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Old 2006.08.31   #1
Marinealver
 
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Starside ch3 (Ship interrior and crew)

Ok I am a little late with this one as I was hopeing to post this cahpter a week from the last one. (and I still need to compose paint images of the individual starship weapons for ch 2) so here you go the inside of the starships.

Some notes that all starships of the same class not matter what empire are essentially the same as far as size and arrrmement, the only diffrence is the weapons and shape of the starship.

For the crew I am trying to build off the planetside organizational tools for platoons of 3 squads allowing a plt or squad leader registering his squad to a ship similar to binding to the main terminal at a home base. However the stations are not a part of the squad but share the same squad plt chat for comunication purposes.

For equipment terminals I wanted to add value to the importantce of lockers makeing them more avalible than equipment terminals. Also I wanted to place equipment terminals in a place closer to the weapon bays for loading the starship weapons.

Starships should focus on teamwork, thus I wanted to make a procedure for loading the weapons instead of haveing phalinx turrets with unlimited ammo all of the time. Refer to the chart below.

__________________
battle is only a prayer...
...BETTER START PRAYING!!!

if Everquest can have Everquest 2
then Planetside should have Planetside 2
fight for whole planets and the stars around them instead of a few islands and a couple of caves
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Old 2006.08.31   #2
Marinealver
 
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Re: Starside ch3 (Ship interrior and crew)

Decks
AKA floors, Auxiliary ships will have 2 Decks, Capital Ships will have 3 Decks.
Stations
These are certain control objects across the ship that players can access too. Notes Stations with ** are hack points which borders need to hack in order to take control of the ship. Once a hack has been place a time limit is set for the remaining hack points to be taken over. Only the hacked room no longer functions without an advance hacked. The rest of the ship can function as normal. Each station hacked adds time to the limit. After all stations have been hacked the ship affiliation changes over to the boarding empire. If they cannot hack the stations before the time limit all hacks are reset.

Crew
The Crew is basically anyone on board however there are certain vital positions that will need teamwork. So a squad or platoon can register as the officers. The officers consist of 3 squads.

The Bridge Officers
The Bridge Officers is the Primary Squad of a registered Ship. This consists of the Commander and his squad. When someone who is not a member of the Bridge Officers mans a Bridge station (BO) they are now considered a member of the bridge officers for all chat and organization messages. That member when using the squad messages will receive and send messages to the bridge officers. However he will only receive messages from his squad. Once he leaves his station he is no longer a bridge officer and is now a member of his old squad.

The Engineering Officers
The secondary squad of the registered bridge crew is the Engineering Officers. Like the bridge officers they have engineering stations (EO) that other crew can access and become part of the engineering officers.

The Security Officers
The tertiary squad of a registered crew of a ship is the security officers. Instead of the bridge or weapons room this group of officers has weapons sensor and communication stations all labeled as security stations (SO)

Bridge
Everyone this is the nerve center of the ship. Here is where the ship is controlled from. It also contains 2 hack points before boarders can take over the ship. The bridge is about halfway between the amidships and the bow.

(BO)Command Station**
At this station the Commander can register the ship, Declare conditions, such as battle stations or abandon ship. If the commander leaves or resigns there is a 5 minute period for a new commander to presume command. If command has not been resume the ships computer will automatically select the most qualified person; starting with Command Rank, then to narrow it down Battle Rank, and if needed further time character has been active, then time online. That selected person as the ability to accept command of the ship, or decline sending it to the next qualified person. If no one is qualified such as lacking Starship Certification for capital starships, then the ship will automatically recall to the nearest friendly docking station.
(BO)Helms/Pilot**
Being the second point in the bridge needed to hack to gain control of a ship. This is also the steering wheel of the ship. Those with the appropriate certificate can pilot ships to cut down on people hogging it. Plus the commander has the option to kick anyone from a station if needed.
(BO)Operations Control/Matrix Panel
This station is connected to the Interlink Station. Every ship has an interlink station as it is necessary for broadcasting messages controlling and receiving information from probes.
(BO)Scanning Relay/Darklight Amplifier
This is a station connected to the Scanning Station. This station sends sensor (radar) relays to the bridge. Also connected to this station is a Darklight Amplifier. All ships have a darklight amplifier however not all weapons can see cloaked items, so it serves more like a warning device.
(BO)Engine Control/Equipment Terminal
This is connected to Engineering. This station can control power to systems.
Observation Deck
The Observation Deck or “Glass Room” Is directly above the bridge. It acts as the window of the ship. Because the Bridge is too valuable to be exposed like that the observation deck provides the commander and other crewmembers a view to the battlefield.
(BO)Viewing Station/Sensor Relay
This station provides sensor information and places a HUD on the windows for the commander to see.
Map Station
This Station provides navigational data to the observation deck. It has Maps of all systems and planetoids.
Probe Launcher
This is used to launch the various probes needed for navigation, reconnaissance, surveillance, and defense of the ship. Scout-ships and Corvettes have special launchers that can deploy weapons type probes such as mines, lazer probes and OS probes. more information to follow. Probes will be discused in future chapters.
Navigation Deck
The overall Map Room provides navigational data to the commander. It is usually located behind the bridge.
(BO)Map Station
This Station provides navigational data to the observation deck. It has Maps of all systems and planetoids.
Network Terminals
Allows connection with SOE website and forum to discuss plans and strategies across the planetside galaxy
Auxiliary Control (Capital Ships only)
This is a backup for the bridge on certain. Because of this it separate from the Bridge and Observation deck. This has all the same stations of the Bridge minus the observation deck above. Unlike the main bridge Auxiliary Control only has 1 Hack point, the Command Station. The Helm/Pilot station in Auxiliary control does not count as a hacking point. All other stations do count as Bridge Officer Stations.

Quarters
This is the spawn room for the ship similar to most planetside facilities containing the Matrix panels and lockers except, it doesn’t contain equipment terminals.
Respawn Tubes
These are the tube all crew reconstructs to. There are 4 tubes in this room
Matrix Panel
This is the panel the crew binds to. After a system jump all members not at an Officer Station (Bridge, Engineering, Security) will reconstruct here.
Lockers
These are lockers are exactly the same as the planetside facilities. However since quarters do not have equipment terminals their importance on ships is a little more vital than the land based ones.
Medical Terminal
This is the same as the medical terminal on planetside facilities.
Medical Bay(Capital Ships Only)
Most ships have a medical bay but not all (Patrol ships for example) This is similar to the med lab in bio-laboratories.
Matrix Panel
All medical bays have a matrix panel to bind to.
Implant Terminal
Medical bays has 1 Implant Terminal
Advance Medical Terminal
Medical Bays have an Advance Medical Terminal just like the ones located in bio-labs
Certification Terminal
Medical Bays has two certification terminals.
__________________
battle is only a prayer...
...BETTER START PRAYING!!!

if Everquest can have Everquest 2
then Planetside should have Planetside 2
fight for whole planets and the stars around them instead of a few islands and a couple of caves
Marinealver is offline   Reply With Quote
Old 2006.08.31   #3
Marinealver
 
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Re: Starside ch3 (Ship interrior and crew)

Engineering
If the Bridge is the nerve center then Engineering is that hart of the starship. This contains the engines, generator, hyper-drives, and other systems of the ship.
(EO)Damage Control/Matrix Panel**
All ships have an auto repair feature just like facilities. This can set the preference order in which systems of the ship is auto-repaired. For example if you set Engines as the top priority it will repair the engines to 75% before returning to other systems.
(EO)Power Control/NTU Tank
This controls power to all systems and stations in the ship. This provides a control over the ships weapons and systems as they will not operate till power is supplied. This is also attached to the NTU tubes. If damaged ship could loose power.
(EO)Shield Control
Monitors and displays the status of the ships shields and AMPods. Can also manually set the shields to re-modulate to fill holes from damaged AMPods. AMPods work like the following. Say each AMPod gives 30 HP to shields. So 3 AMPods on the side of the ship will look like this.
30-30-30
Say one gets destroyed leaving a hole now you got an exposed area that is unprotected from the shields.
30-XX-30
Re-modulating the shields will take 10 points from nearby to fill the hole.
18-18-18
Notice 2 points lost to re-modulation which is the drawback to that system.
Equipment Terminals
Basically used to grab Weapons Armor, ammo (including vehicle and starship ammo)
Lockers
Same as standard lockers
Hyper-drive Room
For ships to travel from one system to another they need to make high energy jumps from server (ahem) system to system.
(EO)Power Council/Hyper Drive**
Monitors the power and ping to next jump system also is used to manually turn on or off the ships hyper-drive instead of remotely from Engineering or the Bridge
Lockers
Same as standard lockers.
Generator Room
Like the generator room in a facility however damage to this generator may cause it to overload (explode) taking the rest of the ship with it.
(EO)Power Council/Generator**
Emergency shut off for the generator to prevent overloading if the ship begins to take too much damage. Life-support systems, lockers, respawn tubes, and weapon turrets are presumed to have their own backup power incase of generator failure. HART shuttles run separately from their own power however navigation systems would be disables so they could only emergency drop from the ship.
Lockers
Same as standard lockers
Engine Room
This holds the ships main propulsion system. Damage to this system can make the ship stall dead in the water or pulled towards a nearby gravity well to its doom.
(EO)Power Council/Thrusters**
Manual shutoff switch incase of overload which would cause server damage. Not as much as a Generator Overload. Even worse for ships in the atmosphere of planetoids as they would get pulled down by gravity and crash.
Lockers
Same as standard lockers
Interlink Station
The communication center in a ship Damage to this will result in a breakdown between ship to ship or ship to planet communications.
(SO)Comms Relay**
This monitors all broadcast messages across planets and ships. (Advance Interlink Stations on Corvettes and Scout-ships can even monitor enemy broadcasts)
Probe Relay
Monitors all information coming from probes.
Network Terminals
Allows conection with SOE website and forum to discuss plans and strategies across the planetside galaxy
Scanning Station
Eyes and ears of the station, damage to this can cause radar malfunctions
(SO)Sensor Relay
The standard big radar screen that can display information even in 3d
Darklight Amplifier
Every starship has a Darklight Amplifier, once activated it displays a darklight radar picture to anyone using a darklight implant to detect cloaked probes or scout-ships.
Armory
The store room(s) for the ship, these are located nearby the ships quarters. This is what holds the equipment terminals apart from the bridge and engineering
Equipment Terminals
These are the main equipment terminals for the ship. There are 4 located here.
Lockers
Standard Lockers, these are probably the ones closest to equipment terminals
Weapons Bay
In the last chapter you saw many weapon turrets close to each other. The room they are located in is called the weapons bay. The weapons bay will take the name of the largest weapon available there and the location of the ship. For example a weapons bay on a drop-ship (since they have nothing heavier than a defense turrets) towards the front on the left side would be the called the port bow defense bay. The Battlecrusier’s heavy turret facing the front would be the Forward Heavy Weapons Bay.
Ammo Bin
This is like a large independent locker used for storing spare ammo for starships weapons in case ammo from equipment terminal becomes scarce. It is also a secure place to store ammo when preparing for a jump.
(SO)Heavy turret Access Hatch/Trunk
This is the access point for the Heavy Turret, there is also a trunk hatch where ammo can be loaded into just like a vehicle’s trunk.
(SO)Medium Turret Access Hatch/Trunk
This is the access point for the Medium Turret, there is also a trunk hatch where ammo can be loaded into just like a vehicle’s trunk
(SO)Light Turret Access Hatch/Trunk
This is the access point for the Light Turret, there is also a trunk hatch where ammo can be loaded into just like a vehicle’s trunk
Defense Turret Access Hatch/Trunk
This is the access point for the Defense Turret Turret, there is also a trunk hatch where ammo can be loaded into just like a vehicle’s trunk
Torpedo Bay
Torpedoes are the heaviest anti-ship weapons available. Unlike turrets torpedo bays will cease to function if power is lost.
Ammo Bin
Torpedoes are twice the size of standard weapons crates used for vehicles and other starship weapons. So storage and handling of the munitions are very important thing to consider.
(SO)Torpedo Sight Station
The torpedo bay has only one gunner that controls the torpedoes. This is the access for the gunner.
Torpedo Tube
Due to a torpedo’s large size this acts as the trunk for the torpedo and each tube can only hold one torpedo. As long as one tube is loaded the gunner can fire torpedoes from any of the tubes.
__________________
battle is only a prayer...
...BETTER START PRAYING!!!

if Everquest can have Everquest 2
then Planetside should have Planetside 2
fight for whole planets and the stars around them instead of a few islands and a couple of caves
Marinealver is offline   Reply With Quote
Old 2006.08.31   #4
Marinealver
 
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Re: Starside ch3 (Ship interrior and crew)

Shuttle Bay (Capital Ships only)
Capital ships cannot land on planets to disembark troops. Instead they have shuttle bays that have a HART shuttle to drop troops onto the planet. This is also where vehicles can be loaded on to galaxies and lodestars.
Air Repair/Rearm Pad
There are 4 pads all on the floor of the shuttle bay. This is where vehicles can be loaded on or off from and air vehicles can be rearmed and repaired.
Ground Vehicle Terminal
Ground vehicles can be made from here then loaded onto shuttles for transport. Note that Battle-cruisers can make advanced vehicles that would require a technology plant.
Ground Repair/Rearm Station
Same as the repair and rearm station used on planetside bases
HART/Runabout Terminal
The HART shuttle is used to transport troops from the ship and drop them on the planet via drop pods. Once a ship get close enough to a planet the HART shuttle will be available, as it gets closer more cotenants will become available for the HART. Carriers have special shuttles called Runabouts that can transport any troop or vehicle to any friendly shuttle-bay or HART station in the same system.
NTU Silo
Just like Bases need NTUs starships will need NTUs or some fuel source. Auxiliary ships which can land on planets have their NTU silos on the outside of the hull. For Capital Starships the NTU Silo is located on the shuttle bay where a charged ANT can disembark from a Galaxy or Loadstar and refill the NTUs from there.
Launch Bay (Capital Ships only)
This is where air/space craft are made.
Air Vehicle Terminal
Destroyers can only make fighter type aircraft, (Misquotes and Wasps) Battle-cruisers can make advanced air vehicles (Reavers, liberators) as well as light ones. Carriers can make any air vehicle.
Air Repair/Rearm Pad
Starships have a repair and rearm pad similar to drop-ship centers.
Corridors
Corridors are the simple hallways that connect the decks and rooms together.
AMPod
AMPods are scattered all along the outside of the ship for shield protection. As shields begin to absorb damage pods begin to overload changing color from green to yellow to orange to red. Blue indicates that shilds are turned off; black are damaged/destroyed AMPods, Red ones are close to critically overload resulting in a plasma explosion engulfing the area. Overloading can be slightly curved by feeding the pod NTU via Nano Dispenser. AMPods though the produce a powerful force-field are relatively fragile. A shield penetrating hit can damage an ampod and knocking it offline. Or they can be destroyed from taking fire from within.
Air-Lock Routers
These can be used by nearby ships and air-vehicles to embark or disembark personnel inside the ship. When an Auxiliary ship lands on the surface these become doors used by infantry to embark or disembark the ship.
__________________
battle is only a prayer...
...BETTER START PRAYING!!!

if Everquest can have Everquest 2
then Planetside should have Planetside 2
fight for whole planets and the stars around them instead of a few islands and a couple of caves
Marinealver is offline   Reply With Quote
Old 2006.08.31   #5
Marinealver
 
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Re: Starside ch3 (Ship interrior and crew)

These dang chapters get biger and biger, Ok I still have to do some paint images on the weapon systems for the last chapter. later I may try and add a interior map for a small Patrol ship compleet with weapon placements lockers and equipment terminals. Till then I apreciate your comments or questions.

Next Chapter I plan on working on the whole systems and space and how it will fit in with the planetside enviorments, to clarify I don't intend of space battle dominatine ground combat but work hand in hand with it. After all you cant control a system if you cant control its resources, adn you cant control its resources if you cant control the planets ; )
__________________
battle is only a prayer...
...BETTER START PRAYING!!!

if Everquest can have Everquest 2
then Planetside should have Planetside 2
fight for whole planets and the stars around them instead of a few islands and a couple of caves
Marinealver is offline   Reply With Quote
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