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 Non-combat Ships

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caltech117
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PostSubject: Non-combat Ships   Fri Aug 17, 2012 7:05 pm

When future craft was originally posted I added the suggestion for science ships so I wanted to modify the idea due to new ideas so here is a list of uses for science ships.

• Testing new technologies for new servers that are progressing through the technology tree.
• Exploration “To seek out new life and new civilisations to boldly go where no one has gone before” and to find new servers.
• Part of testing technology, using new engines.
• Any other suggestions are welcome.

Due to other ideas here are other roles for science ships.
• Support ship, for electronic warfare.
• Advance sensor net, for an early warning system.


Last edited by caltech117 on Thu Aug 23, 2012 2:54 am; edited 3 times in total
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PostSubject: Re: Non-combat Ships   Fri Aug 17, 2012 8:17 pm

Seems unneccesary.
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PostSubject: Re: Non-combat Ships   Fri Aug 17, 2012 9:10 pm

If you can find some reason... No it is till pointless even if we add a reason.. unless tech tree.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 12:24 am

If you use it to test an engine, weapon, etc., maybe you would get part of a recipe for another branch of the tech tree.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 4:14 am

The real use of science vessels could be to explore derelict alien ships , develop sensitive technologies while being mobile and hidden away from the enemy, scan for rare recourses, those ships can also provide electronic warfare support and advanced warning systems if needed.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 5:28 am

Due to other ideas here are other roles for science ships.
• Support ship, for electronic warfare.
• Advance sensor net, for an early warning system.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 1:22 pm

caltech117 wrote:
Due to other ideas here are other roles for science ships.
• Support ship, for electronic warfare.
• Advance sensor net, for an early warning system.

Science ships should have no part in war, except the discovery of new technologies. Sensor probes would be set up for an early waning system.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 2:06 pm

Can sensor probes use hyperspace inhibitors ? Or hyperspace ? A science vessel may be a good tactical choice for sensitive research as I said. Research stations are immobile and hard to hide, a small science vessel is not only easier to hide but also can be relocated in case of an attack .
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 2:54 pm

Iv121 wrote:
Can sensor probes use hyperspace inhibitors ? Or hyperspace ? A science vessel may be a good tactical choice for sensitive research as I said. Research stations are immobile and hard to hide, a small science vessel is not only easier to hide but also can be relocated in case of an attack .

Sensor probes are cheap and yes, you could put a probe in hyperspace or put a hyperspace drive on a probe. You wouldn't put hundreds of science ships around your system to warn you of danger, you would use cheaper methods.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 3:28 pm

On theory one powerful sensor array is enough to cover a whole system (unless OFC there is something that interferes with the signal like Asteroid belts or Nebulas) , Besides all you need to do is to cover the jump gates.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 3:42 pm

I think this would be good for balance.
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 5:14 pm

I found this as Mackeroth's response. Here for proof.

[quote="Dr. Mackeroth"]If peace were an option, I wouldn't be here. Fear my wrath, mortal, and proceed with caution, lest you incur it.

(pause for dramatic effect)


Joking, I suppose your right, we do need non-militant vessels, however, I have a dealing they might have a habit of bring blasted into pieces when their sever is being invaded. Still, I suppose I should add them to the already stupendously astronomical list of mods. I haven't even posted all my ideas on weapons, equipment and other devices yet. Asteroids might be added, depending on wether we can make space infinite or not (which at this sage doesn't seem likely).
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PostSubject: Re: Non-combat Ships   Sat Aug 18, 2012 7:14 pm

caltech117 wrote:

Joking, I suppose your right, we do need non-militant vessels, however, I have a dealing they might have a habit of being blasted into pieces when their sever is being invaded. Still, I suppose I should add them to the already stupendously astronomical list of mods. I haven't even posted all my ideas on weapons, equipment and other devices yet. Asteroids might be added, depending on wether we can make space infinite or not (which at this sage doesn't seem likely).

Asteroids, comets, belts, other planets, etc. should be added. Maybe not in the initial release, but definitely later. I think that something like an Oort cloud could be the outer limit of a system.
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PostSubject: Re: Non-combat Ships   Sun Aug 19, 2012 11:41 am

Science ships should be just that. Lightly armed ships specializing in the study of things not military.
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PostSubject: Re: Non-combat Ships   Sun Aug 19, 2012 12:58 pm

Commander Error wrote:
Science ships should be just that. Lightly armed ships specializing in the study of things not military.

Says the pacifist leader.
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PostSubject: Re: Non-combat Ships   Mon Aug 20, 2012 1:57 pm

Yeah, because violence just blows too much shit up. It gets expensive.
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PostSubject: Re: Non-combat Ships   Mon Aug 20, 2012 2:01 pm

Commander Error wrote:
Yeah, because violence just blows too much shit up. It gets expensive.
Well, that's the best reason to be a pacifist I've ever seen.
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PostSubject: Re: Non-combat Ships   Mon Aug 20, 2012 4:02 pm

Commander Error wrote:
Yeah, because violence just blows too much shit up. It gets expensive.

Which causes raging and or rage quits.
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PostSubject: Re: Non-combat Ships   Tue Aug 21, 2012 11:16 am

Other kinds of noncombat ships could be salvage ships and the like. I'm already planning one, that I will build once I finish my frigate.
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PostSubject: Re: Non-combat Ships   Tue Aug 21, 2012 11:23 am

Captain stufuzzycat wrote:
Other kinds of noncombat ships could be salvage ships and the like. I'm already planning one, that I will build once I finish my frigate.

Such as
trade ships, supply ships, mine ships, mine sweeper ships and cruise liners.
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PostSubject: Re: Non-combat Ships   Tue Aug 21, 2012 11:36 am

Yeah, those sound good.
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PostSubject: Re: Non-combat Ships   Tue Aug 21, 2012 12:20 pm

Only problem is there's no reason those modules couldn't just be integrated into a vessel capable of combat.
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PostSubject: Re: Non-combat Ships   Tue Aug 21, 2012 12:23 pm

Tiel wrote:
Only problem is there's no reason those modules couldn't just be integrated into a vessel capable of combat.

why would you use a frigate with little armour instead of a dedicated mine sweeper.
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PostSubject: Re: Non-combat Ships   Tue Aug 21, 2012 12:34 pm

On the contrary, why would you shell out the cash to buy a whole new vessel when you could just put the necessary tech on your cruiser, which'd be capable of defending itself?

I think there should be a whole new set of cores that are MUCH cheaper, but incapable of mounting any weapons on the craft, save for modules needed for mundane tasks like cargo transport and minesweeping.
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PostSubject: Re: Non-combat Ships   Tue Aug 21, 2012 1:05 pm

Why not just use the modules on an unarmed ship, saving yourself the cost of weaponry?

Guns don't kill owls, owls kill owls
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