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Post by aielman on Jun 15, 2011 7:56:15 GMT -5
haha that might actually be funny
Have a Somali option, hold the ship hostage for ransom. Wouldn't work for Pirates/Smugglers but if they were Merchants/Warships you might be able to get something for them. maybe 2x destroy cost?
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Post by hellion7776 on Dec 3, 2012 4:12:40 GMT -5
It's time for a good 'ole thread NECRO!!!!
Cory, I had an idea/suggestion and this thread kinda covers a bit of it. While I dont agree that hauling a ship in for part would be fun, towing a wreck in to port behind your ship to restore it ( for a net loss on the deal) would be fun. You are adding in a LOT of new ships, and I would LOVE to fly some of them, but buying a +1 million credit ship to take it for a test drive doesnt sound that good.
Hunting a ship down, cracking it open and letting all the creamy filling out (read: annoying little sailors), then hooking up a tow cable and dragging that big assed wreck to the local space repair shop. Keep the resell value as low as the space vultures price, but we now have the option to rebuild it. I read a thread earlier about a guy who flew a cheap ship out to pirate bigger ships... This way we could fly one ship back to port, maybe cost 4 water per sector (or more) to tow it, and end up SAVING money on a new ship instead making money on wreckage.
My 2 Cadar Cents.
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Post by Cory Trese on Dec 3, 2012 23:22:54 GMT -5
That's what cheap ships are for. Buy 'em cheap, capture a new ship. This is one the list to consider for balancing and may play a part in ST2. Commanding multiple ships (even for a tow) is not something that's possible in the world of Star Traders RPG in the 57AE timeframe. The social and political structure of the quadrant doesn't allow it.
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BlastGT1
Templar
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Turning ships into shards with Alchemy
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Post by BlastGT1 on Dec 4, 2012 4:19:38 GMT -5
Bloody bureaucrats, always with their pesky red tape.
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Party Torp is in the tube tonight, Everybody just have a Torp time. Hull breach will make you lose your find, Pirates stealin', just have a Torp time!
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Post by hellion7776 on Dec 4, 2012 6:18:39 GMT -5
I just think the Quadrant is afraid of Rabid Rabbit with two ships at once... Just sayin...
As far as the cheap ship method, I have started doing that for sport. Nothing like flying out on a Pirate crossbow, and comming back with a 30 hull monster!!! It's like a new fishing game for a new century!
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Post by Cory Trese on Dec 4, 2012 21:17:57 GMT -5
The Crossbow actually probably one of the very best ships for this, especially for the Board-optimized character. Fast, big crew, decent guns and agile.
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Post by hellion7776 on Dec 4, 2012 23:37:46 GMT -5
Not to mention enough sails to keep Water consumption down with that tiny little hold. No one wants to go fishing and have to come back after 2 casts!
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Post by Cory Trese on Dec 5, 2012 0:26:45 GMT -5
I have found that Blockade is the best way to locate the ships I want because it increases the opportunity to run into Bounty Hunters and Military Ships.
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Post by hellion7776 on Dec 5, 2012 4:01:06 GMT -5
Agreed fine sir, agreed!
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silverwolf
Initiate
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Posts: 22
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Post by silverwolf on May 11, 2014 16:13:04 GMT -5
I like wd's idea. Steal a ship, rep goes in the toilet, and encounters involving the victims faction go up 150% plus 50% of the total each time you do it. Eventually, a ship thief becomes a major target. Adds a possibility for a new class. Hijacker gets added money for captured ships, trade permit starting, and an immediate -rep in every other faction. Or leave what is... New class; Again hijacker, but instead the scrap ship option becomes sell/take. More money than scrap, higher rep loss, but gain home faction rep(1 point per weight class of the ship). Taking pidly ships hurts you more, taking big nasty flagships and dreadnaughts means more risk.
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Post by Alex Fury on May 15, 2014 8:23:57 GMT -5
That's what cheap ships are for. Buy 'em cheap, capture a new ship. This is one the list to consider for balancing and may play a part in ST2. Commanding multiple ships (even for a tow) is not something that's possible in the world of Star Traders RPG in the 57AE timeframe. The social and political structure of the quadrant doesn't allow it. Yes, but not uncommon for a pirate to simply put a prize-crew (just barely enough to navigate/run it) and send it in for dry-dock or salvage. Perhaps can unlock it with something, and a high enough intimidate (so that the prize crew don't just try going off on their own? .. also, you lose actual crew from your ship, as they have to go over and man the other ship. Lastly, only being a prize crew, they might get aced in trying to get back to port.
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Post by Deleted on May 15, 2014 10:17:21 GMT -5
That happened when tall mast ships were taken as prizes in battle. In fact, when the French Privateer Archeron was seized in Master and Commander: The far Edge of the World, Russel Crow assigns a skeleton crew lead by his XO/First Officer to make for Norfolk for refit and assignment in the King's Navy.
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tlr
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Post by tlr on Feb 7, 2015 20:10:09 GMT -5
Another option would be based on the historical prize-capture rules of the British Admiralty.
Captain gets this many shares, officers that many, crew a pittance, etc., and the Admiralty takes the lion's share. However, to avoid mucking your reputation with everybody, you'd have to be a privateer with "letters of marque". That seems pretty similar to being a ranking officer with a death warrant.
What if you could subordinate some of the officers (like the First Mate) to run ships for you, effectively gaining your own fleet? Morale & Mutiny become even more important (even if you survive, you may lose a ship or two). Effectively treat the fleet as one big ship, with that many more upgrade-slots, but limited to the slowest speed? Probably even when morale remains high, there would be a time-period (or combat-instance) total after which a subordinate officer either rebels (low morale) or buys out "his/her" ship from you...
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Atlas Screams
Exemplar
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Post by Atlas Screams on Feb 12, 2015 2:40:58 GMT -5
The problem I could see in that is that coding fleets in for just the player would leave the game unbalanced, while writing the code for all npc captains to potentially have huge armadas following them around would be daunting. But then again, I don't know jack about coding!
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tlr
Initiate
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Post by tlr on Feb 15, 2015 22:22:02 GMT -5
I agree that, as stated, it could be very unbalancing - just putting out the idea; it clearly needs refinement.
If only certain Officers are qualified to captain a ship, then fleet-size is inherently limited. If sub-captains periodically abscond with the ship, then it could be a mechanism for draining cash/treasure/etc. from Players.
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