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				September 28th, 2007, 06:46 PM
			
			
			
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 Captain |  | 
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				 A question about Q-Ships 
 I'm trying to add the option of building Q-ships in my mod, and wanted to get some opinions on this.
 Here's the "designs" (?) I have at the moment.
 
 
 Name                          := Small Q-Ship
 Short Name                    := Small Q-Ship
 Description                   := A transport ship outfitted as a commerce raider or armed tranport.
 Code                          := SQ
 Bitmap Name                   := TransportSmall
 Vehicle Type                  := Ship
 Tonnage                       := 300
 Cost Minerals                 := 150
 Cost Organics                 := 0
 Cost Radioactives             := 0
 Engines Per Move              := 1
 Number of Tech Req            := 1
 Tech Area Req 1               := Ship Construction
 Tech Level Req 1              := 1
 Number of Abilities           := 0
 Requirement Must Have Bridge  := True
 Requirement Can Have Aux Con  := True
 Requirement Min Life Support  := 1
 Requirement Min Crew Quarters := 1
 Requirement Uses Engines      := True
 Requirement Max Engines       := 6
 Requirement Pct Fighter Bays  := 0
 Requirement Pct Colony Mods   := 0
 Requirement Pct Cargo         := 20
 
 Name                          := Medium Q-Ship
 Short Name                    := Medium Q-Ship
 Description                   := A transport ship outfitted as a commerce raider or armed tranport.
 Code                          := MQ
 Bitmap Name                   := TransportMedium
 Vehicle Type                  := Ship
 Tonnage                       := 600
 Cost Minerals                 := 300
 Cost Organics                 := 0
 Cost Radioactives             := 0
 Engines Per Move              := 1
 Number of Tech Req            := 1
 Tech Area Req 1               := Ship Construction
 Tech Level Req 1              := 4
 Number of Abilities           := 0
 Requirement Must Have Bridge  := True
 Requirement Can Have Aux Con  := True
 Requirement Min Life Support  := 2
 Requirement Min Crew Quarters := 2
 Requirement Uses Engines      := True
 Requirement Max Engines       := 6
 Requirement Pct Fighter Bays  := 0
 Requirement Pct Colony Mods   := 0
 Requirement Pct Cargo         := 20
 
 Name                          := Large Q-Ship
 Short Name                    := Large Q-Ship
 Description                   := A transport ship outfitted as a commerce raider or armed tranport.
 Code                          := LQ
 Bitmap Name                   := TransportLarge
 Vehicle Type                  := Ship
 Tonnage                       := 900
 Cost Minerals                 := 450
 Cost Organics                 := 0
 Cost Radioactives             := 0
 Engines Per Move              := 1
 Number of Tech Req            := 1
 Tech Area Req 1               := Ship Construction
 Tech Level Req 1              := 6
 Number of Abilities           := 0
 Requirement Must Have Bridge  := True
 Requirement Can Have Aux Con  := True
 Requirement Min Life Support  := 3
 Requirement Min Crew Quarters := 3
 Requirement Uses Engines      := True
 Requirement Max Engines       := 5
 Requirement Pct Fighter Bays  := 0
 Requirement Pct Colony Mods   := 0
 Requirement Pct Cargo         := 30
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				September 28th, 2007, 07:37 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: A question about Q-Ships 
 What is a Q - ship? 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				September 28th, 2007, 08:39 PM
			
			
			
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 Captain |  | 
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				 Re: A question about Q-Ships 
 They were a kind of armed freighter/raider used by the Germans during WW2 to fairly good effect |  
	
		
	
	
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				September 29th, 2007, 12:25 AM
			
			
			
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 Captain |  | 
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				 Re: A question about Q-Ships 
 Also an armed freighter in Star Fleet Battles, but essentially the same thing.
 You could even call it a disguised freighter.   Basically a freighter with big guns.
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				September 29th, 2007, 01:03 AM
			
			
			
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 Major |  | 
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				 Re: A question about Q-Ships 
 You'll have to make almost everything about the hull size identical to the standard transports, including the Name, Short Name, Description, and Code. Your enemies can see most of them without scanners. I don't think it's enough to simply match the images.
 
 Unfortunately that makes it confusing for the owner of a Q-ship, since they have to pay attention to which hull they use when creating the design.
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				September 29th, 2007, 12:17 PM
			
			
			
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 Corporal |  | 
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				 Re: A question about Q-Ships 
 Q-ships or Q-boats were disguised merchant vessels that carried cannons, depth charges and anti-submarine equipment.They were used as a bait to attract and then sink German U-boats during World War I primarily by Britain and, later, during World War II predominantly by the United States.
 
 In the United Kingdom the vessels chosen for this service were code-named Q-ships by the Admiralty, but they were also known as Decoy Vessels, Special Service Ships or Mystery Ships.
 
 The Germans had similar ships called merchant raiders.
 
 Taken from Wiki, which, in this case, is actually correct.
 
				__________________"I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it."     Jack Handey
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				September 29th, 2007, 03:45 PM
			
			
			
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 Sergeant |  | 
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				 Re: A question about Q-Ships 
 I think the cost of the ship should include organics to represent the "labor" going into its construction. Workers have to be recruited, housed and fed.
 Just my 2 euros...
 
				__________________-- Tony
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				September 29th, 2007, 08:37 PM
			
			
			
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 Sergeant |  | 
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				 Re: A question about Q-Ships 
 After further consideration, I think all ship construction should require varying amounts of all three materials.  
When you build a space vessel you're not only building a hull. It takes design, planning and administrative resources, as well as labor and materials. 
 
I've always thought construction in SEIV should simulate this by making greater use of the "other" two resources, especially organics. I've played so many games where I've finally built resource converters and the only thing I use them for is to convert my huge surpluses of organics and radioactives into minerals. 
 
Ideally, I had hoped SEV would be more like SEIV, only with more resources to mine (and maybe produce!) and more political depth.    
				__________________-- Tony
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				October 17th, 2007, 10:41 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: A question about Q-Ships 
 Also, Honor Harrington was a captain of Q-ship Wayfarer 
				__________________It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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				October 17th, 2007, 12:21 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: A question about Q-Ships 
 I would put the engine max at 5, not 6.  they are in effect a converted transport, but with cargo switched out for guns.  therefore a copy of the freighters with the Pct Cargo lowered would be what I would use.
 Possibly also add some type of intrinsic cloaking to the hull.  Can you do a +1 to other cloaking tech added?  This would even allow you to cloak at level 4 so no sensor could see you.  With the big fleets in SEIV and very little lone ships, I don't really see a use for this unless it has some type of advantage.  Of course it would be FUN :-)
 
				__________________I thought of the sun as a big bright ball of something that produced an intense absence of darkness.   Alan Dean Foster No More Crystal Tears
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