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Team: Bella Morte
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Post Colonial Administraitor"s Personal Ship
As i think i have stated before, i want to Give an idea out that a ship be able to contain peasent's, worker,crack whores,military,exct. and be able to be used in a shop form. a mobile base if you will. but a colony as well,


simply put its a Big Freighter Or Capital Class Ship

That would have the ability to use base equiopment like trading bay and extensors colony bvlue print's and those other extensions you can use to make a colony thrive. but onlyallow the ship to arm up to a adonis shield radar and energy with no weapon slots or aug slots.


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Last edited by Fallen- on Wed Apr 25, 2012 12:34 am, edited 1 time in total.

Tue Apr 24, 2012 10:58 pm
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Post Re: Colonial Administraitor"s Personal Ship
Why? I have no desire to sit on a planet pretending to be a base for the whole universe.


Wed Apr 25, 2012 12:17 am
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Post Re: Colonial Administraitor"s Personal Ship
So you want them to code a ship that acts like a base that can barely be equipped with any gear.

What is the point? What does this add to Star Sonata? Why bother spending potentially months coding all of this for no reason?

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Wed Apr 25, 2012 12:23 am
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Post Re: Colonial Administraitor"s Personal Ship
the advantage would be so that it may traverse between two colony's
selling good's commodity's But ypu can control as in Pilot the ship. is a p[ilotable weaponless / colony (without the planet base basicly

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Wed Apr 25, 2012 12:32 am
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Team: Strawberry Pancakes
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Post Re: Colonial Administraitor"s Personal Ship
Fallen- wrote:
the advantage would be so that it may traverse between two colony's
selling good's commodity's But ypu can control as in Pilot the ship. is a p[ilotable weaponless / colony (without the planet base basicly


You can already use a Singularity Sphere to carry commodities to be sold at another colony. There is no reason why the SS devs would bother coding something like this for no benefit.

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Wed Apr 25, 2012 12:35 am
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Post Re: Colonial Administraitor"s Personal Ship
Again. I have no wish to squat there pretending to be a colony.


Wed Apr 25, 2012 12:37 am
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Post Re: Colonial Administraitor"s Personal Ship
Months of coding? Heh. It didn't take that long to lock the gear to base only, now did it? Atlum was pretty damn quick on the draw... Besides, few of the devs actually get to code these days. Jeff could do it in an hour, content devs, good luck with that.

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Wed Apr 25, 2012 1:56 am
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Post Re: Colonial Administraitor"s Personal Ship
SkyTitan wrote:
It didn't take that long to lock the gear to base only, now did it?


The person is talking about base gear, as in not just base-locked weapons but extensors, blueprints, et cetera. Re-read the first post.

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Wed Apr 25, 2012 2:17 am
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Post Re: Colonial Administraitor"s Personal Ship
Sounds like fun to me, having (basically) a colony, planet and station in 1. But it'd only work as a trade slave, otherwise it'd end up stupid having people
zhuang281 wrote:
squat there pretending to be a colony.

I'd love to have a loads of space oats planet be able to dock and sell all its oats to my proddy. ^.^

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Wed Apr 25, 2012 3:01 am
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Post Re: Colonial Administraitor"s Personal Ship
Nuromishi wrote:
The person is talking about base gear, as in not just base-locked weapons but extensors, blueprints, et cetera. Re-read the first post.

Ah, I see. Do I really have to read that post? It's... just... typos...
-Fallen wrote:
bvlue print's

The only thing not in the game's code for that is the blueprints. (Obviously a big part) Still, just copy and paste.

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Gaffateip wrote:
I love ss forums. I wonder what percentage of users wear a safety helmet to eat breakfast.
DITKA wrote:
[s]I'd like some proof that you guys are males[/s]

might be a bad idea nvm


Wed Apr 25, 2012 6:28 pm
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Post Re: Colonial Administraitor"s Personal Ship
Nuromishi wrote:
SkyTitan wrote:
It didn't take that long to lock the gear to base only, now did it?


The person is talking about base gear, as in not just base-locked weapons but extensors, blueprints, et cetera. Re-read the first post.


Extensors are locked, otherwise you CAN equip on ships.

I remember due to a bug once they unlocked on test, I had a rosie with like 500k hull >.<!

Kanga

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Wed Apr 25, 2012 6:35 pm
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Post Re: Colonial Administraitor"s Personal Ship
When dealing with colonies you have to walk a very fine line. I see this suggestion either being very, very broken, or very very useless.

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Thu Apr 26, 2012 12:14 am
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Post Re: Colonial Administraitor"s Personal Ship
There is no incentive really, beyond the temptation to become a really fat ship. With your limitations neither will it succeed in being able to properly defend itself or for that matter garner useful resources. I could see it being a good idea with the right content but frankly I dont think it will happen. As another said if it has to do with power such as equipping base gear it would either be to powerful or useless. Unless of course you were to say not allow the ship to equip weapons (base missile launchers and aura generators) and allow it to equip higher levels of other base gear and maybe an aug or two. Thats barely incentive though, it needs a purpose... It could be that giving it some role in setting colonies up, as in a base that can dock at a base... if that is possible. Not sure I really like that idea but, it could also be some type of temporary attachment base that can latch on and off of planets at will (or within set boundaries?) Which base on your class will have different effects on the planet. ExE would have the usual, great extraction... CA, over a period of time could heal ever so slightly, but naturally, the planet (say those planets under 20 base suit if that still means what it use to mean) StM could temporarily provide bonuses to otherwise vulnerable bases (only while attached to the same planet)... and I guess... just dont use one on your MFM Iunno I CBA :lol:

TL:DR it would be a nightmare to code anyways.

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Fri Apr 27, 2012 3:47 am
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