Post by Deleted on Jul 22, 2017 5:36:36 GMT
So, originally this was going to be an "Ask the Staff", but it contained so many of my own suggestions I thought this would be a more appropriate space.
So, recently due to the reboot I was perusing the forums and uncovered many mentions from the sites early days about ships that were owned and operated by the average roleplayer. Now see how terrestrial-based the forums had become, and reading posts by admins and others, I understand why they were banned. However, due to the nature of this reboot; its theme, its lore, and its setup, I believe the reinstatement of spaceships would be a fun and intriguing addition to the reboot.
These are just my suggestions, and I am aware this is hardly up to me. I just thought I'd throw everything out there so no one person feels like they have to come up with stuff from scratch.
Section 1: What I Would Add
Section 2: Ship Acquisition
So, recently due to the reboot I was perusing the forums and uncovered many mentions from the sites early days about ships that were owned and operated by the average roleplayer. Now see how terrestrial-based the forums had become, and reading posts by admins and others, I understand why they were banned. However, due to the nature of this reboot; its theme, its lore, and its setup, I believe the reinstatement of spaceships would be a fun and intriguing addition to the reboot.
These are just my suggestions, and I am aware this is hardly up to me. I just thought I'd throw everything out there so no one person feels like they have to come up with stuff from scratch.
Section 1: What I Would Add
- Bring ships back into play. Imagine a motley crew of space explores, completing missions for there respective factions (or, maybe even both?). This opens the potential for leader to send there teams of soldiers and specialists on many Rouge One style missions. It also fits the theme of mass exodus back to Cyberton, as Autobots and Decepticons scattered throughout the galaxy scrape together what they can and fly out to join the battle for their home world. It would serve as practical personal transport between planets, and can add a very Star Trek / Firefly / general theme of a space faring species facing what is essentially an interplanetary war. Also, as a side note, from what I've seen we have prison planets now, so jailbreaks would require ships to help get the prisoner off planet.
- Interplanetary Space This is a folder I suggest added to the "Main Universe RP" section. It can stay open or be divided into sub-folders based off of which sections of space you would like represented (like the area between certain planets or systems). This is were ship encounters would occur. This could lead to some really awesome space battles in the same vein as Star Wars. It also allows ship to behave functionally more like characters, with the ability to move around a certain area at a certain speed and preform actions. This can make allow them to have a more practical use rather than being used as deus ex machina.
- Transmissions My OC is communications officer, so I admit this is a bit of a selfish request. A "Transmissions" sub-folder be added to "Interplanetary Space". The folders below it will be "Frequency" folders, and there will be one per recognized faction and one general open frequency. Commanders can use faction-specific frequencies to deliver orders to ships. Those who are marooned or lost can broadcast distress calls on any frequency (as we know, many players like to start their RP this way). And the general frequency can act as an IC newsroom reporting important canonical events and milestones, such as the death of a leader, the fall of a settlement, election results, etc.
Section 2: Ship Acquisition
- Types of Ships Available The class of ship a character are able to obtain is dependent upon the rank of the character. Each class has a certain number of basic features, stat points, and Add-on slots for extra customization. Add-ons refer to additional rooms, room expansions, or gadgets/weaponry that can be added to a ship. Add-ons can include, for example:
- A Guest Quarters
- A Laboratory or Medbay
- 1 Unit (1000 cubic meters) of cargo space
- Any additional weaponry / gadgets besides the Primary
Also: Please note the size of each ship is labeled relative to what I call the "Standard Craft", none of these ship get close to the size of the Ark, for example.
Class 1: Minis (Miniature Spacecraft) - Available to All Ranks- Crew limit 1, 1 required crew
- Minimum Supply Storage
- 1 Primary Weapon
- No Add-on Slots Capability
- Capable of In-Atmosphere Flight and Light Interplanetary Travel
Class 2 : Small Craft (Small Spacecraft) - Available to Ranks 2 or Above- Crew limit 2, 1 required crew
- Storage Closet
- 1 Primary Weapon
- Shared Crew Quarters
- 1 Add-on Slot
- Capable of In-Atmosphere Flight and Substantial Interplanetary Travel
Class 3 : Standard Craft (Medium Spacecraft)- Available to Ranks 3 or Above- Crew limit 3, 2 required crew
- Storage Room
- 1 Primary Weapon
- 2 Crew Quarters
- 2 Add-on Slots
- Can Be Boarded While Flying (Boarding Tube Access)
- Capable of Landing on Planetary Surface and Interplanetary Travel, Unstable during Prolonged Atmospheric Flight.
Class 4 : Leading Craft (Large Spacecraft) - Available to Ranks 4 or Above- Crew limit 4, 2 required crew
- Storage Room
- 1 Primary Weapon
- 2 Crew Quarters
- Captain's Quarters
- 3 Add-on Slots
- Can Board Other Ships and Be Boarded While Flying (Boarding Tube)
- Capable of Landing on Planetary Surface and Interplanetary Travel, Extremely Unstable during Prolonged Atmospheric Flight.
Class 5 : Super Craft (Super Large Spacecraft) - Available to Rank 5 Only- Crew limit 6, 3 required crew
- Storage Room
- 1 Primary Weapon
- 3 Crew Quarters
- Captain's Quarters
- 4 Add-on Slots
- Can Board Other Ships and Be Boarded While Flying (Boarding Tube)
- Capable of Interplanetary Travel, Unable to Land on Planetary Surface or Sustain Atmospheric Flight. (Must doc on a larger ship)
Crew is defined as any character on board the ship, including the Captain, unless there is a specific guest quarters assigned to them. (See Below For Definition of "Captain") - Requirements to Obtain a Ship. I do have some rouge ideas on how this could work, but I have no experience really so take this with a gain of salt. I was thinking what kind of ship you could acquire would be determined by the following:
A) Rank of the ship's "Captain". This is the person who owns the ship and is essentially in charge of it. Anyone can be a Captain, but their rank effects what sized ship and how many build points you have. Side note: If a mutiny would occur IC, and the new captain is not a sufficient rank to acquire the ship by its own merits, the ship is then inactive until they acquire a proper rank.
B) The number of required crew, or how many bots would be considered a "skeleton crew". The smallest of ships would require a minimum of one crew member at all times while operating, while larger ship would require a crew of 3-4 to operate. If a ship dose not have enough crew aboard, it is considered docked, or inactive if not enough crew is available.
Other factors can be determined at a later time. - Ship Application Suggestions If you were to use this system with all the Add-Ons and crew counts and what-not, this is what I suggest be on the application:
Name of Ship Captain: So you can check there rank to determine if they qualify
Crew Members: Must submit the names of characters until you reach the required crew, plus the name of any other permanent crew members. The listed members must sound off approval by making a reply to the application before it can be approved.
Ship Class: Chosen from the list given earlier
Add-Ons: Can be completely custom or the ones from the list I suggested. Of course I trust custom ones will be scrutinized by the Admins and approved if deemed acceptable. - Build Points: This information also should be included on the Application, but I thought it deserved its own section. Each class has its own number of build points:
- Minis - 25 points
- Small Craft - 35 points
- Standard Craft - 45 points
- Leading Craft - 55 points
- Super Craft - 65 points
I basically stole this section from the advanced character app but reworked it for ships. Same 1-10 scale
Hull Durability :
How much raw damage can your ship take without shields?
Efficiency :
How much fuel dose it consume?
Maneuverability:
How good is your spacecraft at changing speed and direction on the fly?
Speed :
What it says, how fast can your ride go?
Shields :
How reliable are your ships shields at blocking damage?
Firepower :
How much punch dose your Primary pack?
Targeting:
How accurate is your ship's targeting computer?
Controls :
Dose it control so easy your nephew can fly it, or do even the most experience pilot find it temperamental?
Tech Reliability :
How reliable are your ships technical components? Dose it hardly ever need fixed or is something always broken?
Section 3: Active/Docked/Inactive Status
So this part is a bit out of my league, I admit that it is far from my responsibility to tell admins how to do things. This is all a suggestion. But I feel it is necessary to talk about this because of how it ties into my ideas I've set above about the requirements to obtain a ship.
The way I see it, a ship can have 3 Status:
So this part is a bit out of my league, I admit that it is far from my responsibility to tell admins how to do things. This is all a suggestion. But I feel it is necessary to talk about this because of how it ties into my ideas I've set above about the requirements to obtain a ship.
The way I see it, a ship can have 3 Status:
- Active Status: A ship is active when it is currently in use by a crew fulfilling its "skeleton crew" requirement. This ship is flying and can receive orders. Contents and equipment can only be accessed by those on board.
- Docked: A docked ship is a ship not currently in use by characters, but can still received orders and be flown with the proper crew requirement. Contents and equipment can only be accessed by those with an access key.
Note: Leaders should have a 'Master Access Key', allowing them to board any docked ship. Ship doors can also be hacked like normal ones to allow access. - Inactive: An inactive ship cannot be flown or receive orders. After a certain period of being inactive (I'll let Admin figure that out) the ship can be claimed by someone of the appropriate rank or just scraped. Contents and equipment can be accessed by anyone.
Everyone feel free to reply with all comments and criticism. Thank You!
PS to the Admins: I'm sorry for such a long post. I understand you are very busy because of the reboot and might not have the time to read or consider my proposal. If you have read this entire thing thus far, thank you very much. I do understand if you think this is too much, especially at a time when you must be so busy. I also understand if you just don't like the idea. Or maybe you do, and that's great! Either way don't worry about me, I have fun designing this system and I am sure I can find something else to use it for. It was not a waste of my time, and I sincerely hope it was not a waste of yours.
PS to the Admins: I'm sorry for such a long post. I understand you are very busy because of the reboot and might not have the time to read or consider my proposal. If you have read this entire thing thus far, thank you very much. I do understand if you think this is too much, especially at a time when you must be so busy. I also understand if you just don't like the idea. Or maybe you do, and that's great! Either way don't worry about me, I have fun designing this system and I am sure I can find something else to use it for. It was not a waste of my time, and I sincerely hope it was not a waste of yours.