Author Topic: Dead weight - ship components for roleplaying  (Read 1592 times)

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Offline vorpal+5 (OP)

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Dead weight - ship components for roleplaying
« on: November 25, 2020, 05:56:10 AM »
I'm wondering if - somehow  ;D - Steve could be convinced to add a new category of component that does absolutely nothing. Their role? Allow us to name them as we see fit, for roleplaying purpose!

Here an example, using tiny useless power plants.

 
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Offline Platys51

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Re: Dead weight - ship components for roleplaying
« Reply #1 on: November 25, 2020, 11:11:25 AM »
It would be interesting if we could modify crew quarters to have a custom name.  These names would then be listed in a little add-on in class description.

Quote
70kt Backbone class Tug      70 000 tons       416 Crew       1 343. 7 BP       TCS 1 400    TH 4 950    EM 0
3535 km/s      Armour 1-151       Shields 0-0       HTK 209      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 11    Max Repair 100 MSP
Tractor Beam     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

Commercial Ion Drive  EP225. 00 (22)    Power 4950    Fuel Use 1. 21%    Signature 225    Explosion 3%
Fuel Capacity 1 079 000 Litres    Range 229. 7 billion km (752 days at full power)

Crew Quarters: Armory, Meeting Hall, Kitchen, Simulation Room

This design is classed as a Commercial Vessel for maintenance purposes
 

Offline Norm49

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Re: Dead weight - ship components for roleplaying
« Reply #2 on: November 28, 2020, 07:12:27 PM »
I would actually prefer more detail crew quarter with different module that will affect crew moral and deployment time.
 

Offline QuakeIV

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Re: Dead weight - ship components for roleplaying
« Reply #3 on: November 28, 2020, 08:43:46 PM »
I think the suggestion as initially proposed is probably the easiest to implement and for me is preferable on that basis.
 
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Offline Steve Walmsley

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Offline vorpal+5 (OP)

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Re: Dead weight - ship components for roleplaying
« Reply #5 on: November 29, 2020, 07:45:19 AM »
Oh. My. God.

So many thanks, awesome!  ;D

I'm spending my free time either playing Assassin's Creed Valhalla or Aurora. Go figure ... And I enjoy both equally. But if graphics were that important, books would have disappeared, right?
 
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Offline Kristover

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Re: Dead weight - ship components for roleplaying
« Reply #6 on: November 29, 2020, 09:51:08 AM »
I'll double down on the thanks for this.  I've always approached Aurora from an Roleplaying standpoint and this feature will really allow me to go all out on distinguishing and identifying with my ships.  Mechanically, it doesn't really do anything for me - I'll simply create as part of my initial setup 100 0.1 HS components that'll cover all the possibilities so therefore my 5000 ton ship with this generation's engine and sensor tech won't be so different than a similiarly designed 5000 ton ship at the same time.....but from an RP perspective I now have the ability to make them VERY different.  Thanks!
 
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Offline Impassive

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Re: Dead weight - ship components for roleplaying
« Reply #7 on: November 29, 2020, 10:34:52 PM »
Really looking forward to seeing some new ship designs with these misc components :)
 
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Offline xenoscepter

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Re: Dead weight - ship components for roleplaying
« Reply #8 on: November 30, 2020, 04:02:52 PM »
 - Hell yeah, 1.13.0 is just getting better and better! ;D Now all I need is the cryo-fighters fixed and I'll be in heaven... or, well... very nearly so. Near enough for now anyway.  :)
 

Offline smoelf

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Re: Dead weight - ship components for roleplaying
« Reply #9 on: December 01, 2020, 12:21:55 PM »
I never knew I needed this until I had it. Awesome.
 

Offline Borealis4x

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Re: Dead weight - ship components for roleplaying
« Reply #10 on: December 03, 2020, 06:35:06 PM »
You're a more dedicated man than me. I always just assume that the crew quarters account for all the various amenities needed for life in deep space.

Perhaps it should be renamed to just that: crew amenities.