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-   -   A question about Q-Ships (http://forum.shrapnelgames.com/showthread.php?t=36244)

Black_Knyght September 28th, 2007 06:46 PM

A question about Q-Ships
 
I'm trying to add the option of building Q-ships in my mod, and wanted to get some opinions on this.

Here's the "designs" (?) I have at the moment.


Name := Small Q-Ship
Short Name := Small Q-Ship
Description := A transport ship outfitted as a commerce raider or armed tranport.
Code := SQ
Bitmap Name := TransportSmall
Vehicle Type := Ship
Tonnage := 300
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 20

Name := Medium Q-Ship
Short Name := Medium Q-Ship
Description := A transport ship outfitted as a commerce raider or armed tranport.
Code := MQ
Bitmap Name := TransportMedium
Vehicle Type := Ship
Tonnage := 600
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 4
Number of Abilities := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 20

Name := Large Q-Ship
Short Name := Large Q-Ship
Description := A transport ship outfitted as a commerce raider or armed tranport.
Code := LQ
Bitmap Name := TransportLarge
Vehicle Type := Ship
Tonnage := 900
Cost Minerals := 450
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 6
Number of Abilities := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 3
Requirement Min Crew Quarters := 3
Requirement Uses Engines := True
Requirement Max Engines := 5
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 30

Atrocities September 28th, 2007 07:37 PM

Re: A question about Q-Ships
 
What is a Q - ship?

Black_Knyght September 28th, 2007 08:39 PM

Re: A question about Q-Ships
 
They were a kind of armed freighter/raider used by the Germans during WW2 to fairly good effect

Kana September 29th, 2007 12:25 AM

Re: A question about Q-Ships
 
Also an armed freighter in Star Fleet Battles, but essentially the same thing.

You could even call it a disguised freighter. Basically a freighter with big guns.

Urendi Maleldil September 29th, 2007 01:03 AM

Re: A question about Q-Ships
 
You'll have to make almost everything about the hull size identical to the standard transports, including the Name, Short Name, Description, and Code. Your enemies can see most of them without scanners. I don't think it's enough to simply match the images.


Unfortunately that makes it confusing for the owner of a Q-ship, since they have to pay attention to which hull they use when creating the design.

Ludd September 29th, 2007 12:17 PM

Re: A question about Q-Ships
 
Q-ships or Q-boats were disguised merchant vessels that carried cannons, depth charges and anti-submarine equipment.
They were used as a bait to attract and then sink German U-boats during World War I primarily by Britain and, later, during World War II predominantly by the United States.

In the United Kingdom the vessels chosen for this service were code-named Q-ships by the Admiralty, but they were also known as Decoy Vessels, Special Service Ships or Mystery Ships.

The Germans had similar ships called merchant raiders.

Taken from Wiki, which, in this case, is actually correct.

Artaud September 29th, 2007 03:45 PM

Re: A question about Q-Ships
 
I think the cost of the ship should include organics to represent the "labor" going into its construction. Workers have to be recruited, housed and fed.

Just my 2 euros...

Artaud September 29th, 2007 08:37 PM

Re: A question about Q-Ships
 
After further consideration, I think all ship construction should require varying amounts of all three materials.

When you build a space vessel you're not only building a hull. It takes design, planning and administrative resources, as well as labor and materials.

I've always thought construction in SEIV should simulate this by making greater use of the "other" two resources, especially organics. I've played so many games where I've finally built resource converters and the only thing I use them for is to convert my huge surpluses of organics and radioactives into minerals.

Ideally, I had hoped SEV would be more like SEIV, only with more resources to mine (and maybe produce!) and more political depth. http://forum.shrapnelgames.com/images/smilies/smile.gif

oleg October 17th, 2007 10:41 AM

Re: A question about Q-Ships
 
Also, Honor Harrington was a captain of Q-ship Wayfarer

Parasite October 17th, 2007 12:21 PM

Re: A question about Q-Ships
 
I would put the engine max at 5, not 6. they are in effect a converted transport, but with cargo switched out for guns. therefore a copy of the freighters with the Pct Cargo lowered would be what I would use.

Possibly also add some type of intrinsic cloaking to the hull. Can you do a +1 to other cloaking tech added? This would even allow you to cloak at level 4 so no sensor could see you. With the big fleets in SEIV and very little lone ships, I don't really see a use for this unless it has some type of advantage. Of course it would be FUN :-)


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