By Jeff Anderson (Jga) on Sunday, March 21, 2021 - 02:38 pm: Edit |
Had an oddball thought this morning while musing on FRDs. While they have plenty of repair, what if they don't have the parts on hand that they need? If the repairs are being done at a Sector Base, that facility has on-board Fabrication, but what about other bases? I know there're a couple minor options (IIRC, there is a Fabrication Skid, but its capabilities are defined in text as limited, and of course there's always the option of shipping via Federation Express), but IMO, a FRD (or border BatS) needs more.
What I'm proposing is a simple Base Augmentation Module (which I'm tentatively suggesting be classifed as a Class-B) that consists of six boxes of Cargo and six boxes of Fabrication. IMO, it fills this often overlooked niche adequately and is not unreasonble.
By Ryan Opel (Ryan) on Sunday, March 21, 2021 - 02:51 pm: Edit |
The Fabrication boxes came into the game later. I'd assume that the C Hull boxes on the Base, Battle and Star bases, include the Fabrication boxes.
Same thing with the FRDs, the Fabrication shops are part of the Hull boxes.
By Jeff Anderson (Jga) on Sunday, March 21, 2021 - 03:45 pm: Edit |
Makes sense, Ryan.
Were it not for their presence on the Sector Base SSD, I'd never have brought up the subject.
By Tim Longacre (Timl) on Monday, March 22, 2021 - 12:31 am: Edit |
I think that a Fabrication Module and companion Fabrication Pod (found as part of the Small Manufacturing Freighter) , while "obvious variants" in nature, would be a great asset/addition to the game.
They could be justified, for example, by saying that they were easier to setup at colonies (on ComPlats for modules) or on MBs/ OBs for forward operations.
Just my 2 cents.
By Mike Grafton (Mike_Grafton) on Monday, March 22, 2021 - 06:29 pm: Edit |
So just replace cargo boxes with NWO and be done with it.
By Jeff Anderson (Jga) on Tuesday, March 23, 2021 - 01:48 pm: Edit |
Respectfully, Mike, NWO covers a LOT of items, is meant to be interchangeable, and while it can be used for what had been hazing in my cocoanut, I don't think it really works for it.
Having one on a commercial platform orbiting a young colony is something I hadn't thought of, Tim, and sounds like an excellent idea!
On the subject of augmentation modules on commercial platforms, there is another thought I had for a module; one to turn a commercial platform into a freighter equivalent of your classic neighborhood service station. This module consists of six cargo boxes, three hull, and two tractors. This module serves as the equivalent of an auxiliary oiler, but at a long-term fixed location. While it carries less fuel (deuterium?) than even a small oiler, it's meant to provide service for free traders more than anything else.
I picture the other module being a repair module, the facility having a salvage tug operating in conjunction with it, and it advertizing itself as "Floyd's Service Station" on subspace.
By Mike Grafton (Mike_Grafton) on Tuesday, March 23, 2021 - 02:23 pm: Edit |
My point is that from a SFB standpoint the various options all get hit on Cargo.
By Mike West (Mjwest) on Tuesday, March 23, 2021 - 05:43 pm: Edit |
I would think that the simple solution is to just use the existing repair module and civilian repair pods and have a rule that states that the repair boxes could be fabrication boxes or works boxes instead (all the same). Then the existing repair modules and civilian repair pods can be used without needing anything new.
By Jeff Anderson (Jga) on Wednesday, March 24, 2021 - 12:57 am: Edit |
For many players, yes, it'll work perfectly well. Other players might like the proposal for their games.
As I said before, were it not for the Sector Base opening up the idea, I'd never have brought it up.
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