illegal)
A pilot’s worst nightmare: 24 heavy diamond boron missiles, and Full Salvo unleashes this payload in 15 seconds flat. Cruisers beware!
Era: 18BBY Onwards

Pirate Command Ships

Carrack-class Light Missile Cruiser (Illegal)
Outlaw’s command ship, capable of challenging a Victory-class Star Destroyer. In a complete redesign, the standard turbolasers and ion cannons have been replaced with 10 heavy mass driver cannon, 20 triple slugthrowers and 10 advanced concussion missile launchers in veritable hailstorm of solid shot.
Era 18BBY Onwards

EF-76 Nebulon B (Illegal)
Disruptor-armed frigate. All-round menace and minor flagship.
Era: 18BBY

Acclamator-Class Star Frigate (Illegal)
This has to be the scariest pirate cruiser ever built. If ignored it puts battlecruisers in jeopardy. The main armament consists of dual turbodisruptors and dual mass drivers, with quad lasers for close contact. The point defense system was scrapped in favour of a complete missile jamming suite. Multiple proton bomb launchers round off the weapon systems. This can kill any capital-class warship single-handedly, although an Imperial IV-class Star Destroyer might prove a challenge.
Era: 10BBY Onwards

Dreadnaught-class Heavy Cruiser (Illegal)
Outlaw’s flagship. Multiple turbodisruptors and diamond boron missiles for long range destruction, with upgraded quad lasers and quad ion cannon for point blank defense. A light illegal snubfighter compliment rounds this ship off nicely.
Era 18BBY Onwards

Venator-class Star Destroyer (Illegal)
Self-escorting mobile deep-space fortress. Slugthrower guns and sensor jamming enable this assault carrier to shrug off endless waves of bombers, while the massive cargo of illegal snubfighters and dual turbodisruptors wreak havoc throughout the system. Only the richest organised crime syndicates will be able to build and maintain these pirate cities.
Era: 18BBY Onwards

Edited by Phoenix Rising, 19 March 2011 - 03:41 AM.


#2 coinich

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Posted 18 October 2010 - 08:07 PM

I'm afraid. Deeply afraid.

#3 evilbobthebob

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Posted 18 October 2010 - 10:10 PM

It would be so nice to build these ships, but I suspect that Venator would be in the 25-30k price range...

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#4 Tropical Bob

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Posted 18 October 2010 - 10:47 PM

I...I don't want any trouble...

#5 Phoenix Rising

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Posted 18 October 2010 - 11:42 PM

It would be so nice to build these ships, but I suspect that Venator would be in the 25-30k price range...

Illegals are double the base retail cost for bounty purposes. So, yeah, that's about right.

#6 SpardaSon21

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Posted 19 October 2010 - 02:13 AM

I'll be careful.

#7 Aizen Teppa

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Posted 19 October 2010 - 05:36 AM

Looks like a challenge from Pirates is about to materialize. Loving these changes very much, looking forward to even more extra disruptors, laser canons and missiles here and there. He, he

Il-Venator looks mega SWEET. :p

Edited by Aizen Teppa, 19 October 2010 - 05:37 AM.


#8 McDman

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Posted 19 October 2010 - 03:41 PM

I'm afraid. Deeply afraid.


Agreed.

#9 Zeta1127

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Posted 19 October 2010 - 09:52 PM

As long as I don't have to fight armadas of Illegals to unify a planet or two, I will be fine.
"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#10 Phoenix Rising

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Posted 20 October 2010 - 05:29 AM

Some planets are best avoided. We've tried to denote each planet as being law-abiding or not. Illegal units should be somewhat of a rarity and you generally won't find small flotillas of them all over the place, but rather in concentrations. If you see disruptor fire, you're in for a bad day.

#11 Ghostrider

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Posted 20 October 2010 - 07:28 AM

I also forgot to mention:

Illegal warships have better than average stats in addition to their illegal armaments
133% speed, 116% acceleration, 125% maneuverability, 150% shielding, 125% hull, 200% cost (and therefore bounty).

So if you see unusually fast ships, they are probably illegals.

Saying that, just remember that flying an illegal ship is an automatic Death Mark, thus explaining their rarity. You will only find large concentrations of illegal warships at hidden pirate bases, planets controlled by major criminals organisations and the worst shadowports. But black-market units can pop up pretty much anywhere that isn't squeaky-clean in ones and twos. That's usually enough.

You can also expect heavy casualties among your starfighter corps, so if you start losing fighters, there is probably an illegal unit out there somewhere.
There is a glimmer of hope though.... Upgraded ships tend to take significantly fewer losses than un-upgraded ones. ;)

Edited by Ghostrider, 20 October 2010 - 10:58 AM.


#12 Casen

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Posted 20 October 2010 - 04:07 PM

You know you wonder why the Empire/Rebellion doesn't take the time to upgrade their ships to "Illegal" levels, or at least some of them.

The Rebels are already outlaws, and the Empire is the law.

From what you're saying, illegal equivalents of any ship are in every way better than their "normal" variants.

If rag-tag pirates can do it, why can't the more organized Rebellion or the Empire?

I'm criticizing game mechanics, I know, but when you start putting pirates all over the place it makes you start to wonder. It's not one-of-a-kind stuff, like the Falcon's advanced hyperdrive.

#13 Ghostrider

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Posted 20 October 2010 - 04:41 PM

You know you wonder why the Empire/Rebellion doesn't take the time to upgrade their ships to "Illegal" levels, or at least some of them.

The Rebels are already outlaws, and the Empire is the law.

From what you're saying, illegal equivalents of any ship are in every way better than their "normal" variants.

If rag-tag pirates can do it, why can't the more organized Rebellion or the Empire?

I'm criticizing game mechanics, I know, but when you start putting pirates all over the place it makes you start to wonder. It's not one-of-a-kind stuff, like the Falcon's advanced hyperdrive.


Illegal stuff is hard to get hold of - and extremely expensive. As to the rebels being "illegal", they still don't have the black market contacts that say, Prince Xisor or Warlord Omogg would have. And in perspective, I can only think of one time when Leia/Solo got hold of Illegal tech, and that was a single Class A Thermal Detonator. That's how hard it is to get hold of.

Illegal variants are certainly better than the standard unit at 18BBY before any upgrades, but a New Republic BTL S3 Y-wing is much more capable than the illegal BTL-A1. Only the best and richest outlaws can get hold of illegal tech, so if you are a "rag-tag" you only get the semi-legal stuff, that would pass a customs inspection on a good day with a fat bribe or two. If you are lucky.

So facing illegal pirates with 18BBY technology gives you a serious problem, but meet the same pirates with Yavin-era Tech, and its much more even. Once you get to Thrawn era tech, pirates have a very bad time as the Illegal craft are pretty outgunned by the new military models. And the larger the illegal craft the harder they are to find. Most players will never even see an Illegal Cruiser. (Phew!) ;)

As to pirates "all over the place" that's not quite true. Semi-legals are the most common, but true illegal units are normally only found far from major hyperlanes or at key Illegal worlds, such as Nar-Shaddaa, or Vergesso Asteroids (home to some Very bad pirates!)

Overall, we have been pretty tough on placement. Illegal units are clustered together on worlds that are strictly "off limits" to most sensible beings and where Imperial Customs whimper and go the other way....

Edited by Ghostrider, 20 October 2010 - 05:52 PM.


#14 Phoenix Rising

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Posted 20 October 2010 - 06:44 PM

You know you wonder why the Empire/Rebellion doesn't take the time to upgrade their ships to "Illegal" levels, or at least some of them.

They do. Illegals represent high-end customs with superior equipment. The practical difference between upgrading a unit line to incorporate a better shield generator and having an outlaw tech do it to a single ship is nil. Complete upgrades will surpass those stats that Ghost listed, perhaps not in every category, but definitely as a whole. The only thing they don't get are the illegal weapons, but that's where the cost/availability argument comes in. Tactically speaking, it's almost pointless to have only a handful of illegal units in a normal fleet because lasers will wear down shields faster than disruptors can disintegrate hulls.

#15 Guest_Guest_rdrdrdrd_*_*

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Posted 21 October 2010 - 12:01 PM

hopefully this means 1.2 is just a bit closer, you guys do so much for no reward I scincerly thank you.
Anyways I now have the new fallout to entertain me for a few weeks ;)

#16 Ghostrider

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Posted 22 October 2010 - 07:22 AM

hopefully this means 1.2 is just a bit closer, you guys do so much for no reward I scincerly thank you.
Anyways I now have the new fallout to entertain me for a few weeks ;)



Yes it does. In fact, I wrote this post a while back, but we have been busy on other things. We have both made good progress on each of our respective projects. They are not finished, but certainly a step or two closer.

We'll update you when we have something set in duracrete.

#17 Corsair114

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Posted 23 October 2010 - 06:18 AM

Acclamator-Class Star Frigate (Illegal)
This has to be the scariest pirate cruiser ever built. evgr.gif If ignored it puts Battlecruisers in jeopardy. The main armament consists of dual Turbodisruptors and dual Mass Drivers, with quad lasers for close contact. The point defense system was scrapped in favour of a complete missile jamming suite. zbuttrockwy7.gif Multiple proton bomb launchers round off the weapon systems. blink.gif This can kill any Capital-class warship single-handedly, although an Imperial IV-class Star Destroyer might prove a challenge.
Era: 10BBY Onwards

Venator-class Star Destroyer (Illegal)
Self-escorting mobile deep-space fortress. evgr.gif Slugthrower guns and sensor jamming enable this assault carrier to shrug off endless waves of bombers, while the massive cargo of illegal snubfighters and dual turbodisruptors wreak havoc throughout the system. unsure.gif Only the richest organised crime syndicates will be able to build and maintain these pirate cities.
Era: 18BBY Onwards



I think I signed up with the wrong damn navy. :(

And woohoo for semi-stable net-access!

Keep up the good work, guys!

#18 Stormhawk

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Posted 27 October 2010 - 02:53 AM

That illegal Venator is fearsome. Holy crap. 8 Dual heavy turbodistruptors. Shudder.

#19 Zeta1127

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Posted 27 October 2010 - 04:18 AM

I ain't afraid of an illegal Venator, all I need is a few Star Destroyers and some good anti-fighter like Lancers or advanced TIEs with the Empire, or a few MC80s and some good anti-fighter like DP20s or A-wings with the Rebels, and I could handle it. Counters are everything, it is all about knowing the match ups and taking advantage of those match ups. Unless something is so overpowered that advanced technology has trouble, I can't be intimidated, and even if it is overpowered I will find a way to beat it.

Edited by Zeta1127, 28 October 2010 - 08:37 PM.

"I'm just a simple man trying to make my way in the universe." - Jango Fett
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie

#20 Ghostrider

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Posted 27 October 2010 - 10:59 AM

I ain't afraid of an illegal Venator, all I need is a few Star Destroyers and some good anti-fighter like Lancers or advanced TIEs with the Empire, or a few MC80s and some good anti-fighter like DP20s or A-wings with the Rebels, and I could handle it. Counters are everything, it is all about knowing the match ups and taking advantage of those match ups. Unless something is so overpowered that advanced technology has trouble, I can't be intimidated, and even if it is overpowered I will find a way to beat it.



Nice idea - but what about the escorting fleet that goes with it for the spoils and salvage rights?



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