Ship Upgrading.   Posted by Arbiter.Group: 0
Arbiter
 GM, 1245 posts
 The whispering winds
 of Fate...
Thu 1 Mar 2012
at 22:02
Ship Upgrading
Okay, opening a discussion thread so we can all talk about what should be done with the ships.

A'den has claimed the Gamma (and will shoot anyone in the face that tries to challenge his ownership of it).

Roice, of course, owns the Tracker.

The 720 (which could use a name) is sort of community property right now.

I only have one real concrete modification that will happen: Two of the Gamma's turbolasers will be removed and rebuilt into a new turret for the 720.

It'll look almost comically intimidating, but because the 720 can't provide the power the Gamma does, the guns won't do as much damage.

This will bring the Gamma down to quasi-legal weapons status (although it's still ridiculously overpowered) and give the poor turtle some fangs.

As for the rest, that's what we need to discuss.
Garret Haskel
 player, 651 posts
Thu 1 Mar 2012
at 22:13
Re: Ship Upgrading
Both freighters should have their turrets upgraded to have full 360 degree rotation for sure. One also should be fitted with a fully functional medical room.
Arbiter
 GM, 1246 posts
 The whispering winds
 of Fate...
Thu 1 Mar 2012
at 22:16
Re: Ship Upgrading
A note about Doc's repair yard:

The Corporate Sector is where old ships come to die.  Which is ironic since Kuat has significant manufacturing facilities in the Sector.  But, anyway.

Farana is on the outskirts of the Corporate Sector and the Ocsinnin, being an adventurous race of explorers, tend to pick up ships from the CS and then run them into the ground.  That being the case, there are large numbers of spare parts from junked ships that can be used to upgrade the YV-100 and the Ghtroc 720.

Doc can scrounge a lot of parts from junkyards, so the freighters are in good hands.

However, the Gamma is shiny new military tech.  Also, Telgorn--the company that makes them for the Empire--isn't based in the CS, so parts for it aren't going to be as easy to come by.

Doc's a wizard, but even he greatest wizard needs components for his spells. ;)
Keep that in mind when discussing possible upgrade options.
Metzz
 player, 7 posts
 Verpine Engineer
 and best Tech in the CSA
Thu 1 Mar 2012
at 22:24
Re: Ship Upgrading
Can I contribute to this discussion?

I know I'm not there, none of you know or trust me, but we should be rectifying that soon ;oD
Garret Haskel
 player, 652 posts
Thu 1 Mar 2012
at 22:27
Re: Ship Upgrading
this is OOC, so I don't see why not.

Are you ok with someone stealing your ideas in game?
Arbiter
 GM, 1247 posts
 The whispering winds
 of Fate...
Thu 1 Mar 2012
at 22:34
Re: Ship Upgrading
Metzz:
Can I contribute to this discussion?

I know I'm not there, none of you know or trust me, but we should be rectifying that soon ;oD

You'll be introduced in-game soon enough, so feel free to contribute. ;)
Metzz
 player, 8 posts
 Verpine Engineer
 and best Tech in the CSA
Thu 1 Mar 2012
at 22:52
Re: Ship Upgrading
An Imperial Assault shuttle is just too hot to handle.

I'd recommend stripping it down to nothing and use whatever we need.  Offer Doc what we don't want in exchange for his services.

We could upgrade and modify the Tracker and the 720 extensively.  Given a month to ourselves in a safe workshop,
spares and resources, we could achieve almost anything.

<Reads through Minos Cluster Ship Mods...>
Arbiter
 GM, 1248 posts
 The whispering winds
 of Fate...
Thu 1 Mar 2012
at 23:32
Re: Ship Upgrading
Did I mention the part where A'den will shoot anyone in the face that tries to take his Precious away? ;)

Besides, you can't strip it for parts, it's the only functional ship you guys have and you're going to need transportation while the other two are still being worked on.

In fact, I said as much in the time-skip post. :P
Roice Delfinn
 player, 534 posts
Fri 2 Mar 2012
at 03:24
Re: Ship Upgrading
I wonder if we could strip off some of its outer hull, some of the cosmetic bits, like the Rebels did with the dreadnoughts/frigates.  Beefing up the shield output could counter what's missing, but they've already got good shields.  That coupled with a good fake transponder and some other basic external modding (like rearranging the weapon embankments which I think is planned anyway) might mask its appearance enough to not come right off as a Gamma Class.
Arbiter
 GM, 1249 posts
 The whispering winds
 of Fate...
Fri 2 Mar 2012
at 04:44
Re: Ship Upgrading
It's not really possible to make the Gamma look like anything other than a Gamma.  It's too distinct a ship design to really be anything but...

You'd be better off trying to find a way to make it look like A'den is the legitimate owner of the ship.

(I'd start by washing the blood stains out of the cockpit...)
Arbiter
 GM, 1251 posts
 The whispering winds
 of Fate...
Sat 3 Mar 2012
at 22:23
Re: Ship Upgrading
You might also want to consider some medical facilities of some sort.  There's a ton of empty space in the Tracker for adding an extra room or two, and a sickbay would be a good addition.

The philosophy behind the original design of the Tracker:
Burress Veran was a lone pilot who didn't do much passenger hauling and rarely required a steady crew.  He optimized his ship for his own personal comfort (the captain's cabin is sweeeet) and loading in as much cargo as possible.

Given that he was hauling lots of illegal stuff for Splynn, it was in his best interest to keep nosy people away from his ship.

The philosophy behind the 720:
You don't know much about the original owners (McReedy and Klanz), but they were obviously mineral prospectors.  The equipment on the ship coupled with the enhanced geo-sensors on both the freighter and the Aethersprite fighter show that they spent the bulk of their time scouting planets and asteroids for mineral and metal deposits.

As such, the 720 is actually a more comfortable ship to live in (once it's been cleaned up and no longer smells like a gym locker).  There are several cabins with much more room than the "fold-down cot and a spacer's trunk" rooms on the Tracker.  If its systems are upgraded, it'll be a pretty good ship.  Not as big or tough as the Tracker, but definitely nothing too shabby to tramp around the galaxy in.
Agial'ili
 player, 489 posts
 Blue and a Tech Wiz
Sat 3 Mar 2012
at 23:22
Re: Ship Upgrading
My suggestion: Less sweetness for the Captains hut, more sweetness for the crews quarter.
Bulyip
 player, 100 posts
 Fear the Bulyip!
Sun 4 Mar 2012
at 22:23
Re: Ship Upgrading
I think the only thing Bulyip might be looking for is an Aleena Throne room, possibly a food storage room would be his first priority though.
Gurlack
 player, 2 posts
 Yes, hello, this is
 Gurlack. I am on the comm
Sun 4 Mar 2012
at 22:31
Re: Ship Upgrading
I suggest we get a big honkin' turbolaser.
Harry Selous
 player, 493 posts
 Killer of beasts
 sentients not excluded
Mon 5 Mar 2012
at 03:39
Re: Ship Upgrading
A room for Chomper that no one ever has to go in to.
Arbiter
 GM, 1264 posts
 The whispering winds
 of Fate...
Mon 5 Mar 2012
at 03:47
Re: Ship Upgrading
With a litter box and a heavily-armored droid whose only job is to scoop Chomper's unmentionables? ;)

A room for the Sandslasher (who's coming up on full grown now) would be a good idea.
Arbiter
 GM, 1290 posts
 The whispering winds
 of Fate...
Fri 9 Mar 2012
at 23:26
Re: Ship Upgrading
Okay here are my proposed changes for the two freighters:

Sun Tracker
This ship is already fairly well tweaked, system-wise.  But there are a couple of things:

1) An actual navicomp, freeing up Q7 for other tasks.
2) Additional rooms: Medbay
                     Kennel
                     Vehicle Bay (less of a room, and more of a designated spot
                       on the floor with hookups to recharge the vehicles off
                       the Tracker's power system)
3) Twin turrets: A second, ventral blaster cannon added, with both turrets
        given full 360-degree rotation (Mr. Haskel, you're welcome)

720
This poor old thing needs a ton of TLC.  And upgrades.  Lots of upgrades.

1) New engines, boosting the speed from Space 3 to Space 6 (still slower than
        the Tracker, but one heck of a step up for a space turtle)
2) New turret using two of the turbolasers off the Gamma (looks almost
        comically oversized, but definitely intimidating)
3) Improved maneuvering, hyperdrive, and shields
4) Power washing from stem to stern.

So, these are the things that will be done for the two ships (and are currently in-progress).  Now, what you guys need to decide is what else you'd like to see.
Metzz
 player, 15 posts
 Verpine Engineer
 and best Tech in the CSA
Fri 9 Mar 2012
at 23:51
Re: Ship Upgrading
How much damage was done to the Tracker by The Operative?
The Bridge was shot to bits and CBox took some damage too?

It might take me a while to fix than.
Arbiter
 GM, 1292 posts
 The whispering winds
 of Fate...
Sat 10 Mar 2012
at 00:01
Re: Ship Upgrading
Chatterbox is fine.  He's housed next to the computer core.  You'd have to pull the ship apart to get to him.

The bridge and internal comm systems were trashed.  Most of the work on the tracker has been rewiring all the controls and replacing the systems that were blasted.

Both droids are operational again (I just haven't had an opportunity to post for them) and Doc's got his own crew as well, so work has been ongoing, night and day.
Garret Haskel
 player, 668 posts
Sat 10 Mar 2012
at 00:03
Re: Ship Upgrading
I'm happy with the upgrades listed. Two questions:
1. Is there a money lane; area where the fields of fire of the two turrets overlap?
2. Can the ventral turret be controlled from the dorsal turret and/or bridge?
Arbiter
 GM, 1294 posts
 The whispering winds
 of Fate...
Sat 10 Mar 2012
at 00:09
Re: Ship Upgrading
The YV-100 is an awkward beast of a ship to coordinate fields of fire across.  Yes, there is a spot where the turrets can double-up, but it's fairly far behind the ship.  There are several places where the firing software will simply cut out the blasters, blindspots created by the forward bridge/habitation spar, and the two huge main thrusters.

The blaster cannons can be fired from the bridge, but not as effectively as when someone's in the turret.  As for linking the two turrets, that's probably a bit outside the purview of this particular ship rebuild.

Something to always keep in mind when we delve into the actual tech aspect of things: Star Wars is World War II in space.  It's not Star Trek, where everything's all super-tech computer science-y.  Except for the fact that ships are in space and can go faster than the speed of light, they're governed mainly by the same rules one would expect to find in WWII-era bombers or battleships.

Ridiculous, yes, but that's the genre and I'm sticking to it. ;)
Metzz
 player, 16 posts
 Verpine Engineer
 and best Tech in the CSA
Sat 10 Mar 2012
at 00:15
Re: Ship Upgrading
I think I've worked out a way to deactivate the kill switch on the Tracker.  Unfortunately it can't be removed easily.
Garret Haskel
 player, 670 posts
Sat 10 Mar 2012
at 10:32
Re: Ship Upgrading
Now that we have control of the kill switch, I say leave it in.

It would make any ship thieves have a hilariously short escape (just long enough to let them think they succeeded).
Arbiter
 GM, 1296 posts
 The whispering winds
 of Fate...
Sat 10 Mar 2012
at 18:29
Re: Ship Upgrading
The plan Aggie and the droids had been working on involved sending a counter-frequency pulse to mask out the signal emitted by Bola's magic box.  Chatterbox just hadn't been able to crack the proper counter-freq by the time it became an issue.

He does have the ability to send the pulse himself now.  So, the ship can be shut down with a simple call on the comm.  Of course, Chatterbox is also shut down, which makes restarting a bit more of a troublesome task.

It would honestly be easier to get a new ship without a slave circuit than it would be to try and rewire the Tracker.  Like it or not, it's here to stay.  Consider it the ship's Achille's heel.
Arbiter
 GM, 1311 posts
 The whispering winds
 of Fate...
Mon 12 Mar 2012
at 21:12
Re: Ship Upgrading
The Gamma is a hollow shell right now.  About the only bit of work beyond repairs that was completed was the stripping of the rows and rows of seats and foot lockers.

(Doc was able to repurpose that stuff for another client, which paid for the repairs to the Gamma)

The removal of the rear turbolasers allowed for redistribution of the power network so that the shields are full-strength in every arc instead of just the front arc.

There are minimal accommodations on board.  There's a habitation pod in the back of the ship with a couple of bunks and a 'fresher.  It's not a ship designed for carrying large numbers of people (large numbers being anything more than 2) in comfort for any great length of time.

This would've been something you'd all experienced more than once as you ran odd jobs in the Gamma.

Think Dale's RV in Walking Dead and you'll have a good idea of how sick everyone is of flying in the shuttle. ;)
Garret Haskel
 player, 852 posts
Sun 28 Apr 2013
at 13:41
Re: Ship Upgrading
Quick Question:

How much would it cost to upgrade the main reactor (more power), engines (speed, acceleration, maneuverability), shields, new hull, and new armor plating. Also upgrade to medical bay so that it contains all the functionality of a medical facility for Coruscanti elites (such as the Emperor).
Metzz
 player, 130 posts
 Verpine Engineer
 and best Tech in the CSA
Sun 28 Apr 2013
at 14:16
Re: Ship Upgrading
Oh boy... <Slaps forehead>

Unless you got $1o,ooo's of Credits and a month in dry dock, don't even think about it.
I wanted to sell the Ghtroc to pay for mods to the other ship, but there you go...
Garret Haskel
 player, 853 posts
Sun 28 Apr 2013
at 17:14
Re: Ship Upgrading
Until I get 10,000's of credits I'll dream about it then :)

The month in dry dock will be easy to get. I'll just crash on your bunk Metzz.
Bulyip
 player, 222 posts
 Fear the Bulyip!
Sun 28 Apr 2013
at 19:30
Re: Ship Upgrading
Garret Haskel:
The month in dry dock will be easy to get. I'll just crash on your bunk Metzz.

Was that interspecies flirting?
Garret Haskel
 player, 854 posts
Sun 28 Apr 2013
at 21:29
Re: Ship Upgrading
Nope. That was me evicting Metzz.
Harry Selous
 player, 660 posts
 Killer of beasts
 sentients not excluded
Sun 28 Apr 2013
at 23:12
Re: Ship Upgrading
Really? Cause it sounded like flirting.
Metzz
 player, 131 posts
 Verpine Engineer
 and best Tech in the CSA
Mon 29 Apr 2013
at 07:54
Re: Ship Upgrading
Eeeuuuuuuwwwwwww!!!!!!!!
Arbiter
 GM, 1980 posts
 The whispering winds
 of Fate...
Mon 29 Apr 2013
at 13:50
Re: Ship Upgrading
Haskel: hands off the bug, he's not into mammals.

Also, like Metzz said, you're talking about upgrades so extensive you'd almost be better off buying a better ship.

The Kaadu's a junker and she'll always be a junker.  But, she's a mining prospector ship, so she's a useful junker.

Plain and simple, though, the 720 will never be as fast or heavily armed as the Tracker.  She's smaller and has an old frame.  Also, the 720 isn't as configurable as a YT-series freighter.  There are just some things you can't do without violating the integrity of the hull.

And as far as upgrading the sickbay to the level of the personal medical suite of the Coruscanti elite?  Dream on, buddy. ;)

Not only would the equipment cost more than a new ship and have to be sourced from sellers that would create a very real and very traceable link straight back to you (you guys are being hunted by a bounty hunter and an Imperial nutjob, remember?), the ship's not built to accommodate something like, say, a bacta tank.  You have to access them from above, which means at least two decks.  Unless you want to try to haul critically-injured people through the service conduits above the medbay? ;)

Also, a lot of the medical supplies would be perishable, requiring constant restocking if/when they ran out or went bad.  A medical droid like a 2-1B or FX-series is a possibility (but, honestly, I'm full up for droid NPCs right now...), but even one of those is going to set you back 3-4,000 credits, easy.

But good questions.  This is definitely the place to ask stuff like that.  So, even if I dashed all your hopes and dreams, keep trying. :D

Related: I really am sorry about dragging my feet on posting the new ship stuff, guys.  I'm going to try to redo all the new stats and at least get some rough deckplans up by the weekend.
Garret Haskel
 player, 855 posts
Mon 29 Apr 2013
at 22:01
Re: Ship Upgrading
hmmm.....ok. Time to get a new(er) Kaadu then.

I'll add this to my wish list:

http://starwars.wikia.com/wiki...ter#cite_note-SotG-0

This message was last edited by the player at 22:19, Mon 29 Apr 2013.

Arbiter
 GM, 1985 posts
 The whispering winds
 of Fate...
Tue 30 Apr 2013
at 02:57
Re: Ship Upgrading
Just FYI, you can't legitimately sell the Kaadu (or the Jai'galar).  Chatterbox's forged registrations are good enough to prove ownership, but won't stand up to the resale process
Harry Selous
 player, 661 posts
 Killer of beasts
 sentients not excluded
Tue 30 Apr 2013
at 05:31
Re: Ship Upgrading
What about junking it and selling it in parts for scrap?
Arbiter
 GM, 1986 posts
 The whispering winds
 of Fate...
Tue 30 Apr 2013
at 12:20
Re: Ship Upgrading
That's cool.  As is finding more... creative ways to sell the whole ship.

Or, y'know, you could just love her for the cranky, wheezy old girl that she is...

But who am I to judge? ;)