1. Ship-Standards (for when crew comes out).
Or more a quick overview.
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To example point 2., I added the "Fox"-ship which I made as basic as possible but the turrets aren't working in my PRE-builds.
It has a basic yellow hull and not finished USD, interior because users should make it unique.
It is not an empty shell because it already houses a reactor and stabilizers and faction modules/turrets but it's not done either and that is the point.
Interior-Standards:
#AND make it sticky in a print-able manual or in the wiki so that we can find it.
2. An official example for scavengers, civilian and military that you can buy for every job intended.IRL, I have my bed, PC-table, eating table, clothing furniture, microwave and most importantly a toilet and shower. That's things Dave should have too.
And not a single room, it should be 40 square meters at least for a single person and half for a second crew member because they can share kitchen and toilet.
For 3-4 I would recommend adding additional 20qm for a separate meeting/eating room and dedicated shower + 2 toilet rooms.
For 6-8 and above you may need better crew quarters because the crew is less likely family and have much different personalities except on military vessels where everything is strict-to-order.
Ship-Design:And not a single room, it should be 40 square meters at least for a single person and half for a second crew member because they can share kitchen and toilet.
For 3-4 I would recommend adding additional 20qm for a separate meeting/eating room and dedicated shower + 2 toilet rooms.
For 6-8 and above you may need better crew quarters because the crew is less likely family and have much different personalities except on military vessels where everything is strict-to-order.
If we look at the real world, small fighters often have a crew of 2, but also a base of operation.
Boats often carry 4 peoples.
Small Ships house 6-8 peoples for working shifts and a characters specialisation.
Sea Patrols may have 18-24 peoples for boarding parties. They need a medic, engineers, helicopter pad, boats, etc...
Why? It's for newbies to have a guideline and experienced players to have a goal.
I would vote to let us make 7-15 reactor blocks per crewman where
Miners and exploration vessels can range between small ships and BattlestarGalactica, but I would rather count the Battlestar to a collonisation or warship class as it's original role.
I hope RPers release whole lists of what they imagine and that we prepare an official list of what is intended by the community for when crew comes out.Boats often carry 4 peoples.
Small Ships house 6-8 peoples for working shifts and a characters specialisation.
Sea Patrols may have 18-24 peoples for boarding parties. They need a medic, engineers, helicopter pad, boats, etc...
Why? It's for newbies to have a guideline and experienced players to have a goal.
I would vote to let us make 7-15 reactor blocks per crewman where
7=scavengers
9=civilian
11=military and rich civilians
13=special
15=elite
because of maintenance requirements.
This means you need adequate interiors and also limits turrets to about 1 per crewman max.9=civilian
11=military and rich civilians
13=special
15=elite
because of maintenance requirements.
Miners and exploration vessels can range between small ships and BattlestarGalactica, but I would rather count the Battlestar to a collonisation or warship class as it's original role.
#AND make it sticky in a print-able manual or in the wiki so that we can find it.
Really - you can buy this game and it should ship with that content.
Personally, I research atm how you can make extensible ships which still require some fine tuning by the user - like adding chambers or additional shields or a third turret manually.
I mean with display blocks telling "stabilizer space", "chamber space", "turret space", "x more reactor blocks supported", etc to guide you through finishing the ship.
Also with an exterior which isn't finished - like being built out of 3x3x3 blocks so that YOU need to fine-polish it.
The reason being that the ship isn't just bought but built too so that the builder knows the systems and can claim it being some own work too.
3. A print-able manual.Personally, I research atm how you can make extensible ships which still require some fine tuning by the user - like adding chambers or additional shields or a third turret manually.
I mean with display blocks telling "stabilizer space", "chamber space", "turret space", "x more reactor blocks supported", etc to guide you through finishing the ship.
Also with an exterior which isn't finished - like being built out of 3x3x3 blocks so that YOU need to fine-polish it.
The reason being that the ship isn't just bought but built too so that the builder knows the systems and can claim it being some own work too.
Or more a quick overview.
- Block overview.
- a connects to xyz with effects x:... y:... z:...
- can be used as a basic logic tutorial too.
- a connects to xyz with effects x:... y:... z:...
- How to create a basic ship
- The USD-Standard
- A list of blocks required
- A list of ship types you could build
- list of required rooms for it and adjacent to which room type.
- A short story what a builder thinks when designing a basic ship.
- Links:
To example point 2., I added the "Fox"-ship which I made as basic as possible but the turrets aren't working in my PRE-builds.
It has a basic yellow hull and not finished USD, interior because users should make it unique.
It is not an empty shell because it already houses a reactor and stabilizers and faction modules/turrets but it's not done either and that is the point.
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