1) Who knows Battlestar Galactica? - The ship is the Homebase.
But unlike BattlestarGalactica, these capital ships cannot move close to each other, except to their own faction.
2) You fly out, scout a destination and then call your Capital to that location.
3) The prep time depends on the distance traversed and a base value.
4) The actual travel is instant for the whole distance to prevent trapping someone's capital ship.
A wormhole appears at the target location and a jump effect on your capital.
10) If a faction is attacked, every capital ship can spawn fighters to help defend each other.
11) Each Fighter is repaired/respawned 1 day after receiving damage the last time as long as your mothership is alive.
12) If everyone dedicates 1/3rd of fighters to help allies, he still has the majority for himself while making it virtually impossible to intrude into the faction territory
13) Cloak makes you deal no damage to the sector's player's assets for 10 seconds (while active and afterward).
14) You should be able to backup and restore your capital any time you provide the resources for it to prevent too much damage by griefers.
15) Players could rent vaults from the Trading Guild to have ressources if their Capital gets killed.
16) Capital Transporters might swap the contents of a 16x16x16 room with the contents of another capitals rooms (Like StarGate's ring transporters).
If you dock your capital transporter room as a docked entity in the capital of someone else, you could have a password-protected transporter room with equal dimensions and looks.
Just think your faction's system (not sector!) will look like that image in Jake_Lancia's post.
And that they are linked together via 9x9x9 rooms which switch places between ships (maybe triggered by area triggers).
Would that not be awesome?
But unlike BattlestarGalactica, these capital ships cannot move close to each other, except to their own faction.
2) You fly out, scout a destination and then call your Capital to that location.
3) The prep time depends on the distance traversed and a base value.
4) The actual travel is instant for the whole distance to prevent trapping someone's capital ship.
A wormhole appears at the target location and a jump effect on your capital.
5) When you join a faction, your HB ship can enter a unique sector in a raster like 000,002,020,200,022,202,222 in a system where your faction resides - the spacing should prevent lag.
6) Peoples can visit each other's ships, as long as the players are not enemies of each other, but not damage each others ships (this means no building or unbuilding anything in foreign capital sectors)
7) The faction's members can use personal teleporters or small shuttles to travel to each other's ships and use public usable parts like factories or blueprints from it.
8) Thus the whole System can work as one base!
9) Being kicked from a faction TPs your Capital with all your assets 1 system away (or more if these systems are occupied by other capitals or black holes)
6) Peoples can visit each other's ships, as long as the players are not enemies of each other, but not damage each others ships (this means no building or unbuilding anything in foreign capital sectors)
7) The faction's members can use personal teleporters or small shuttles to travel to each other's ships and use public usable parts like factories or blueprints from it.
8) Thus the whole System can work as one base!
9) Being kicked from a faction TPs your Capital with all your assets 1 system away (or more if these systems are occupied by other capitals or black holes)
10) If a faction is attacked, every capital ship can spawn fighters to help defend each other.
11) Each Fighter is repaired/respawned 1 day after receiving damage the last time as long as your mothership is alive.
12) If everyone dedicates 1/3rd of fighters to help allies, he still has the majority for himself while making it virtually impossible to intrude into the faction territory
13) Cloak makes you deal no damage to the sector's player's assets for 10 seconds (while active and afterward).
14) You should be able to backup and restore your capital any time you provide the resources for it to prevent too much damage by griefers.
15) Players could rent vaults from the Trading Guild to have ressources if their Capital gets killed.
16) Capital Transporters might swap the contents of a 16x16x16 room with the contents of another capitals rooms (Like StarGate's ring transporters).
If you dock your capital transporter room as a docked entity in the capital of someone else, you could have a password-protected transporter room with equal dimensions and looks.
Trident's signature ship series, the Quantum Heavy Frigates (now reclassified as light corvettes) These vessels served us well for nearly two long years, battling pirates, rogue members, small military factions, and finally Odium. Only the FRQ remains in service.
Just think your faction's system (not sector!) will look like that image in Jake_Lancia's post.
And that they are linked together via 9x9x9 rooms which switch places between ships (maybe triggered by area triggers).
Would that not be awesome?
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