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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 |
Re: A question about Q-Ships
What is a Q - ship?
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Re: A question about Q-Ships
They were a kind of armed freighter/raider used by the Germans during WW2 to fairly good effect
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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. |
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. |
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. |
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... |
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 |
Re: A question about Q-Ships
Also, Honor Harrington was a captain of Q-ship Wayfarer
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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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