' Wrote:The Fleet Tender...one stop shopping for weapons.
.
.Deleted just to save space
. Add-on Trick for this ship:
Make infocards with same text for each but have an alternate version of this ship to act as a "Q-ship" or surprise commerce raider.
I think it would be a good addition to mod. What say you all?
EPIC WIN!!!
Before those of you who shall remain nameless but lack imaginations and/or have never actually SERVED in a real life military (or have relatives that were/are in the wet navy) jump on me...
A Fleet Tender makes a perfect addition to forces that are serving in forward areas, as an RP device and an actual ship.
If this were 'real life' - the LN might need a fleet tender available for use near Hamburg in their war, because if there was a ship damaged - unless it was massively critical damage, they're going to fix it on the spot. Kusari would have a fleet tender parked in Leeds for certain, along with at least 3 repair ships. BHG - sure, we've got Dabadoru out in Delta, but unless the Zoners are going to let us use their shipyard in 74 (fat chance) - having replacement guns out there makes perfect sense.
And of course, the Junkers would have one available, because it's a long way back to Puerto Rico from where-ever.
The idea of a Q-ship is pure win as well. I've mentioned that briefly in a chat with Athenian about 8 months ago, but we didn't know how or what to do with it. Having a 'trader' suddenly show up with more guns than the gunboat attacking him fits commerce raiding perfectly.
Back in WWII, unless a ship had to come back to the shipyard due to massive damage that required it to be drydocked - they'd just use floating cranes and/or floating drydocks to fix them in place. Big holes in the flight deck on a carrier that couldn't be fixed - sure, send it back. But just a simple loss of a gun turret or two - dig out replacements from the ship and/or the fleet tender.
' Wrote:Aren't all the weapons dealers engaging in shoddy RP to begin with?
I think as is it's pretty borderline. This at least adds some rp element to it. Letting them have a little firepower also let's them have the chance of serving as an escort as well.
The tender doesn't have to be super maneuverable or have a super hull. The energy I suggested doesn't allow for firing ALL the guns and especially doesn't allow for the firing of the big capitol guns.
Examples:
You could mix fighter turrets and gun and torps as desired and fire the equivalent of a fighter combo of guns or a transport's. Nothing sepcial there and no manueverability to accelerate or track targets/shots with. Mounting most guns on opposite ends, dilutes their effectiveness as well...try firing a torp at a fighter to your rear while moving away from it for example.
You could fire three gunboat turrets--at the lower end--and be out of energy--firing nothing else.
You could mount and fire two sunslayers and have enough power to fire a few transport or lower turrets.
You could fire a single cruiser turret and that really is just for novelty and fun--you aren't getting a lot of effect--there isn't enough power to fire a missile or razor or pulse--just the basic turret.
There isn't enough energy for razors or supernova cannons or infernos and the like to be fired. One minirazor could--big whoop.
All this does is make it "intersting" when such a ship is engaged. Each captain would have something different and could make unusual weapons groups--but with a slow regen and average hull/shield, he's not going to be much of a gunboat. If you use WWII analogies and call a Freelancer gunboat a "destroyer" this is the equivalent of a WWII corvette relatively. Corvette's were light ships with some destroyer weapons but limited combat ability (wooden hulls for example). More a deterent to subs loitering and firing at will than an actual "hunter-killer" ship or strong escort.
Regarding the above post--the "Q-ship" version is more like the one you describe. Using WWII analogies again. the Hood was a "fast" battleship. It sacrificed armor for speed and extra firepower. Didn't do so well against another battleship alone but was a real suprise for commerrce raiders and the like less well armed. Same principle. The commerce raider version would require more attention to balancing.
Most anything you can make would look silly with a big ole Cruiser or BS turret sitting anywhere on it. I was unaware you'd have to go create a new model for the Repair ship to add/remove any slots, but I think it aught to be given some purpose other than sitting outside a battle popping out nanobots and shield batteries. Maybe a purpose such as actually repairing Capital Ships, my Destroyer has lost turrets, and its either sun dive or make my way back to the Guard System, neither of which is "Fun".
Having said that, I suppose I support this idea; although I think it'd be just as easy to pop it on the Repair ship.
After reading through the majority of this thread I have to say, just go with the repair ship, that's its purpose and it isn't used nearly enough form what I have seen as least.
As for guns looking silly on it, is there a way to make it so the weapons wont display? Alternatively you could just stick a weapon wrack on it instead of design an entirely new ship.
' Wrote:After reading through the majority of this thread I have to say, just go with the repair ship, that's its purpose and it isn't used nearly enough form what I have seen as least.
As for guns looking silly on it, is there a way to make it so the weapons wont display? Alternatively you could just stick a weapon wrack on it instead of design an entirely new ship.
hehe--if you crammed all the guns described or even just swapped the currrent ones with some of the cap turrets--it would be the most oorp thing you ever saw.
Guns can be hidden simply by putting them inside the model--if it is big enough to do so. The repair ship isn't.
I actually based this on a "enlarged reapir ship". if i get the time I'll try to throw a demo concept model together (very primitive).
I love this idea. Although... there really isn't a need for it..
Hmm do you know about cartels tink? Its a "group" of outcast guard guys and they have a [Cartel]Armory with a regular trans. (im just assuming) But..what you are saying is to have not a regular transport , but a costume ship specifically for selling and handing out guns?
' Wrote:hehe--if you crammed all the guns described or even just swapped the currrent ones with some of the cap turrets--it would be the most oorp thing you ever saw.
Hmmmm, what about the heavy lifter, isnt that bigger? Kinda looks repair-esque as well as I re-call. Additionally it is another ship that is never used.
Uh...I do believe that the Battleship Razor model is actually larger than the Repair Ship, thus necessitating the new hull. Regardless, I've started a model, I've got the 'hauler' bit done already (and let me tell you, that thing was surprisingly painful to make). As for making variants, it just so happens that this vessel is built like a Train, so you could very easily install a new trailer and see any one of those effects. I am ALL for a Q-ship.
EDIT:
Quote: Additionally it is another ship that is never used.
Wrong. I traded in a Heavy Lifter back in 4.82 for about a week.:D
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen