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				January 21st, 2002, 11:00 PM
			
			
			
		  
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				Role Playing Mod
	
			 
             
			
		
		
		
		How about making a RP mod? 
Not just for anyone, but SERIOUS RP'ers... 
 
Just as a starter example, we could add many "technically useless" components that would be useful for RPing. 
 
EG: 
"RP - FTL Comm System" 
"RP - Lightspeed Comm" 
"RP - Recreational Area" 
"RP - Main Hallway" 
"RP - ShortRange Sensors" 
"RP - Cryogenic Lifepods" 
 
What do you think?  Good, Bad or Ugly? 
		
	
		
		
		
		
		
		
			
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				January 21st, 2002, 11:15 PM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		I like it. Make them cheap and not take up much space of course. 
		
	
		
		
		
		
		
		
			
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				January 21st, 2002, 11:31 PM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		SJ - I agree with Geo, I like the idea and they should be small and cheap 
 
the idea of communication is one I am going to raise on a separate thread - an on-topic thread for a change 
 
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				January 22nd, 2002, 12:01 AM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		Sounds good to me.  You could require the components in the ships for certain sizes so it forces people to research the tech. 
 
Would be cool if we could make some of the components do something. 
 
Esp, comm! 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 22nd, 2002, 03:16 AM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		I ran some tests, you can actually make them zero tonnage space taken and zero cost. You can give them abilities, or just give them a little tonnage structure so they can soak up a little damage in combat. Make them only one per ship to keep them from being abused. 
 
Geoschmo 
		
	
		
		
		
		
		
		
			
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				January 22nd, 2002, 05:38 AM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		Geoschmo, are RPers really that untrustworthy    
The hitpoints of the components will have to be balanced compared to other comps, in order for the combat system to destroy them at a reasonable time. (Not first, not Last)
 
Somthing like an "RP - Officer's quarters" could give a small ECM/CS boost (virtual experience    ) 
Shortrange sensors could give a "long range scanner" ability with range zero or one, useful if you end combat in a draw, or construct something amidst a blockade. 
Most components will have to be pure RP, though.
 
I was hoping to give them all reasonable cost & hitpoints, and then let the players come up with auxiliary RP rules, such as 
  quote: All crewed ships must be designed with main corridors to provide connections between all:  
- Bridge, AuxBridge, crew quarters, engine rooms, gunnery rooms, medical facilities, ... 
- One engine room is required for every 100KT of engines used. 
- One gunnery room is required for every 100KT (or per gun if it exceeds 100KT) of weapons. 
- Each main corridor services two rooms, and can intersect other corridors. 
- Any ships not built up to spec must be scrapped or retrofitted as soon as the violation is discovered.
   
		
	
		
		
		
		
		
		
			
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				January 22nd, 2002, 05:55 AM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		Yeah, how about... 
 
"If A ship which is established to be the common conveyance of a regularly occuring Role Play character (Admiral's flagship, etc.) is destroyed in combat, the character should be killed off unless the ship has life pods." 
 
Geoschmo 
		
	
		
		
		
		
		
		
			
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				January 22nd, 2002, 06:38 AM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		Another idea is that as you gain tech or build ships or improvements, serve in battles, etc, a random leader could show up.  They would just be components, about twenty or so - The portraits, at least.  There could be hundreds of leaders, about ten sharing the same portrait, but with different names and abilities.  One thing that would be interesting is one for satilites - A person on board could act the same as sensors. 
 
Other ideas for RP components: 
 
-Mess Halls (Makes ship more secure) 
-Shops, stores, parks (only for huge ships) 
-Radio/TV/Supsace Radio (Ships gain more experience due to constant communication) 
-Administration (Less likely to fall for enemy intelligence operations) 
-Bathrooms (Really lame idea on my part, but it had to be said.) 
-Detachable components (Not really an RP element, but it would increase space on a ship, like it did in MOO2) 
-Chapel (For religious races) 
-Refining Facility (For mining ships, would generate some extra minerals/organics/radioactives) 
-Machine Shop (slowly improves ship) 
 
[ 22 January 2002: Message edited by: Loknar ] 
		
	
		
		
		
		
		
		
			
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				January 22nd, 2002, 04:58 PM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		For space stations you could also include: 
Casinos - morale/happiness 
Commerce Center/Banks 
Zero-G Research/Hydroponics
 
I like the idea of leader components, interesting    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 22nd, 2002, 05:17 PM
			
			
			
		  
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				Re: Role Playing Mod
			 
             
			
		
		
		
		quote: "If A ship which is established to be the common conveyance of a regularly occuring Role Play character (Admiral's flagship, etc.) is destroyed in combat, the character should be killed off unless the ship has life pods."
  Additionally, if any ship loses all lifesupport components, then all characters on board are lost, except if there is a functional lifepod or cryopod. 
Lifepods must win a roll against every enemy ship with no damage to engines and crew components.  The required roll is determined by the lifepod's rating.  Pods that fail the roll are captured.
 
Also, It would be interesting to have the ruler (you) somewhere.  Eg: 
Rulers can only stay on planets with a palace facility, or ships with a "ruler's quarters". 
Any ship or planet that you currently occupy must be renamed to include an [R] tag. 
If your ruler is lost, you turn your empire over to AI control, and take over some other AI empire.
 
Loknar:  
- Machine shop could probably be used for repair ability (1/per turn) 
- Refining Facility.  A one-per-ship, really efficient per KT, remote miner? 
- Communications.  I don't think a training effect would be appropriate, since the minimum is 1%/turn.  For RPers, they would not be able to change the ship's orders unless the ship had 
a) a functional FTL comm. 
b) a functional lightspeed comm Plus line-of-sight to a ship(with FTL comm) or colony owned by the player.
 
Re: Detachable components.  I don't think SE4 handles negative space components, and the tonnage is probably more important to spacecraft than sheer size.  
		
	
		
		
		
		
		
		
			
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