Pilot Archive

Thread: Focus: Player-Controlled Capital Ships

ajag
Tue Jun 07, 2005 6:40 am
#105






Catman-Does wrote:

Also the bigger the ship the more room in your datapad it takes up (therefore you sacrifice ship lots for it)? Star Destroyer would take up all your slots bar one, allowing you to have one fighter.






I don't agree with this. I think a capital ship should take 1 datapad lot like any other ship and MAYBE if anything one of your house lots like POBs used to before. You should not have to sacrify your other cool ships to get one.




AJAG
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KinjiruSpleen
Tue Jun 07, 2005 6:41 am
#106

To expand on some earlier concepts:

All of the professions in SWG can eventually lead to an Elite profession, with the exception of Pilot.

As stated in earlier posts, it should be difficult yet rewarding to get one. Suppose the Devs add an elite profession to Pilot, say an expansion of xx4x that will lead to the new skill tree, specializing in command of a cap ship. (And let's be serious folks, a corvette is reasonable, but we're not gonna get ISD's)

This way, the Owner/Captain of a Cap ship will get special training, maybe it should all be quest missions, similar to the tier 3 missions, that would focus on command and control of a capital ship. -- And nobody could just go out and get one, you'd have to earn it.





Kinjiru Spleen
Double Echo Brigade - Bloodfin

Imperial Officer - ...Has Mastered the Imperial Pilot Profession
CINC - Vanguard Squadron - Double Echo Brigade (DxE)
Loki_Ashaman
Tue Jun 07, 2005 6:41 am
#107






Thoreson wrote:


http://homepage.mac.com/jevans12/iMovieTheater2.html

according to this video it looks like the addition of capital ships to the game is just quest mission content. which isnt a bad deal cause that is just 1 more step closer to us having them eventually.

being able to board the star destroyer is uber, and the corvette.

Message Edited by Thoreson on 06-07-2005 06:20 AM





You have noticed that this has been linked in the first post since mid-day yesterday, right?


---


I've seen a few requests for special capital ship grade components, and I'm against that. Don't get me wrong, as a SW I'd love more content but I don't think adding special components everytime a new ship class comes out is the answer. It takes enough to keep up with a vendor and orders without adding more specialty stuff. For smaller capital ships around the corvette size, I think the Elite components will be fine, just in multiples. Using the corvette as an example:



  • 1 Elite Reactor (maybe a capital ship generation rate multiplier)

  • 1 Elite Engine

  • 2 Elite Shields: Primary and Secondary layered, the primary would be the outer set and the secondary the inner. In other words, you have to get past the primary front to damage the secondary front.

  • 4 Elite Armor: Primary / Secondary front and back, similar to the shields: destroy the primary front before the secondary front.

  • 1 Elite Booster

  • 1 Elite Droid Interface

  • 3 Elite capacitors: 1 Cap for the port trio, 1 cap for the starboard trio, and 1 cap for the top/bottom set

  • 8 Elite weapons

Of course, the first thing before they work on the capital ships is make the current POB ships viable in PvP.





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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


ajag
Tue Jun 07, 2005 6:52 am
#108







Loki_Ashaman wrote:

I've seen a few requests for special capital ship grade components, and I'm against that. Don't get me wrong, as a SW I'd love more content but I don't think adding special components everytime a new ship class comes out is the answer.






I disagree with this UNLESS they seriously upgrade the new POB components that they just released. I am also a shipwright, but since I have not taken the time to make these POB parts, I will talk from what other SWs tell me. Assume you can get POB armor of 2800 points which is what the current POB parts come out to be right now. Multiply that by 2 and you get 5600 points of armor. for the hell of it lets round it to 6000 points of armor. The capital ships are so big that I think I can 2-3(max) shoot all that armor with my krayt since I would be able to land a hit with all my weapons at the same time. Add another pilot to the picture and you can se that those capitals ships would be a complete joke in space. Current POB components are not at all up to what they should be right now. any of the current POB ships should be able to have 6000 points of armor in order to even be able to PvP, but even if you give them that, their maneuverability is so bad you woud still be a sitting target.




AJAG
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
SToD

-I support the wholesale slaughter of Rebel terrorists...You can too!

Loki_Ashaman
Tue Jun 07, 2005 7:09 am
#109






ajag wrote:







Loki_Ashaman wrote:

I've seen a few requests for special capital ship grade components, and I'm against that. Don't get me wrong, as a SW I'd love more content but I don't think adding special components everytime a new ship class comes out is the answer.






I disagree with this UNLESS they seriously upgrade the new POB components that they just released. I am also a shipwright, but since I have not taken the time to make these POB parts, I will talk from what other SWs tell me. Assume you can get POB armor of 2800 points which is what the current POB parts come out to be right now. Multiply that by 2 and you get 5600 points of armor. for the hell of it lets round it to 6000 points of armor. The capital ships are so big that I think I can 2-3(max) shoot all that armor with my krayt since I would be able to land a hit with all my weapons at the same time. Add another pilot to the picture and you can se that those capitals ships would be a complete joke in space. Current POB components are not at all up to what they should be right now. any of the current POB ships should be able to have 6000 points of armor in order to even be able to PvP, but even if you give them that, their maneuverability is so bad you woud still be a sitting target.






Thus my final statement, the POBs need to be practical in PvP before they work on Capitals. And simply adding points to armor or shields may not be the answer, because then in PvE they become invinsible.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


ajag
Tue Jun 07, 2005 7:17 am
#110






Loki_Ashaman wrote:





ajag wrote:







Loki_Ashaman wrote:

I've seen a few requests for special capital ship grade components, and I'm against that. Don't get me wrong, as a SW I'd love more content but I don't think adding special components everytime a new ship class comes out is the answer.






I disagree with this UNLESS they seriously upgrade the new POB components that they just released. I am also a shipwright, but since I have not taken the time to make these POB parts, I will talk from what other SWs tell me. Assume you can get POB armor of 2800 points which is what the current POB parts come out to be right now. Multiply that by 2 and you get 5600 points of armor. for the hell of it lets round it to 6000 points of armor. The capital ships are so big that I think I can 2-3(max) shoot all that armor with my krayt since I would be able to land a hit with all my weapons at the same time. Add another pilot to the picture and you can se that those capitals ships would be a complete joke in space. Current POB components are not at all up to what they should be right now. any of the current POB ships should be able to have 6000 points of armor in order to even be able to PvP, but even if you give them that, their maneuverability is so bad you woud still be a sitting target.






Thus my final statement, the POBs need to be practical in PvP before they work on Capitals. And simply adding points to armor or shields may not be the answer, because then in PvE they become invinsible.






True, but if you look at it, fighters are pretty much invinsible in PvE right now in hands of good pilots. Even if you add that much armor in PvE to a POB ship, I doubt they would be invinsible since they are still a huge target and everything would be able to land a hit which would balance things out. Imagine trying to take out a corvette or the SSD/freedom station with one? Your ship would be destroyed really quickly as everything would be able to hit it lol.


But you are right, POBs need more than just better components to make them viable and fun,





AJAG
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
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-I support the wholesale slaughter of Rebel terrorists...You can too!

Catman-Does
Tue Jun 07, 2005 7:29 am
#111

ok I been thinking about this a lot since my last post (lol)

Hows about this for a first-draft idea:
  • Capital Ships aren't player owned, they're guild owned.
  • A guild can have one capital ship.
  • The deed/control interface to the ship is actually a building (bare with me)...

    This building is placed in a town by the mayor. In this building is a control terminal which the Guild Leader has primary control of he/she then can then specify who has rights to fly the ship. Also multiple people could be added to the admin/mangement list.

    "Launching" of the ship is actually done from the building (instead of the starport). The idea behind this building is that it's a hanger for an surface-to-orbital shuttle and the capital ship is technically "stored" in orbit.

    Also if a capital ship is destroyed only the condition of the installed ship items degrades, the captial ship doesnt have a condition.

    Quick run through:
  • Guild does the quests, collects the faction points, get the schematic, get the resources and builds the ship deed.
  • Mayor places the ship-control building down in the town.
  • Guild Leader has primary control over the vessel at first.
  • Guild Leader adds 3 trusted pilots to the "Fly Permission" list and one of those pilots to the "admin" list.
  • The admin'ed pilot kits out the capital ship.
  • The ship is ready to launch, guild members gather in the building. The pilot invites the crew to launch.
  • Once everyone accepts/declines, the pilot and crew launch into space.
  • Up in the capital ship the crew man their positions.
  • Some guild members on the ground launch their fighters and dock up with the capital ship in space.


    This way capital ships are proper co-operative based "vehicles", there aren't going to be 30 of them at once in one place unless 30 guilds are working together.





    >>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
    Catman Does Catius
    Dark Jedi Imperial Colonel Droid Engineer & Shipwright
    >>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
    >>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
    "So instead of sticking to the thing that our players really love,
    we start changing it. And now we?re alienating the players
    playing our game, losing our subscribers."- Jeff Hickman

  • ajag
    Tue Jun 07, 2005 7:45 am
    #112






    Catman-Does wrote:
    ok I been thinking about this a lot since my last post (lol)

    Hows about this for a first-draft idea:

  • Capital Ships aren't player owned, they're guild owned.

  • A guild can have one capital ship.

  • The deed/control interface to the ship is actually a building (bare with me)...

    This building is placed in a town by the mayor. In this building is a control terminal which the Guild Leader has primary control of he/she then can then specify who has rights to fly the ship. Also multiple people could be added to the admin/mangement list.

    "Launching" of the ship is actually done from the building (instead of the starport). The idea behind this building is that it's a hanger for an surface-to-orbital shuttle and the capital ship is technically "stored" in orbit.

    Also if a capital ship is destroyed only the condition of the installed ship items degrades, the captial ship doesnt have a condition.

    Quick run through:

  • Guild does the quests, collects the faction points, get the schematic, get the resources and builds the ship deed.

  • Mayor places the ship-control building down in the town.

  • Guild Leader has primary control over the vessel at first.

  • Guild Leader adds 3 trusted pilots to the "Fly Permission" list and one of those pilots to the "admin" list.

  • The admin'ed pilot kits out the capital ship.

  • The ship is ready to launch, guild members gather in the building. The pilot invites the crew to launch.

  • Once everyone accepts/declines, the pilot and crew launch into space.

  • Up in the capital ship the crew man their positions.

  • Some guild members on the ground launch their fighters and dock up with the capital ship in space.


    This way capital ships are proper co-operative based "vehicles", there aren't going to be 30 of them at once in one place unless 30 guilds are working together.






    • A question, not flaming you... why do you see the need to have capital ships restricted so much? If implemented it like you wrote, you woul dnever see one in space past the first of implementation which would completely suck. Even if everyone had one, those things would need so many poeple to fly them properly that you would see just a few of them at one given time if any.




      AJAG
      <SToD> - Teamspeak Ninja
      I'll kick your... *Player left*
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      -I support the wholesale slaughter of Rebel terrorists...You can too!

      Loki_Ashaman
      Tue Jun 07, 2005 8:00 am
      #113






      ajag wrote:


      True, but if you look at it, fighters are pretty much invinsible in PvE right now in hands of good pilots. Even if you add that much armor in PvE to a POB ship, I doubt they would be invinsible since they are still a huge target and everything would be able to land a hit which would balance things out. Imagine trying to take out a corvette or the SSD/freedom station with one? Your ship would be destroyed really quickly as everything would be able to hit it lol.


      But you are right, POBs need more than just better components to make them viable and fun,








      Actually, corvettes are pretty easy to do with a POB ship with a little practice, easier then fighters I would say. Take out gun 5, match speed below, move side to side as needed to blast the side turrets, lay waste to #4, and then proceed to take everything else out. Just make sure to keep the ship rotated so both gunners have a clean shot on the current target. If having problems, a few missiles can take care of the problem component.




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      Mardius Ashalar, Commissar: Commander of the Daishi
      Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
      "A pilot without his attitude is just some guy" - TomoRainer


      Catman-Does
      Tue Jun 07, 2005 8:05 am
      #114


      ajag wrote:
      A question, not flaming you... why do you see the need to have capital ships restricted so much? If implemented it like you wrote, you woul dnever see one in space past the first of implementation which would completely suck. Even if everyone had one, those things would need so many poeple to fly them properly that you would see just a few of them at one given time if any.




      Thats a fair point I'm just throwing out suggestions because I'd hate to have capital ships as "borrowed" ships.

      A capital ship is a massive undertaking, a capital ship is the size of a town. Also nothing is bigger than a capital ship, save a space station. I just think captial ships should be something very special (not special as in ultra-rare but special as in cherished).

      I don't consider Corellian Corvetters, Gunboats etc to be capital ships and these on their own merits should be ownable POB ships. I know theres also the Frigate ship that the Rebels have, can't remember what the Imperial equivalent is. The only real capital ships imo are the Star Destroyer and Mon Calimary Cruiser.





      >>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
      Catman Does Catius
      Dark Jedi Imperial Colonel Droid Engineer & Shipwright
      >>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
      >>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
      "So instead of sticking to the thing that our players really love,
      we start changing it. And now we?re alienating the players
      playing our game, losing our subscribers."- Jeff Hickman

      DrendalKahn
      Tue Jun 07, 2005 9:22 am
      #115

      Okay, you guys are going to make me SO late for work its not even funny, but I gotta chime in.


      First of all, I don't think the ships Im talking about should be guild-owned. We're(or at least I was) talking about Corvettes here, not those giant 12km battleships lol. I would be MUCH more inclined to say that thosemonsters would be guild-owned, but I think they're beyond the scope of anything right now (I crash about 1/4th the time in deepspace when I come near that thing lol).


      I agree that lots of people will get them unless there's guild restictions or something to ownership. But I don't think that's a problem. If implemented right, I think their use/role would be so specific that if everyone tried to fly theres, natural selection would just take its course lol. I also don't really see a problem with "a lot" of Corvettes running around. I definitely would see a problem with a bunch of player-owned Star Destroyersfloating around.


      As far as guilds-in-space, I think it would be much more realistic/feasable to just implement space stations as sort of guildhalls/cities in space, with a cap on them and everything you guys have been saying about applied to them.Star Destroyers (<--- look how HUGE that thing is ) may or may not come later -- they'd be awesome, but technologically a nightmare at this time. That, and I just really, really, really want to see dockable space stations of all factions.


      Like I said, I think Corvettes should be advanced POB ships. I'm still concerned about their role, so I'd like to kinda throw some of my ideas out there to make them unique and not dominate the small cargo ships (our novas and stuff):


      - Give current POB ships a pilot-controlled gun. This will make them a bit more tactical/flexible in combat, and able to survive a little better on their own, which should distinguish them from the Vettes.


      - Make 'Vettes have no pilot-controlled guns, so there's virtually no-chance of evensurviving without a crew.


      - Make the 'Vettes Y/P/Rthat's rediulcously low. Longer hypserspace timers too.


      - Give 'Vettes special components to beef them up.


      - They shouldn't be able to just land anywhere, nor should they be able to insta-travel from the terminal on the ground. Ideally I'd like to see them only accessable from a space station, but we cant walk around in space stations now, and I have no idea how they'd restrict this given what's implemented in the game now.


      As for their specific purpose that sets them apart, I'd that we should...


      - Give 'Vettes the ability to repair/replenish fighters. Maybe even let the fighter pilotsdock with the 'Vette and walk around inside, until combat starts when they can launch theirA-wings or whateveragain (If that's even possible with corvettes, lol).


      - Have them effect GCW balance somehow. Make them instrumental in blowingspeical forces space stations or something.


      - I would like to see them involved in search/boarding scenarios, both NPC and PC. (This could apply to all POB ships, really). The idea is that you could disable anotherVette/Frigate/Y8/whatever, and board the ship -- whether PC or not -- and blow it, take components, whatever. This way players could actually become pirates, hunt pirates, or hunt/capture opposite-factioned ships. There'd have to be more sectors like Kessel where big ships like corvettes and vulnerable figrates roam though.


      ------ In essence: make them pirate ships, either factionally aligned or not. I think that would give a general use for them, so groups of friends could just get together and go hunt frigate/pirate vessels at will; and it would give a reason for casual pve-oriented playersto even bother with POB ships. Without something like this I don't think it'd mostly be another novelty, except for pvp-oriented players with any GCW changes these would evoke. Edit: And make this a good/fun source of income.


      I've said a lot of this before, but this is just kind of my (current) conclusion after reading all the replies.


      That's all for now. I'm LATE forwork lol. Great discussion going tho

      Message Edited by DrendalKahn on 06-07-2005 09:24 AM



      DRENDAL KAHN


      CohibaMonCal
      Tue Jun 07, 2005 9:43 am
      #116

      Why not make them like player cities in that there can olny be a finaite amount of them if you are seriously worried about loads of them appearing. Personally I really like the idea, obviously they will require more than onme person to run them ..like player cities where you have to have at least 10 residents..you have to have 10 'crew' assigned there - don't all have to be there but must be 'on roster'






      Dr Cohiba Aurora - PhD, IDEA
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      FriedSquid
      Tue Jun 07, 2005 10:20 am
      #117

      So, there are a few things I'd like to say at this point.... This is too far down to get read by many people, but here it is.


      1: I think the new capital ships should be able to be operated with 1 person in them, just not at full efficiency.... Think all the weapons doingNPC damage if there's noone running the turret.


      2: Ownership is a good idea.


      3: Crafting them should be handled for shipwrights like faction armor is handled for armorsmiths. Only more along the lines of price like, say, bases cost... You don't see as many special forces tactical command centers around as you could, do you? If both cost the same in FP, well....


      4. Always PvP on is a decent idea, as long as your turrets all work without your help. And you've got few blind spots. Can you imagine if the current POB ships were all PvP enabled by default? Talk about a useless ship.


      5. Being able to destroy individual components on ships before taking out the shields is quite crippling to these ships.... Noone's mentioned it, but the likelihood is that if the current Corvette mechanics are used for player-controlled POB ships, your weapons will be damaged in EVERY small encounter you come into. Autorepair / Shipwrights able to repair while in the ship? Okay, sounds good to me. But uh.... Not so much decay if shipwrights are working on it during combat, please.


      6. Current capacitors and reactors aren't up to the job of running a capital ship. Period.


      7. The current 'no missiles on capital ships' thing should be gotten rid of, to bereplaced with, 'only really really really huge space bombs on capital ships'...


      8. An NPC crew should be on every capital ship, and you should be able to recruit them just like you recruit bodyguards from the recruiter. A corvette should have at least a couple dozen people running it, and just PC's will never be enough. If you want a completely decked out corvette that hits like a truck and moves quick and has a droid engineer running your flight computer, 9 incredible gunners, two shipwrights repairing full time, an x-wing or two as an escort,and an ace pilot at the helm, fine, just be prepared to pay 100k factionand 1M creds for it all, BEFORE the daily upkeep of 50k...


      The thing about JTL that pissed me off the most was that I gotalmost as muchin-space content in the firstX-wing almost 15 years ago. More in Privateer >7 years ago. Remember the training missions from X-wing? They were TOUGH, and they were as long as the first tier or two on their own. But a big part of that content was the NPC's you had available to help you. Star Wars is filled with minor characters we don't want to be. Especially in space. Who wants to be Pops, the guy who diesto pointout thatVader is in the air? Who wants to be one of the two TIE's accompanying him, just sitting there waiting to get blowed up?


      I'm trying to say that you shouldn't have to do everything, and you shouldn't have to drag along more than one or two people in your ship with you to do everything. This is a game, and it's no fun to do most of the jobs on a large starship like this. SOE insisting that people sit around to do them is simply not going to fly. Literally - there'll be an ISD in your datapad, but noone will ever use them because they'll never have the fifty friends required to just get the most important turrets online....


      I want to play Ackbar's role. Does Ackbar talk to fifty people? No. Is his role feasible in this game without a PILE of NPC's? No. They've admitted it - they did early on by saying 'noone can be a stormtrooper because noone would ever do anything that boring for any extended period of time.' Running a turret is exactly the same way, that's why the POB ships have pretty much failed. There's nothing really WRONG with the Y-8, it's just that it needs to be operable by only one person - who wants to run the turret on the back picking up what asteroids come behind and the other turret on the bottom IN CASE anything comes along, while someone else does the piloting? Certainly not me. It makes me want to stand up, go to the bookcase, and pick something out.


      I just hope they can do better with capital ships.








      It's all gone. And so am I.


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