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Docking
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| schumador |
Posted on 09-12-2005 16:11
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Posts: 70 Joined: September 21 2005 |
1. I believe that Capital ships should be able to dock with one another to increase their health rates after battle. For instance, an Arbiter cruiser is in the red and has reached an area of relative calm where it can focus on emergency repairs. Another Arbiter, this one in the green health-wise, pulls alongside. They dock. You can roleplay that a detachment of engineers from the green Arbiter has transferred over to the red one and is assisting with damage control. Think Giordi LaForge (sp) from Star Trek. End result: The health regeneration rate of the injured Arbiter is increased (doubled?), similar to a Support Frigate being detached to the area. --------------------------------- 2. Just a thought, really - all ships should be able to dock with one another; just think: if two Vagyr city-ships are close to one another, why not dock with each other? You effectively double your dating and mercantile pools. Why not add a third city-ship? Four, five, on up? I can imagine a true "space city" being made up of a ring-shape of Vagyr city-ships, a hub that meets once a year or more to exchange technology, engage in commerce, and vary the gene pool a bit. I understand that each ship is basically the home of a "tribe" of Vagyr - but this might make for a cool scenario.... you see a departing hub of city-ships, only to have two of them turn on you to chase you off... Slow day with the ice storm in DC... |
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| maw3194 |
Posted on 09-12-2005 17:47
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Posts: 66 Joined: September 02 2005 |
I can imagine it, but it sounds like it could be a challenge, and if they were attacked then the capital ships would lose surface area and the weapons that are attached to it, so they are vulnerable while docked, and it would take a while to reach a safe distance to fire weapons again. Also it could be difficult to add it to the AI, which could be unbalancing, if it weren't simply a novelty. Seems like it was years since I was last here
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| Inert |
Posted on 09-12-2005 23:35
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Posts: 388 Joined: September 08 2005 |
If you have enough time for two capital ships to dock together, you have enough time to let your collectors repair your ship, which is much faster and less of a hassle. The shipyard linkage I can see as a good idea, but that would only be outside of the battlespace. |
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| schumador |
Posted on 11-12-2005 02:59
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Posts: 70 Joined: September 21 2005 |
True, it was a slow day at work when I penned this topic. I agree that it is more of a novelty than anything else... really just a tool to help visualize additional roleplaying. |
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| Warman1 |
Posted on 11-12-2005 09:02
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Posts: 146 Joined: September 08 2005 |
Well you could play out a scenario where you start off with a fleet of ships, and that is all you get. No construction capable ships in the battlefield, but you get alot of money so you can hyperspace. This could probably give you the impression of a raiding force that is being followed by a defending force that was not important enough to have its own shipyard, and since you are just a raiding force they would not give you such an important fleet asset as a shipyard for just that. |
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| schumador |
Posted on 12-12-2005 01:21
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Posts: 70 Joined: September 21 2005 |
:topic: One of my favorite outcomes was when I played as the IVF: I had just captured an Al-Khalid and had a few wings of strikecraft left, but both of my carriers got separated and killed off, leaving me with no way to harvest resources. The CPU opponent (one of them) had brought up his shipyard between my carriers, while he kept pumping out frigates and his Nancy Ajram pounded me. I had no mobile refineries and no way to build or capture more, so I was truly at a minimal point -- except I had a BCV, so I got really into the whole survival thing. It was kind of nice to have it be that simple; kind of like Battlestar Galactica - the last ship is your home and you'll defend it to the last! Then the game crashed before I saved... very sad. This was pre-BIG file, for me; the game runs way better now. |
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