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Post by Kage2020 on Mar 24, 2005 18:07:48 GMT -5
Incidentally, with regards to the above comments about relative ship production in the two sites... The altered premise of Anargo Secundus (required because of Proteus' SR; thankfully I was going to change the SR of Anargo Secundus and I haven't posted it yet so...) is that Proteus essentially dismantled the majority of its ship building/heavy facilities and shifted it to the Fleet HQ around Anargo Secundus. Or, alternatively, they grew in parallel. Thus Anargo Secundus becomes a Forgeworld in name but, after all, it primarily concentrates on the production of ship-based technologies. It still relies on the parent Proteus for a great number of 'things' and the nature of those 'things' is up for grabs.
With that said, what do members of the project - CELS and myself excluded - prefer in terms of this? The idea that Anargo Secundus is a 'ship building locus' is a given, part of the original set up. But what about the relative contribution of Proteus to ship production?
The original reason for having one 'shipyard' was to restrict the number of ships being built. One suggestion works for 10 'uber-ships' being worked on at one time, with a construction time of a century, means that a new ship could be churned out once every decade. Assume that half of this is taken up in repairs, and you've got a ship being churned out every two decades... Expanding this to Proteus could significantly increase this, although once again having Proteus concentrate on the 'smaller' ships might be an interesting possibility...
Kage
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Post by Dazo on Mar 25, 2005 3:50:44 GMT -5
Well then why not relegate proteus to repair and refit only and leave all new ship construction to Anargo secundus. Its not like proteus wouldn't have its hands full just with that.
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Post by Zholud on Mar 25, 2005 4:37:54 GMT -5
With that said, what do members of the project - CELS and myself excluded - prefer in terms of this? The idea that Anargo Secundus is a 'ship building locus' is a given, part of the original set up. But what about the relative contribution of Proteus to ship production? I guess we should separate repair, upgrade and de novo construction. I am convinced that routine repair is relatively easy and thus most sub-sectors have such yards. Meksum needs one because of massive sub-sector trade, Castellan due to clashes with Orks. Maybe Dorvasor and Sargassus may live without one… Upgrade shipyard allows notable modernisation of ships. During my readings on BFG ships, a lot of them where upgraded several times with new weapons, stripped of armour, etc. thus only skeleton with warp drives remains. Such yards needed in the fortress sub for sure. Construction of ships – limited to forge worlds only in creating warp drives. thus created skeletons later may be moved (by own drive) to other systems. My breakdown is (all 3 functions can be done by 1 yard): System/sub | Repair | Upgrade | de novo construction | Meksum | 4(for merchants mostly) | 1 or 0 | 0 | Anargo system | 2(after all its capital) | 0 | 0 | Anargo sub (incl. Forgeworld, exclude Anargo system) | 8 | 8 | 8 | Proteus system | 4 | 4 | 4 | Castellan sub | 3 | 1 | 0 |
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Post by Kage2020 on Mar 25, 2005 10:06:14 GMT -5
Please note that only systems with a mainworld UWP Starport of A my construct warp capable ships, ergo the problem in the first place. (E.g. both Anargo Secundus and Proteus have A-class starports.) Any world with a B-class starport my affect repairs of warp-capable ships but may not construct them. They can, however, construct significant sublight ships and possibly be used for shell construction of warp-capable ships for subsequent adeptus mechanicus-only integration. (This was, however, ruled out earlier on in the project I believe...)
Level and complexity of construction decreases to C-class and a starport merely becomes a place to lay up/dock below that.
What does this mean? From what I remember of the UWP and SRs that I've read through, even if it has been some time, there are more than enough places that can repair ships of the Imperium (Military, Merchant, Civil) without recourse to pulling numbers out of the air or changing things. Of course, the numbers that do need to be pulled out of the air are the number of ships and their displacement (read: 'size')...
As to the numbers... An interesting exercise. I don't agree with the relative proportions between Anargo and Proteus as is, i.e. with generalised 'ship' construction, and once again point to potential differences in Fleet requirements as an interesting solution.
Kage
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Post by Kage2020 on Mar 26, 2005 17:10:03 GMT -5
Another potential solution, perhaps running in parallel, is to have different types of production going on in the different systems... For example, the 'warp drive' production seems covered in Anargo Secundus, possibly moved there as a means of 'protecting' the older Forgeworld, which again began to specialise more in the production of... power generators? Weapon systems?
The potentials are there, it just takes a bit of "Yeah, I like that idea..." approaches.
Kage
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Post by Dazo on Mar 30, 2005 4:17:31 GMT -5
Well if thats the case it might work, as has been pointed out already the ratio of warships to transport/civil ships is high so any ship yard would have to cope with the demand for bot. And civil ships are just as vital as war ships, so if one world was dedicated to war ships it would mean the rate of production of the economic support ships would not have to be compromised. Maybe Anargo would be better at producing the small, less complex and faster to built civil ships and leave war ships to the old horse proteus.
It might explain why anargo is such a cross roads, what with all the civil ships for the sector being built there, if you want to trade you have to come to Anargo to get your ships.
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