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About This Page About This Page: This is a discussion on Mobile Ship Yard within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Large Mobile ship yard, perfect for those extended missions, or in the case of pirates who cannot dock at a faction station. Repairs, and Rearms ships. It however does not
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Old 02-28-2008, 08:58 AM   #1 (permalink)
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Mobile Ship Yard

Large Mobile ship yard, perfect for those extended missions, or in the case of pirates who cannot dock at a faction station.

Repairs, and Rearms ships. It however does not build them. Slow to medium speed, expected to operate in deep sector. Weak structure and armor. Limited cargo capacity (to prevent it acting like a POS)

It can be resupplied by tows who latch on and resupply the ammo/fuel/ equipment items. (Maybe it would have an ability to turn a base commodity into necessary ammo).

Hosts multiple ships at a time, with the pilot acting as quartermaster (who gets resupplied with what, maintaining inventory levels).

This is not a carrier, and should not have an offensive capability. Maybe 1 close in support turret.

Cloaking ability yes/no not sure on that part.

Thoughts?
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Old 02-28-2008, 10:57 AM   #2 (permalink)
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Re: Mobile Ship Yard

How is that not a carrier?

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Old 02-28-2008, 11:55 AM   #3 (permalink)
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Re: Mobile Ship Yard

But will it blend?
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Old 02-28-2008, 02:21 PM   #4 (permalink)
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Re: Mobile Ship Yard

it should wear out and have to be replaced from time to time
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Old 02-29-2008, 08:05 AM   #5 (permalink)
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Re: Mobile Ship Yard

Teeleton good question.

Maybe it should have two modes, one very slow mode for traveling. And to become operational it must remain motionless. Give a timer on how long it takes to change between modes.

Very weak to no armour, and weak structure.

A carrier would be designed for battle, and as such would have a higher top end speed, and able to carry the extra ships internally while travelling. The mobile ship yeard, would not be able to do that.
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Old 02-29-2008, 09:21 AM   #6 (permalink)
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Re: Mobile Ship Yard

I think a carrier would be way more useful. Especially since it doesn't have to "transform" once it gets where its going. You can launch and land while the carrier is moving.

Speed dock into a moving carrier? drool.

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Old 02-29-2008, 01:58 PM   #7 (permalink)
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Re: Mobile Ship Yard

Hmmm, mobile shipyard isnt really a ship at all, its a mobile station, so no carrier capabilitys, and just enough speed to move from place to place, would need to belong to a group, so they could assign people to protect it, as its too slow to excape.
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Old 03-02-2008, 09:04 PM   #8 (permalink)
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Re: Mobile Ship Yard

with the introduction of AI controlled cap ships, i could see having 'carriers' or 'mobile ship yards' whatever you want to call it as a future feature for the game. for deep space/unreg/enemy territory operations where theres no place to R/R/R.

really not a bad idea if implemented well. and yes...speed docking on a moving cap ship../drool indeed
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Old 03-03-2008, 03:47 PM   #9 (permalink)
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Re: Mobile Ship Yard

Perhaps two different forms of carriers? One for combat operations and another for "peaceful" or at least not primarily combat oriented missions such as mining or exploration or even "temporary fluxing bases". The non-combat version might have more cargo storage but fewer berths for ships, heavier armor but less in offensive weaponry. R/R/R of course but all fuel, ammo and repair commodities must be carried on-board or brought to the ship.

Perhaps either could be rented by a squad or simply a temporary alliance of like-minded pilots whether a war party or a mining party. Cooperative mining can be a lot of fun as long as you don't have to waste half your time shuttling ore back to a base a dozen sectors away.
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Old 03-03-2008, 04:59 PM   #10 (permalink)
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Re: Mobile Ship Yard

I had an idea about this, how about if they added mega transports that could be bought and owned. They would be small carriers with all the 3 R's on them. Use them as a base for mining, with maybe some defences. Use them to dock your mining ship to and unload, so you can get a mega load before having to go sell it. Like traveling across space to a place where rare ores are, and staying for hours,(days) to get a load worthy of carrying all the way back. It would be impervious to small ships, so little fluxes couldnt rain on your parade, but would have to run away under heavy fire. Like owning a mobile POS..and the way you set it up depends on what you use it for. Wouldnt even have to be big enough to dock transports inside, maybe extenal docking to unload and repair.
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Old 03-05-2008, 02:27 AM   #11 (permalink)
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Re: Mobile Ship Yard

And....this new design could be called..(drumroll)...a Tender...to tend after other ships you own.Tada!...
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Old 03-05-2008, 11:08 PM   #12 (permalink)
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Re: Mobile Ship Yard

I like the idea of an ore processing style platform that you and friends could dock with and dump ore. Processing the ore on-site so that you can haul the refined commodities back to the station to sell. A team could have some guys mining the raw ore and dumping it, while other guys move the refined commodities back to the core stations (or store them somewhere for crafting purposes). Maybe even make the platform upgradable to be able to process more elemental commodities from the raw ore.

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Old 03-06-2008, 12:55 AM   #13 (permalink)
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Re: Mobile Ship Yard

Sounds like we are talking about an real life oil-platform.
  • It needs to be tugged in place.
  • Once in place we can use our ships to mine and off-load at the platform.
  • Ships can be repired at platform.
  • You have a space on the platform you can stock for rearming, limited space enough to rearm say 10 ships.
  • Platform has a strong shield and fast regeneration so 3-4 fighters would not be a threat.
  • Platform needs to be at least 80% hull to be operational, to repair it it needs to be tugged to a repairyard or refinery.
  • To off-load the mined stock, the platform would either be needed to be tugged back to a refinery or we can use slow-moving superfreighters that would need to be escorted.
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Old 03-07-2008, 12:13 PM   #14 (permalink)