Shipwright Archive
Thread: Titan Class Ship
Titan class ships>
To promote GCW in space, I would like to propose the idea of Titan Class ships. These types of ships work like a moving station or should I say moving Metropolis. Much like the player cities on ground, a player with the Fleet commander profession can acquire such ships.
The Profession
Fleet Commander, this profession would allow players to own a Titan. As the player gain experience in the profession, they gain the ability to give more enhanced effect on the structures (i.e. Hospitals, Cantina, Hangar etc…) and maybe commanding tricks (i.e. call out a wave of starships to defend while moving the Titan).
The Crew
This ship is stationary most of the time; however, if the Fleet commander would want to move the ship to another location he/she would require a crew to operate.
- The Bridge – Operated by the Fleet Commander that owns the ship. It is advised to bring in a few other players to help with.
- Hangar – Operated by a Shipwright and a Droid Engineer. Multiple Shipwrights and Droid Engineer can operate the Hangar.
- Hospital – Operated by a Medic or greater. Multiple Medics can operate the Hospital.
- Cantina – Operated by an Entertainer or greater. Multiple Entertainers can operate the Cantina.
- Navigation – Operated by a Pilot. Multiple Pilots can operate the Navigation.
- Defense – Operated by a Pilot and a Shipwright. Multiple Pilots and Shipwrights can operate the Defense.
- Residence Area – This is where everybody else hangs out. Mostly pilots who have taken residence to one of the lots. There will be quite a number of lots that a Titan can hold. Players will require rent a lot. There will be different types of lot ranging from Small to Large.
- Commercial Area – This is where merchants put their vendors to work. Merchants will require rent a lot. There will be only one type of lot which will have enough space to put the maximum amount of vendors for a Master Merchant.
- Turrets – There will be lots of turrets, hoping to get 100 droid-manned turrets just like the Imperial Star Destroyer has and the accuracy will be poor unless player manned. It requires no specific profession to man a turret.
Stationary Mode
The Fleet Commander will have the ability to put the Titan on stationary mode. While stationary mode is online, it is almost impossible to destroy. Shields give extra performance and effectiveness. Should the Titan be destroyed during stationary mode, the Fleet Commander will be notified. Destroyed Titans will require a heavy amount of resources for repairs. Destroyed Titans will not disappear from space but will show debris of what is remained.
Shields will work at 500% in stationary mode.
Moving Mode
Moving the ship will be much different from normal starship controls. To move the Titan, the Fleet Commander will have to access the Navigation system and plot the course. Once decided on the course, the Fleet Commander will then hit the execute button to begin the journey. The speed of the Titan will be 15 (to be decided to match a realistic number for such a big ship to move)
In flight, shields will work at 100%.
The Bridge
This is where the Fleet Commander hangs out. While moving the Titan from one point to another, it is advised to have at least another player on the bridge to give orders to other stations. This is the place where you can see space.
The Hangar
This is where Shipwrights and Droid Engineers hang out. At least one of each is required to move from one point to another.
The Hangar will have starship terminals for pilots. It has the function of the current starship terminal.
Shipwrights and Droid Engineers stationed here will be able to give their services, e.g. customizing starships, paint jobs equipping droids and flight computers.
Pilots who launch from the Hanger will also receive equipment buffs from Droid Engineers and Shipwrights, e.g. Blaster efficiency, Droid Command efficiency for a short period of time. (30 minutes to 1 hour maybe?)
The Hospital
The name describes it all. It works like the ground hospitals. Players will be able to heal their wounds here. Also if the pilot launch after visiting a manned Hospital, they will receive accuracy buffs. (30 minutes to 1 hour maybe?)
The Cantina
It works like the ground Cantinas, to heal battle fatigue. Also to receive inspiration buffs from Entertainers. Area must be Entertainer manned in order to receive buffs.
The Navigation
This is where pilots control Engine related commands.
The Defense
This is where pilots control Shield and Weapon related commands.
The Residence
Inspired by PS2 game Xenosaga, The Durandal and the Rhine Maiden have their own residential area.
Players can rent the lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent will go to the Flight Commander’s pocket.
The Commercial
This area will be the consolidated merchant zone. Merchant will require rent a lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent and vendor maintenance will go to the Flight Commander’s pocket.
The Turrets
This is where any player takes their role in protecting the Titan. Unmanned turrets will have very poor accuracy and damage.
Please feel free to comment, add/remove or change the above idea.
/sign
ErraFazira wrote:
Titan class ships>
To promote GCW in space, I would like to propose the idea of Titan Class ships. These types of ships work like a moving station or should I say moving Metropolis. Much like the player cities on ground, a player with the Fleet commander profession can acquire such ships.
The Profession
Fleet Commander, this profession would allow players to own a Titan. As the player gain experience in the profession, they gain the ability to give more enhanced effect on the structures (i.e. Hospitals, Cantina, Hangar etc…) and maybe commanding tricks (i.e. call out a wave of starships to defend while moving the Titan).
The Crew
This ship is stationary most of the time; however, if the Fleet commander would want to move the ship to another location he/she would require a crew to operate.
- The Bridge – Operated by the Fleet Commander that owns the ship. It is advised to bring in a few other players to help with.
- Hangar – Operated by a Shipwright and a Droid Engineer. Multiple Shipwrights and Droid Engineer can operate the Hangar.
- Hospital – Operated by a Medic or greater. Multiple Medics can operate the Hospital.
- Cantina – Operated by an Entertainer or greater. Multiple Entertainers can operate the Cantina.
- Navigation – Operated by a Pilot. Multiple Pilots can operate the Navigation.
- Defense – Operated by a Pilot and a Shipwright. Multiple Pilots and Shipwrights can operate the Defense.
- Residence Area – This is where everybody else hangs out. Mostly pilots who have taken residence to one of the lots. There will be quite a number of lots that a Titan can hold. Players will require rent a lot. There will be different types of lot ranging from Small to Large.
- Commercial Area – This is where merchants put their vendors to work. Merchants will require rent a lot. There will be only one type of lot which will have enough space to put the maximum amount of vendors for a Master Merchant.
- Turrets – There will be lots of turrets, hoping to get 100 droid-manned turrets just like the Imperial Star Destroyer has and the accuracy will be poor unless player manned. It requires no specific profession to man a turret.
Stationary Mode
The Fleet Commander will have the ability to put the Titan on stationary mode. While stationary mode is online, it is almost impossible to destroy. Shields give extra performance and effectiveness. Should the Titan be destroyed during stationary mode, the Fleet Commander will be notified. Destroyed Titans will require a heavy amount of resources for repairs. Destroyed Titans will not disappear from space but will show debris of what is remained.
Shields will work at 500% in stationary mode.
Moving Mode
Moving the ship will be much different from normal starship controls. To move the Titan, the Fleet Commander will have to access the Navigation system and plot the course. Once decided on the course, the Fleet Commander will then hit the execute button to begin the journey. The speed of the Titan will be 15 (to be decided to match a realistic number for such a big ship to move)
In flight, shields will work at 100%.
The Bridge
This is where the Fleet Commander hangs out. While moving the Titan from one point to another, it is advised to have at least another player on the bridge to give orders to other stations. This is the place where you can see space.
The Hangar
This is where Shipwrights and Droid Engineers hang out. At least one of each is required to move from one point to another.
The Hangar will have starship terminals for pilots. It has the function of the current starship terminal.
Shipwrights and Droid Engineers stationed here will be able to give their services, e.g. customizing starships, paint jobs equipping droids and flight computers.
Pilots who launch from the Hanger will also receive equipment buffs from Droid Engineers and Shipwrights, e.g. Blaster efficiency, Droid Command efficiency for a short period of time. (30 minutes to 1 hour maybe?)
The Hospital
The name describes it all. It works like the ground hospitals. Players will be able to heal their wounds here. Also if the pilot launch after visiting a manned Hospital, they will receive accuracy buffs. (30 minutes to 1 hour maybe?)
The Cantina
It works like the ground Cantinas, to heal battle fatigue. Also to receive inspiration buffs from Entertainers. Area must be Entertainer manned in order to receive buffs.
The Navigation
This is where pilots control Engine related commands.
The Defense
This is where pilots control Shield and Weapon related commands.
The Residence
Inspired by PS2 game Xenosaga, The Durandal and the Rhine Maiden have their own residential area.
Players can rent the lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent will go to the Flight Commander’s pocket.
The Commercial
This area will be the consolidated merchant zone. Merchant will require rent a lot that is available. Rents will contribute experience to the Flight Commander profession. A percentage of the rent and vendor maintenance will go to the Flight Commander’s pocket.
The Turrets
This is where any player takes their role in protecting the Titan. Unmanned turrets will have very poor accuracy and damage.
Please feel free to comment, add/remove or change the above idea.
No, space is plenty big, but I doubt that there are really enough people to man many of these very often.
Remove the residence section
Take turrets down to 50 or less
Make the cantina also a hospital, like Anchorheads but more spacey
The size would be like the Kashyyyk Rebel space station, so it does not take up mach space, but it is far larger than an MP ship.
Engines, gunsand all crafted, like Elite equipment.
Top speed, well, if it has an engine with a top speed of 150, cut it in 1/2 to 75.
YPR terrible, twice as bad as the worst ship out now
The hanger is a must to get people on and off the thing
Remove buffs, NO SPACE BUFFS, that would screw things, things are best left without spacebuffs
Make faction and neutral versions
Destroyable, just like any MP ship but all ships in the hanger suffer the same penalties as any ship death as well.
Only bonus to players on this thing would be crafting bonuses for crafters just like in a crafting player city
Droids can be left to man turrets, but the accuracy of the turrets would be poor.
If enemy can disable the ship, then they can board and take it over!!!!! No idea how that would work, I mean the takeover I can plan out but if they capture your ship what happens then? That I'm not so sure about. I have ideas, just not so sure if there good, hehe.
Add those modifications to your model and it should be more practical in the current situation... and loads of fun!