Battleship Suggestions

Make a suggestion & let the community sound it out. Almost all the best activities in game came initially from a player suggestion!
User avatar
Coops
Site Admin
Posts: 4988
Joined: Mon Jul 14, 2014 6:10 pm
Location: Basingstoke - UK
Contact:

Battleship Suggestions

Post by Coops »

OK, we have had nearly 15 years of my input into how we build ships and items in CE, but with the advent of Battleships for player owned entities, I feel it's time to open it up a little. We will be using most of the templated Schematics from 'Player Made ships' with a Military Battleship twist upgrade to these.

The current Player Made Schematics will form the baseline, with builds from the Genesis, Settlement and Corporations making up the Second level of crafting / manufacturing.

The final stage of 'Putting it all together' comes from Starbases. These will do the final 'Shake and Bake' and a Battleship will pop out the other end.

Similar to Player Made ships, we will release with a range of Hulls that will make up the basis of the build, how much you 'hang on' that will add to the final build. But all initial Battleships will be 'starter models' and as we progress over time more hull types can be added.

I'm NOT going to be going into the mechanics of how they are flown or how they operate at this stage. That I will release slowly as we finalise the ideas and lock them in. But I will be letting you know in advance.

So this post is about asking for Starship Build Ideas...

IE a starship (Battleship) will have the same systems you do in your ships like Engines, Hull, Armour, Weapons, Shields etc... but what about things you don't have... an armoury, a medical bay, engineering bay... Think long deployment away from the comforts of a space dock around the corner.

List them out, any and All. I can't promise to use them all, but it will aid me in making decisions about what the THREE PRIMARY build locations (Genesis, Settlement and Corporation) will be building to add to the current player build units.

This post is open for suggestions, though please note I will not be answering questions on how the Battleships, or as we call them Battlebus will be used.

Coops
A Walk in the Woods helps me relax and release the tension from a hard day at the code.
The fact that I'm dragging a body behind me should be irrelevant!
User avatar
Bethany
Posts: 79
Joined: Mon Oct 06, 2014 5:12 pm

Re: Battleship Suggestions

Post by Bethany »

Crew and Infantry recreation facilities, Infantry transport quarters, Psych Officer and their equipment. Planetary Aid Package Drop? EM Pulse shielding. Satellite weaponry deployment. Fighter ships? Emergency medical rescue shuttles and teams.
User avatar
Fitzbacon
Posts: 63
Joined: Thu Oct 10, 2019 5:47 pm

Re: Battleship Suggestions

Post by Fitzbacon »

Hangar Facility to house Support Fighters......bigger hanger, more fighters, more Credits to build.
User avatar
Korth
CE STAFF
CE STAFF
Posts: 193
Joined: Sun Jul 20, 2014 5:53 pm

Re: Battleship Suggestions

Post by Korth »

What about the ability to utilize the Genesis combat builds as troops/escorts?
User avatar
alumoi
CE Official Supporter
Posts: 258
Joined: Sun Jul 20, 2014 9:47 pm

Re: Battleship Suggestions

Post by alumoi »

Guys, you DO know that everything we say here will be used against us in terms of the ginormous resource list and expensive schematics, right?
Now, on topic:
- command module
- crew quarters
- medical
- engineering
- science
- workshop
- hangar
- escape pods/shuttles

/LE
If you even dare suggest a holodeck captain Alumoi, his demented AI aboard Big Bad Wolf and Chips, his fellow pet will hunt you down ;)
User avatar
Elkhorn
CE STAFF
CE STAFF
Posts: 481
Joined: Wed Sep 24, 2014 1:41 am

Re: Battleship Suggestions

Post by Elkhorn »

These are BATTLESHIPS! The Meat of the Fleet!

The Battleship, much like the Carriers of today's US Navy typically are the “flagship” of the fleet where the Fleet Admiral and his advisors coordinate the thousands of ships that are in the task force. This mother is BIG!

Adequate quarters for the Command Staff. (i.e. Really big berthing area, divided into officer quarters)
The CIC or equivalent. This is a large control and planning room.
Control room (Where the ship is flown from)
Sensor room (All sensor and drone data comes here to be interpreted).
Communications Room
Navigation Bay (Contains the Navigation A.I. and Ships Position Sensors)
Forward Torpedo tube room.
Aft Torpedo room (Because sometimes you have to turn your rear to the enemy, if nothing else just to moon him).
Starboard Beam guns
Port Beam guns
Forward Kinetic Turret (Upper and lower)
Starboard Midship Kinetic Turret (Upper and Lower)
Port Midships Kinetic Turret (Upper and Lower)
Aft Kinetic Turret (Upper and Lower)
Forward Armory
Midship Armory
Aft Armory
These could be combined into one armory if you wanted to use an internal transporter to move the ammo to the various weapons.
Mess decks (Three - Forward, Midship and Aft)
Hangar bays (Three - Forward, Midship and Aft)
Fighter repair bays (One for each Hanger bay)
Theaters (Three - Forward, Midship and Aft) These supply entertainment during down time but are also used for battle briefings.
Medical bays (Three - Forward, Midship and Aft)
Surgical Trauma Centers (Three - Forward, Midship and Aft) Only activated during combat.
A.I. Examination and Interrogation bay. (One, heavily guarded, EM Shielded) Used to “examine” any A.I. Combatants captured.
Tractor room (for retrieving escape pods) Could be multiple.
Shield Engineering rooms (Six - Forward, Midship and Aft - Upper and Lower)
Crew quarters (Throughout the ship. Enough to bunk 6,000 to 10,000 personnel.).Crew Recreation Areas (Six - Forward, Midship and Aft - Upper and Lower)
Crew Gyms (Six - Forward, Midship and Aft - Upper and Lower)
Chapels (Multiple - 16 For various sects and religions and interspersed throughout the ship.
Engineering bay (ships power)
Science bay (because every ship needs a nerd).
Machinist bays (Three - Forward, Midship and Aft) deals with pumps and such that control sanitation and distribution of water, wastewater treatment, ships hydraulic systems, piping, etc.
Electricians Bays (Three - Forward, Midship and Aft) Deals with electrical systems throughout the ship.
Electronics Bays (Six - Forward, Midship and Aft - Upper and lower) Deals with all electronic/computer systems throughout the ship.
Spare parts bay (Contains massive amounts of components to replace parts that can’t be repaired. Normally carries 10,000 components. ohh lots of crafting!

So that is the starter list. I’m sure there can be more.
You can all thank me later! :lol:
Elk
Next up - escort craft!
Rule of Acquisition #1 Once you have their money...never give it back!
User avatar
Coops
Site Admin
Posts: 4988
Joined: Mon Jul 14, 2014 6:10 pm
Location: Basingstoke - UK
Contact:

Re: Battleship Suggestions

Post by Coops »

We have to pat Elk on the back here if not for his creationism, then for his enthusiasm :)

Those of you still recovering from his epic Janus mission set should allow him some leeway and put the pitchforks down :)
Great ideas from all off you, gave me some good ideas. If you have any more keep em coming.

Coops
A Walk in the Woods helps me relax and release the tension from a hard day at the code.
The fact that I'm dragging a body behind me should be irrelevant!
User avatar
Bethany
Posts: 79
Joined: Mon Oct 06, 2014 5:12 pm

Re: Battleship Suggestions

Post by Bethany »

Sensor/listening drones and mines
User avatar
mropso
Posts: 154
Joined: Sun Jul 20, 2014 6:04 pm

Re: Battleship Suggestions

Post by mropso »

You could take a more British view than Elkhorn and cut all aspects of that list by 75% and still expect the same mission outcomes. Oh and no need for the escorts, there will be another funding found in a decade or so, we can look at them then, after all the battleship will be delivered late. ;)
User avatar
Porrima
Posts: 497
Joined: Mon Jul 21, 2014 12:15 pm

Re: Battleship Suggestions

Post by Porrima »

Sorry if these are duplicate

Exploration support bays
Xeno Communication (Diplomacy with Xenos and/or AI)
Post Reply