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Thread: Space stations as guild halls
Storm24 wrote:heck id be happy if you could live in your multi passenger ship
Very true =)
Storm24 wrote:
heck id be happy if you could live in your multi passenger ship
I live in mine!
Be nice if you can pick up passengers on space stations without landing. Be nice if I can land anywhere on a planet and actually take a picture next to my ships... Each one! I wish I can do all those things. Maybe in time....
Space is small enough as it is, at 16,000 cubed units it would be a disaster, to quote Lando, "we could run out of room real fast". But static stations like what exist now in which you could dock, walk around, maybe rent instanced habitats, vendors and plazas. That would certainly be possible within the game engine and wouldn'tpollute the space environment.
The space zones arn't anywhere near big enough, they would need to be 100s of times bigger (like in other space sims).
Message Edited by NasherUK on 05-30-2005 05:41 AM
This is why space loading times seem smaller, because you are simply warping to another area. So space zones are kind of side by side in blocks, hyperspacing just warps you to a new place, kind of like shuttling on a planet.
Ive noticed this on kasshykk also, there are areas where you can run right to the side of the map, and target animals npcs that should be another area (try it on the ryatt trial, its the most obvious there). you can even see it on your little map.
Well how about this for an idea for guild halls in space......
BASICS:
- Ya go to an Architect, who makes the chassis for such a large station.
- The Architect also makes modules to fit into the chassis, such as....
- Cantina....'nuff said hehe
- Living Quarters (adds a flair to a battlestation)
- Main Area (greeting area)
- Command Center (acts as pilot and copilot chairs)
- Medical Center (allows for all heals in station to be doubled
- Technical Area (discussed later)
- Observation Deck (cool area lol, watch the battle)
- Hangar Bay (discusses later)
- Mining Purifier (allows for an extra experiment point in crafting, increases rate of all mining if in asteroid zone)
- Repair Bay (allows for an increased repair rate for ship systems, adds a small regen rate for all damaged components)
- Each module also has a floorplan in and of itself. A hangar bay could have three different styles, and a cantina could have up to ten. And let's not forget the factional insignias, which could be bought from a factinocal recruiter for a certain touch of design. This can also lead to new loot in space, such as schematics for new, Trade Federation hangar bays or turrets, or maybe a corvette-like white hallways.
- Once built, the guild leader can take the chassis and all relevent modules (made like a vehicle device) to anew NPC, a space merchant who "rents" out space areas
- You have several different areas to choose from, each providing a nice little bonus, and each one is also instanced
- Pirate Territory. Most dangerous for low-tiered pilots, allows for a hint of adventure, and gives a guild a place to quietly kill in peace hehe. Low rental cost
- Asteroid Belt. Spawns a special asteroid to mine from every day, mining from it is half as fast as regular mining, but no enemies spawn to attack ya. Resource that is spawned depends on system. Medium rent.
- Deep Space. Nothing here except you and that large nebula over there. Lowest rental cost.
- Warzone. Once declared as a space base, enemy fighters constantly spawn near ther base to attack your-faction NPC fighters, also randomly spawned. Highest rental cost.
- When you have chosen your space area, you are presented with an overhead much like when ya place a house. Your area is measured at around 2k by 2k is area for the smallest one, up to 4k by 4k for the warzone to help with lag. Once your base is placed, you launch into space with a ship of your choosing that is at that starport.
- Once up in space, you notice when ya go to the hyperspace map that there is a new location by that planet, labeled Guild Space Station. Intrigued and hoping you weren't gyped, you hyper there.
- Arriving, you are awed by the sheer size of your baby. While simply a skeleton without it's modules, you are still proud of your accomplishments thus far. You quickly boost your ship into low-ordit around the station, wanting to take all of it in. Eventually you decide to dock with it.
- You are placed inside a small room with a large window on one side showing your ship docked by an airlock, and on the other side is a door and a terminal. You approach the terminal and it asks you to place in all modules you currently have. You place in your first module, a main area module, anxiously into the terminal. A beep says that your transaction was successfully completed. The window now shows this:
- Modules Recieved: 1
- Module Space Available: 14
- Every module takes up a certian amount of lots, like every house. A hangar bay would be the largest, and would require a minmum of 4 slots. Minimum, you think...why would it be a minimum? In order to get onboard the station, you must fo course dock. But a station only holds four emergency docking stations on it at first, and a hangar can increase this capacity. Each ship also take sup a certian lot within the hangar bay, like this...
- Small Hangar: takes up 4 lots, has five slots available for docking
- Medium Hangar: takes up 5 lots, has 7 slots available for docking
- Large Hangar: takes up 6 lots, has 9 slots available for docking.
- Each ship would require a certian amount of slots to use....
- Light Fighter 1 slot
- Bomber 2 slots
- Heavy Fighter 3 slots
- Multi Ship 4 slots
- This allows for several combos for docking in a light hangar, such as two lights and one bomber, or one heavy and one light, or just one multi ship.
- Once finished setting up your modules you prepare to enter your beloved station. But a red lights and sirens turn on when you prepare to open the hatch to enter. A message shows, stating that the station has no reactor and thus has no life-support systems outside fo the entry room. Frustrated, you remember that your shipwright friend warned you this would happen, and had some parts made for your station. Cursing your own foolishness and laughing in relief, you enter into your ship, and depart from the station.
COMBAT, SHIPWRIGHTS
Landing on the surface again, you quickly make your way to your guld hall, where your SW friend is waiting for you. He requests a trip to the station as payment for his services, since you did provide all necessary materials to make the parts for the station. Saying yes, you both hop into your new AX-1 speeder, and make your way back to the space port, and then travel to the station. Your friend snaps out of his awe and tells you where to place the parts...
- Each station requires a reactor. A good battlestation however will put to use multiple reactors to overload and to act as safeguards against an attack. A station as a default has one turret spot for cover fire for friendlies, and one reactor spot. To increase this count, one must place in Technical Area and Turret Slot.
- Each Turret Slot increases the max turret count by four. Each turret placed is also a dual turret, and as such requires two cannons to be placed ot be fully operational.
- Each Technical Area adds in three things:
- Reactor, adds to overall power, can be overloaded via Command Center
- Shield, can be modified to add defense to certian areas, via Command Center
- Capacitor, adds to recharge rate and total power available to all turrets (note, all turrets run separately from one another power-wise)
- When your station is all set up, you and your friend finally make your way into the main area. It is more than you had ever hoped for. Suddenly sirens and lights come on, and you quickly make your way up to the Command Center. Four pirates have discovered your mining location here by an asteroid and want to claim it as their own!
- You yell at your friend to place in a few cannons into the turrets and then man one himself. You decide to take the fight to them and man your Y-Wing.
- Outside you are overwhelmed by the pirates. Without a back gunner you are almost a sitting duck. Luckily your friend in a good shot. Within a few seconds two pirates are down from the dual-cannons on the station, and the pirates are unable to damage the statinon anymore. They declare defeat, and state that this area is yours....for now.
- You land back in the station and congratulate your friend in his good shooting, and you both make your way to the cantina to grab a drink. Tomorrow the station will officially be open to the rest of the guild, who will most definitely be pleased with the recent acquisition.
WAR!!!
After becoming overloaded with extra funds from the mining operation from the past few months, your guild unaniimously decides to change the station to help your Rebel cause. You increase your turret number from just one to ten, and increase your hangar bay. Also, you go to the command center and declare your station as a Rebel outpost. Once that is accomplished, your signal is picked up by smugglers, who could sell it to Imperials....for a price.
- The change to a battlestation is made easier by making stations in modules, so one could take out a large module such as a Mining Purifier and replace it with several turret slots. Plus, once declared, a new slot is opened for the station...armor.
- Armor is placed into each module separately. So you might declare your Observation Deck less of a target and thus add your best armor to your turrets, command center, etc.
- When a turret slot is placed, the turret is not placed in that area. Instead, you can choose to A.) place it as a floating turret, B.) place it there, or C.) place it in any one of several different pre-planned areas on the station on top of modules.
- Shields can be hardened in certain places like now with rear shields to protect high-priority targets or the targets with the worst armor
- When you declare yourself as a combatant station, your presence is broadcasted through space to smugglers. Any Imperial can approach a new NPC smuggler for pieces to a puzzle....the location for the space station.
- When the pieces have been put together, the Imperial decides to grab only a few of his friends, not expecting a large fight. When he hypers there, he and his squadron are cut down immediately....a testament to the shipwright's ability to craft turrets. Regrouping, the Imperial decides to grab a few more friends, eventually creating a squadron of well-over 20 pilots. But the Rebel will not be caught off guard....
- When a station is fired upon, any Rebel in the guild whose station that is, is alerted and can immediately travel to there from the spaceport instead of launching to space first. When at the station, one can go overt, or simply man the turrets in preparation for the coming onslaught.
The Imperials come soon. Their force consists mainly of TIE Interceptors and Decimators, but they do carry a few TIE Bombers. Seeing the bombers as a threat, the station gunners immediately blow them out fo the sky. Worried about surviving without heavier firepower, the Int's distract the gunners while the Decimators destroy the turrets.Chaos is all around inside the station. Fires are going on in half the deck, and most of the crew is in the Medical Bay getting healed up or running around reapiring the turrets. Realizing that they may not last much longer, the you order everyone not repairing to the hangar bay. Coordinating their launch with the coming-online of the turrets, your force quickly decimates the remaining Imperial force in a hail of blaster-fire. Feeling overwhelmed with joy, you order everyone back to the station to party in the cantina.
RESEARCH
Understanding that you may not win next time, you declare that the four barracks you have on the station will be cut down to tow and in their place will be a research center. But first you will need to figure out what to research first, for each module has it's own research specialization...
- Cantina
- Party Atmosphere(BF healing x4)
- Zero-Gravity Enhancements (-50% time for spice downer)
- Remixing(Buffing time -x4, Buff % +5)
- Barracks
- Spartan Quarters (+10%aimbonus)
- Daily Runs (+10% bonus to movement)
- Conditioning (+20% health bonus, regen bonus)
- Main Area
- Automated Sprinkler System (-80% fire potency)
- Make-Shift Defenses (+300 defense bonus to defenders)
- Terrain Knowledge (+25% to hit bonus vs. attackers)
- Command Center
- Improved Droids (-50% time for droid commands, -30% recharge time)
- Battle Strategy (reduces Squad Leader timers by 20%, adds +15% bonus to Volley Fire, adds -50% cost, +30second bonus to Retreat)
- Ingenuity (adds new droid commands, Weapon Overcharge 5, Reactor Overcharge 5, Capacitor Overcharge 5)
- Mecial Center
- Anatomy (+40% regen to action, mind)
- Space Cloning (Allows for defenders to clone at station)
- Biological Warfare (+10% potency to CM throws, adds 5 seconds to Paralysis)
- Technical Center
- Jerry-Rigging (10% increase to rate of fire for turrets)
- Capacitor Overloading (innate +20% increase to turret dmg, but when you use Weapon Overcharge, it decays cap and weapon by a factor of 2)
- Tracking Systems (5% damage bonus vs. Ship Systems)
- Observation Deck
- Improved Sights (add +25 accuracy to defenders)
- Controlled Explosions (adds +30 to thrown weapon speed, +100 to thrown weapon accuracy, doubles effects of all grenades, adds 25% bonus to all grenade dmg)
- Controlled Lighting(-10 to accuracy for attackers)
- Hangar Bay
- Improved Hangar Defenses (adds +300 to damage for turrets placed on hangar, adds +2000 to shield points that is defending hangar)
- Improved Structural Armor (adds+1000 to armor points defending hangar)
- Hangar Repair Bays (allows for 2/3rds repair of all destroyed defender craft)
- Mining Purifier
- Water Treatments (increased Amazing Success rate by 50%)
- Alloys (adds 50k health to all modules, adds 100k healthto station chassis)
- Automated Processes (adds +1 to experimental points)
- Repair Bay
- Droid Specializations (adds innate 5% health regen to all damaged components of station)
- Combat Droids (adds 300% health bonus to all defender droids, adds 100% damage bonus)
- Repair Droids (increased repair rate for defenders)
- Each area would only be able to have two specializations activated at one time, so you could have maybe droid specialization with combat droids to balance the station, or maybe lean towards a defensive bonus so you go to droid specializations and repair droids. But wait a minute, some of these bonuses are really good, so what would stop someone if they were to have evne 2/3 of these specializations activated? Here's the catch.....
- A new space loot would be introduced with the new module schematics. It would be data disks labelled Droid Specialization 1/6, or Alloys 3/6. One would have to collect all of these disks, then give them to the required engineer (like a DE for Combat Droids, or an AS for Improved Structural Armor) for thme to make a finalized disk. Then you would need to go to the station and insert the disk into the research station's memory bank, where it would proceed to decipher the message and then create the plans to properly enact the specialization. This research would take one week. Plus, only one research can be done at once, so to get all of the specializations you wanted would require considerable time...at least 20 weeks. But after that your station would be a tough adversary indeed.
As you had predicted, the enemy has regrouped, and this time brought double the back-up. But your new droid commands via Ingenuity will be a powerful ally. Not to mention you have twenty fighters already outside, and four multiplayer ships still in the hangar. And your station is filled to the brim with turrets. The battle insues. Fighters dogfight, bombers deliver their payload, and still there seems no end to the enemy. Your station is holding its own, but if reinforcements don't arrive soon, then the battle will be lost. Your last fighter has been destroyed, and the enemy still has several bombers left to fight. An ally guild has arrived, but they are now preoccupied by a new Imperial force sent to distract them. The station is in chaos again, and while the bombers may seem to have stopped firing, the Decimators outside seem to have disabled most of your turrets. But instead of finishing off most of your station, they concentrate their fire on the observation deck, the one place you are weakest. Finally you understand what they are doing....they mean to dock your station!
STATION COMBAT
You give the commands to the forty marines sent aboard to defend it from this precise situation to make thier way to the observation deck docking hatch to prepare for the onslaught. Your turrets are still being occupied by the bombers, but the ones able to reach the four multi ships are still disabled, and the fires are raging still--too bad you didn't get the sprinkler system, you only needed one more part! Oh well, you think, as you dom your armor, get buffed from your doctors, and join the marine force. You hear yells and battlecries from beyond the docking hatch, and you feel the anxiety soaking the room. Only thr few Squad Leaders you have seem to give the defenders courage. The medics ready thier kits, the doctors ready to ressurect those mortally wounded. Even the pilots that were shot down are there, still in their pilot gear and gripping thier DL-44s. Slowly the hatch slides open, and the two forces clash...
- Combat onboard a station would be not unlike the Corvette combat. You are given a mission--destroy--and you must complete it, however without a cloning spot. You clone back on the planet you are closest to, and must make your way back the long way. In order to intiate a dock however, you must destroy the armor and systems around a docking hatch so then the option to dock becomes available. Or is you are a Master Smuggler you can send a message to fool the systems, allowing you to dock and then slice open the door. Either way, you need at least Slicing IV or Field Tactics IV to slice or blow open the docking hatch.
- Once onboard, you have several key targets:
- Command Center Main Computer, a Master Squad Leader must set the reactor to overload
- Reactor Terminal, a Master Commando must set charges to blow it up, negating a chance to override the overload procedure
- Main doors can be locked by defenders, requires Master Smuggler to slice--too thick to blast
- Medical Center, requires Master Bio Engineer to mimic DNA by guild leader to give option to overload reactor.
- When the targets have been dealt with, then you must make your way back to the ship and ride off in a blaze of glory.
- The modules and all components of the station are destroyed when the reactor overloads, but the specializations are separated into disks that can be retrieved by the guild leader only within 24hours from a container floating in the debris. You must piece together the parts again, and then specialize it once more.
- To repair the chassis, you must dock with the chassis hatch that you did once before, and apply a chassis repair tool to repair it fully. The you can place in modules to bring it back to operational status. Note that once it is destroyed, it takes a week before you may declare it a military structure and factionally-aligned.
- Now that all the doom-and-gloom is done with, here is what the defenders can do....
- Lock doors, which allows you to wait out for reinforcements and also regroup and heal up.
- Overload circuits to set fire to attackers, gives a decent fire DoT and also makes them bleed afterwards
- Turn off lights (yes, I know lol). This gives the attackers a -10 to accuracy, and a +20 to accuracy for defenders (NIGHT VISION PEOPLE!
) - Electrify metal surfaces, gives a slight DoT and lowers speed of all ranged weapons, but also gives a slight Electric elemental dmg to melee weapons
Your force has been beaten time and time again, and this time there is no escape. The attackers are on the other side of the door slicing it open, and while you still have 26 fighters and four medics, they are still over 40 strong. The door opens and again the flood comes out. You toss a few grenades to get some fighters out of the fight for a second, and then kill one other poor soul. A soldier drops by you, then another, then another. Your forces are now being quickly killed again, but there seems like nothing will stop them...Suddenly fire comes from outside the door, and numerous Rebel troopers come flooding out, decimating the weakened lines of the Imperial attackers. The other Rebel guild had finally won against the Imperial scouts, and made thier way into the hangar, ignoring the empty Decimators docked outside. After a few more minutes fo fightin, the Imperial forces are killed. Quickly repairing the rest of the station and getting it online again, the retreating Decimators are instantly shot down, and even the counter-attacking force of bombers is destroyed before even landing a single heavy blow. The day is saved, and your guild has flexed its muscles yet again.
Well, there is it lol. I kinda added in some stuff I used for my guild capital ships proposal, and I must say this one turned out better lol. If it's good enough I might post is again as a focus thread, so let me know how I could change it
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