Prefab Designs and Other Ships/etc.

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Arcalane
Pseudofeline Overlord
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Joined: Thu Sep 13, 2007 10:37 am
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Prefab Designs and Other Ships/etc.

Post by Arcalane »

Basically we need prefabs for all the basic modular structures, possibly some generic civilian ships other than the Remnant transports, and pirate installations.

Headquarters
Each faction starts with an orbital HQ station. Losing the HQ is essentially game over in many respects, though it would not be impossible to recover if the conditions were right. Your HQ is a fairly primitive structure initially, but can be upgraded through several tiers, each increasing the powers at your disposal and enhancing it's defensive capabilities. Whilst these upgrades are not cheap, they are very important to both the survival of the headquarters itself and your empire in the long run.

Design:
A circular, central hub with antennae. Upgrades add 'rings' to the hub, increasing defensive armaments and durability in combat. Unlike the FCC below, the HQ has a fixed upgrade scheme consisting of levels - there are only ~three possible levels. Each is expensive, but worthwhile. A fully upgraded HQ is not to be trifled with either.

Perhaps the rings should alternate their rotation pattern, with the hub idle? Rotation shouldn't be too fast, or guns will be useless, but if it's too slow, it'll be too easy to crack the rings apart.

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Fleet Command Center
The FCC is vital to running an empire. You start with a single Fleet Command Center (alongside your Headquarters) which is where the majority of your high-ranking military staff will spend their time. Without an FCC, you can't really run a fleet very well.

Old Empire Fleet Command Centers are scattered throughout the systems, though as a result of the Collapse, not all of them are in top condition. Gaining control of these FCCs may even allow access to mothballed Old Empire ships, which are sure to be more effective than newer ships employed by the factions, or the decades-old and decayed Old Empire ships used by the Remnant.

Thanks to Old Empire design policies, FCCs are highly upgradeable and focused around a modular design scheme. This applies to any pre-standing FCCs besides your starting one, which may also come partially upgraded.

Design:
Think a main hub with several spars running off. The spars support docking stations and small defensive stations at their tips normally, each arm itself is empty, capable of supporting a major upgrade.

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Modular Construction Yard
A Faction is nothing without a presence in space, just as it is nothing without the support of it's people. The Old Empire maintained dozens of Modular Construction Yards. Each faction is lucky enough to start with one of these relics, though it features no upgrades and has only basic construction capabilities.

Many MCYs are still functional, if in somewhat battered condition, so gathering up the scattered remnants of the Collapse may prove a highly lucrative and strategically wise endeavour. Assembling new ones will be something of a challenge, but not truly difficult. Perhaps an Old Empire Factory Ship might have the necessary schematics for an efficient and accurate reproduction...

Design:
An open spacedock complex based around a small-ish square hub. MCYs have several spare arms and potential spaces for upgrades. Upgrades should add superfluous solar arrays, storage tanks and increase the size of the docks. Animated assembly arms not vital, but desireable.

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Modular Science Complex
As with all structures so far, each faction starts with possession of a Modular Science Complex. These robust stations are designed to house experiments too dangerous to be undertaken on a planet, or those that require zero-gravity or vacuum environments that are far more easily replicated in space than using complicated terrestrial equipment.

The MSCs did not fare so well in the aftermath of the Collapse - very few of these artifacts remain outside of the hands of the Factions. Constructing additional complexes will be a feat few dare attempt, and fewer still will manage to actually accomplish.

Design:
A hexagonal hub, with each facing potentially supporting a science lab upgrade. Lab types vary, from big, circular 'hot' labs on long connectors to smaller, more practical and safer laboratories connected almost flush with the hub. Defenses should be minimal, limited to PD guns and light directed energy 'bolt' weapons.

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Automated Defense Platforms:
Mass-produced in response to growing pirate threats, these simple automated gun platforms have enough firepower and armour to deter casual raiders, but they won't stand a chance against any major offensive. They usually feature primitive 'bolt' type directed energy weapons, to minimize the need for ammunition restocking. These guns are obvious, unlike those made out of asteroids, but this can be a desirable deterrent, if their ward is too fragile to risk enemy forces managing to hit it.

Design:
Think along the lines of the GTSG Alastor and GTSG Cerberus/Watchdog. A simple hub with a 'medium' turret.

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Pirate Base:
Built out of a hollowed-out asteroid and ships that are no longer fit for active service, the pirate base is a hodgepodge and fragile looking structure. It's defenses are mediocre, but it's true capabilities lie in it's massive health reserve; even hollowed out, that rock can take a hell of a beating. The ramshackle artificial additions... maybe not so much.

Design:
There should be two or three different designs in differing sizes and complexity, for flavour. Begin with a big kind of asteroid hub, then work in crippled ships and smaller asteroids incorporated into the growing mass, with man-made additions attached to the surface/connecting the structures. Defenses should be minimal - the base is heavily reliant on pirate ships for defense.

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Pirate/Miner's Defense Platforms:
A primitive defensive installation consisting of a reactor and automated targeting system installed inside a small, hollowed out asteroid, usually feeding a small energy weapon, or a medium energy weapon and two smaller point defense guns. These simple guns are usually installed by pirates or miners to guard bases, depots and important areas. The use of a small asteroid as a shell helps mask the platform's EM emissions until enemies are within range of it's guns.

Design:
Fluff says it all, really. These are usually weaker than ADPs, due to their primitive nature, but aren't as easily detected by recon units.
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