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Shipyards and Ship Building
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Star Wars: Shattered Equinox Forum Index » Space Mechanics/Code » Shipyards and Ship Building
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nekekami
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 Post Posted: Fri Mar 05, 2010 4:42 am    Post subject: Shipyards and Ship Building
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With the addition of the virtual ship code to the game, I am going to modify the way in which ships are purchased.

- New ships will be available for purchase from a large number of different shipyards in the game.

- If a player sells his current ship, it will be offered for resale as a second hand vessel. It will now cost credits to have the ship re-registered and renamed by a new owner but there will be a discount based on the second hand nature of the vessel.

- Certain ship's will be very rare and only produced in small numbers by hidden or hard to find shipyards.

- Ships will take time to produce (based on their complexity), so you will turn up to a Shipyard, place an order for your vessel and will receive confirmation when the vessel is ready for collection.

- Shipyards will operate queues, a shipyard will only be able to produce one ship at a time.

- Capital class vessels will be constructed over a longer period and their hulk will be visible from space. Over the construction period the hulk will develop and slowly gain stats until it reaches 100% whereby its finished. During this period in dire emergencies the unfinished ship could be used, however, its effectiveness would be severely limited.

- Once destroyed, ship hulks in space can be salvaged for resources or taken to a dry dock to allow a new ship to be constructed from the remains.

- Cargo carrying Freighters once destroyed will spew their resources into space allowing them to be picked up by players with enough cargo space.

The majority of this functionality will be going into the game on Saturday.

Any more thoughts on this, post them up!

- Nekekami
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Dromis
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Joined: 23 Feb 2004
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 Post Posted: Mon Mar 08, 2010 5:34 pm    Post subject: Re: Shipyards and Ship Building
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nekekami wrote:

- Shipyards will operate queues, a shipyard will only be able to produce one ship at a time.


Hmm... not so sure about this. After all, some shipyard are MUCH larger than others. Sure a backyard mom and pop operation on Tatooine might be able to turn out a single fighter sized starship in a month, but a mass production shipyard like Bilbringi or Kuat has the production facilities to turn out Star Destroyers by the dozen on a similar basis.

Maybe a number of different types of shipyards such as:

- Galaxy-class Military/Civil
---- Kuat, Bilbringi, Mon Cal, huge shipyards, few of them, very strategically important, only kind that can produce capships in quantity due to the large docking facilities required.
- Factory-class Military/Civil
---- Largely planet-based production lines that turn out mass production models of midships and starfighters, anything that can fly in the atmosphere and be built in large numbers.
- Private-class Civil
---- Workshops that maybe even players could own if the RP permits. Think of a Rally Team pouring development money into their car in their backyard turning out a very singular, individual and customized piece of fine-tuned machinery. These could be very crappy fighters/midships, or the very best depending on the money involved and the ability to acquire parts.

Could maybe even throw in a class between Galaxy and Factory where it would have the capability to pour all its resources into a single Capship, but that's about it. Those could be used by governments to work on secret projects out in the boonies, of course, they would still have convoy trails leading to them for resources.

Thoughts?
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Ciossk
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 Post Posted: Mon Mar 08, 2010 6:50 pm    Post subject:
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There is really no need to produce that many ships in the first place.

Remember, we're operating in a smaller scale Galaxy. The New Republic won't have 100s of MC60 cruisers patrolling the space lanes, nor will the Empire ever accumulate its massive fleet of Star Destroyers.

Limiting the factions (as they always have been) to warfleets numbering in the dozens won't require the ability to churn out 5 ships at a time.

Also, I believe Neke has included a "shipyard delay" function, which will address how quickly ships are built.

Kuat Shipyards might be able to churn out a Star Destroyer in 1 day, whereas a shipyard on Tatooine (funny joke) will take the better part of a year (in MUD time).

Lastly, let's not forget what a shipyard is. It's 1 facility. Looking at a planet like Kuat that has a fucking orbiting perimeter of shipyards and you far more than just 1 shipyard available to build with.
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Dromis
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 Post Posted: Mon Mar 08, 2010 10:11 pm    Post subject:
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Exactly what I was referring to with regards to Kuat being more than just one "shipyard".

In Nekekami's wording it lumps all shipyards into the exact same type. Now, doing what is being done with the Starfighter system and the like, instead of creating 20 shipyards orbiting Kuat, you have one "shipyard" that is much larger than other shipyards.

And while you may not have the immense fleets (at least of player ships), you very well might have the need to churn out 10 Star Destroyers in an IC month if say... you lose a major battle and your fleet gets decimated. Of course, building to capacity would be very expensive as well, so it still wouldn't be a matter of hundreds of capships floating around.
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nekekami
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 Post Posted: Tue Mar 09, 2010 2:50 am    Post subject:
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Some good points brought up there Dromis/Ciossk.

You are completely correct about shipyards all having different characteristics such as Kuat/Bilbringi having a massive set of shipyards capable of mass production whilst other planets have smaller shipyards that can only produce low quality fighters or freighters.

My plan for differentiating between this was by the type of space ship the shipyard can create. CEC Shipyards over Corellia can only produce the YTs, CR90s and Gunships we know and love, Bilbringi and Yaga Minor are the only capable shipyards of producing ISD-I/II's, Mon Calamari and Sluis Van are the only ones capable of producing MC80's, etc.

The system thats been created has attempted to balance out shipyards so that there is a difference between them but ships are still produced over a period of time. It allows us to increase the value of capital ships and make their usage more important in planetary conflict (especially as the only place capital ships can be repaired is in a shipyard).

So the mechanic I've gone for is that only certain ships are available for production at a specific shipyard, instead of the length of time it takes to produce a vessel of this type.

What does everyone think? Should we include different shipyards taking different amounts of time to create ships?

- Nek
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kirnan
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 Post Posted: Tue Mar 09, 2010 2:07 pm    Post subject:
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Different times are good. Perhaps with the economy element of the game supplying planets that have shipyards with proper raw materials should be necessary to give cargo haulers something to do.

Capital ships should take weeks IRL time to make, light freighters and fighters should be nearly mass produced.
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nekekami
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 Post Posted: Tue Mar 09, 2010 4:58 pm    Post subject:
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There is a mechanic in place to handle the movement of resources and their management by factions. Basically Minor and Independent planets are the only ones that actually produce resources. Other planets can 'store' these resources but they have to be shipped from Minor/Independent planets.

This generates Cargo running missions which players can carry out for credits. There is a timeframe for each mission after which the mission will be completed by NPC ships to keep the flee flow of resources.

In terms of game mechanics, the length of constructions I have in mind are:
Code:
ISD-II/MC90   ISD-I/MC-80   Strk Cruis/Neb Frig   Carrack/DP20   Lancer/Corvette
 7D             2D             1D                   12h             6h
E-wing/Tie Defender   B-wing/Tie Bomber   A-wing/Tie-Interc   X-wing/Tie-Fighter
4h                    3h                       2h                  2h


In order to produce a ship you must have the required resources moved to the shipyard. They don't all need to be here but a continually stream of these resources must reach the shipyard otherwise production will halt.

-Nek
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Ishida
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Joined: 22 Feb 2004
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 Post Posted: Tue Mar 09, 2010 6:52 pm    Post subject:
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nekekami wrote:
Code:
ISD-II/MC90   ISD-I/MC-80   Strk Cruis/Neb Frig   Carrack/DP20   Lancer/Corvette
 7D             2D             1D                   12h             6h
E-wing/Tie Defender   B-wing/Tie Bomber   A-wing/Tie-Interc   X-wing/Tie-Fighter
4h                    3h                       2h                  2h


Code:
ISD-II/MC90     ISD-I/MC-80     Strk Cruis/Neb Frig   
7D              2D              1D                  

Carrack/DP20    Lancer/Corvette
12h             6h

E-wing/Tie Defender     B-wing/Tie Bomber
4h                      3h

A-wing/Tie-Interc       X-wing/Tie-Fighter
2h                      2h


Fixed it for you.
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nekekami
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 Post Posted: Wed Mar 10, 2010 2:55 am    Post subject:
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Cheers chap - was in a bit of a rush~!
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Ciossk
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 Post Posted: Wed Mar 10, 2010 3:25 pm    Post subject:
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Nek, as far as Starfighters are concerned, is this on a per squadron or per unit basis?
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nekekami
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 Post Posted: Wed Mar 10, 2010 4:09 pm    Post subject:
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Per Unit base - it would take 24 hours to rebuild a Squadron of X-wings.

- Nek
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Ciossk
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 Post Posted: Sat Mar 13, 2010 2:51 am    Post subject:
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nekekami wrote:
Per Unit base - it would take 24 hours to rebuild a Squadron of X-wings.

- Nek


Cool.

One thing, though. This may have already been mentioned or implemented. Construction time and cost should be a unique stat applied to different ship types.

Your basic, factory-issue TIE Fighter isn't on any kind of equal footing with your basic X-Wing (in cost, armament, defense, hyperdrive propulsion). It's designed to be cheap and expendable and TIEs typically attack in overwhelming numbers. It probably should take at least half the time to build a TIE squadron.
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nekekami
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 Post Posted: Sat Mar 13, 2010 12:52 pm    Post subject:
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Construction Time and Costs are already included within the system (and coded). The length of time it takes to construct a ship is measured in hours and is determined and set by me. So yes, I am planning to have a Squadron of Tie Fighters take 12 hours to produce whilst X-wings or Tie Interceptors may take as long as 24.

In terms of the costs associated with various ships, these are no longer purely credit costs. Ships require Credits, Weapons, Electronics, Durasteel and in some cases, Tibana Gas, to construct. As a Faction you must balance your supply and stores of these resources in order to maintain and expand your fleets.

- Nek
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Rain
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 Post Posted: Sun Mar 14, 2010 12:43 pm    Post subject:
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Just so that it doesn't turn into a big widespread typo later on and end up taking ages to fix, 'Tibanna' has two N's in it.
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