View Thread
Point Defense Systems » Point Defense Systems Remastered Project » PDS General Discussions
 Print Thread
Question regarding the shipyard...
torsten
First of all, I'd like to thank you all for making such an entertaining mod. Those trailers you guys made actually convinced me to dust off my copy of HW2 and get back into the game, its like a free expansion Grin

Now i'm not sure if this question warrants its own thread but I couldn't find any question/answer thread anywhere and I simply can't get this issue out of my head:

What's the point of the shipyard in this mod? It seems that any capital-class ship with a hyperspace module can simply warp in any other desired capital ship. Does the shipyard bring anything unique and worthwhile to the table such that its actually worth protecting/building?

I've tried different tests in skirmish where I scuttle the shipyard in the very start of the game, however, it doesn't seem to affect the choice of capital ships I have at my disposal. Couldn't find any posts about this issue either. I would be very grateful if somebody could clearly point out what I'm missing.
 
Ar-Khanis
From a pure gameplay point-of-view.. it doesn't bring much unique to the table, except that it's the most heavily armoured production facility you get (for free at the start of skirmishes), along with being a literal safe-house for your research modules

Although with the advent of the Praetor supercarrier for the higgies, its' importance is somewhat diminished for them..

From an RP point-of-view... a shipyard isn't just another builder, it's sector-spanning asset, a fleet base of operations; the facility which constructs and crews the vessels you deploy through hyperspace to your task force.

So take that as you will, but I tend to assign more personal importance to an SY in skirmishes, rather than rely on a mechanism for making it intrinsically so Smile
Edited by Ar-Khanis on 16-11-2005 05:28
 
enterprise
for the speed in construction?
the shipyard isn't the fastest builder?
to boldly go where no one has gone before
 
TelQuessir
Shipyards in the Invasion era are often used as supercarrier equivalents. They are not the best hull for this role - hence we have the Praetor, and soon an adapted Al-Khalid class fleet heavy carrier.

Know that you don't "build" units in RL - the present system in PDS lies between that of a RTS (manufacturing based reinforcements) and a tactical simulator like Combat Mission (like RL, presence of reserves and other units for reinforcements). This hybrid allows you the opportunity to customise your force structure to some extent.
 
Sun Tzu
Just an idea that came to my mind reading this thread:
Since the shipyard is a rather a support station in pds-verse, perhaps this role could be emphasized by creating a zone of influence where building, repairing, regeneration, resourcing and resource processing are significantly improved (extensively using ability multipliers). This could even be further stressed by reducing the normal abilities of other ships. It is also possible to link the multipliers to the health of the support station. That would better simulate the tactical/strategical issue of the logistic centre positioning and make it a more valuable objective.
 
TelQuessir
It would be very easy to do. You will see that in v8.
 
ColonelCurt
I'm not sure, but I think the shipyard is the only production-ship capable of building Hiigarian lineships (Arbiter IV-class hulls). Not that these ships are exactly vital fleet assets, given their second-line roles, but they can be nice to have in a long game.
No battle plan survives first contact with the enemy
 
Inert
I can see the Complex mod being assimilated here.... Grin

But yeah, shipyard should be booster of morales, and associated abilities.
 
Jump to Forum