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Official Feedback for Katarn Dragonbourne's RP - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Stories and Biographies (https://discoverygc.com/forums/forumdisplay.php?fid=56) +---- Forum: RP Stories Feedback Forum (https://discoverygc.com/forums/forumdisplay.php?fid=29) +---- Thread: Official Feedback for Katarn Dragonbourne's RP (/showthread.php?tid=40503) |
Official Feedback for Katarn Dragonbourne's RP - Mr.Fabulous - 05-23-2010 Katarn Dragonbourne was initially designed to be my POWERTRADER (and no... I'm not kidding). But somewhere along the line I played with him a bit... So this time, I've even made him become another RP character. Please give me your opinions about him, especially for those that have met him already:P. Thanks! His ship: ITS-Orocin, a Prison Liner outfitted with a super-advanced "AI" His personal stories: chapter 1: Return ye Yonder, Veteran chapter 2: Returning the Black Sheep chapter 3: A Dreamer Awakens He also frequents watering holes! He makes occassional appearances in: 1.) Barrier Gate 2.) Rochester 3.) Battleship Hood 4.) Gas Miner Naha His tales and adventures: First Contact Official Feedback for Katarn Dragonbourne's RP - Mr.Fabulous - 06-04-2010 This post will be dedicated to the ITS-Orocin's different Internal Bays, and their respective cargo contents. This post is still under development.:P General Description (//when you /showinfo the ship in-game): Quote:The reason why the "Independent Trader Ship" Orocin is a "Freelancer" Liner is due to the ship's past being entirely shrouded in mystery: no written records of its construction exist, nor does it have any of the Houses' distinct influences in its design. There are three main component-sections of the Orocin, each with their respective bays:
Notes: usually, 1 Unit = 1 Metric Tonne/Crate, but large commodities like Ship Hull Panels and Military Vehicles are an exception, and instead show their real numbers. --------------------------------------------------
:General Quarters Bay:
[GQB] ![]() Details: The General Quarters Bay is located on Bow-Deck-1, the bottom-most deck on the bow-side of the Prison Liner, adjacent to the Hangar Bay and right below the GenE Bay. There are 2 corridors that run parallel to each other, separated by a thick wall; the corridors contains 50 rooms on both sides each where 2 people can live in relative comfort, with a total of 200 rooms capable of carrying 400 people. Each room has a two-person bunkbed, a tiny washroom, a built-in wardrobe and a large built-in touchscreen that acts as the Neural-Net Interface Panel for personal use or inter-ship communication purposes, or as a mirror when not utilised; the rooms adjacent to the external hull of the ship have transparent windows for viewing the outside, while the inner rooms, to compensate for this, instead have a massive panel that acts as an artificial window, portraying the exact same image of the opposite room's window.
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:General and Emergency Supplies Bay:
[GESB] :Slang - GenE (pronounced Jenny): ![]() Details: The GenE, located on on Bow-Deck-2 that's in-between the Residential Bay and Agriculture and Recreational Bay, and in front of the Hangar Bay, is basically a large warehouse that houses all of the basic (and essential) life support commodities like emergency food rations, water and oxygen. The bay also serves as the Medical Station of the ship, where pharmaceuticals are stored, and the injured or sick, serious or otherwise, are treated. --------------------------------------------------
:Agriculture and Recreational Bay:
[ARB] :Slang - The Park: ![]() Details: On Bow-Deck-3, the level that's the topmost on the bow, it serves two functions in one really-large hall: a farming unit and a place for its passengers to unwind. The walls of the hall are covered in various aeroponically-grown flora, the layout designed to resemble a 'park', hence the name. Not only do they offer visitors a good atmosphere to relax, they also provide fresh food for the residents to enjoy. The layout of the center of the hall depends on the occasion: it could either be an open plaza or several isolated rooms because the place comes equipped with walls tucked in the floor that slowly rise up when activated. There is also a small storage area at the very front of the hall where luxury goods and other entertainment products are kept, and then taken out when needed.
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:Security and Armory Station:
[SAS] :Slang - SAS (pronounced Sass): ![]() Details: Located on the Axis-Deck-1, which is the bottom-section of the Axis-component, there are two parts in this Bay: the Garage, which contains the vehicles stored on the ready, with the armory lockers attached on the walls; and in the middle of the hall, elevated high above the floor, is the Main Security Room that controls the entire ship's internal Turret Array, Camera Array, etc. This single room is quite fortified, and the only way to get into it is through an elevator or an emergency ladder. The Brig is also located below, which are the 'rings' on the ship. There is only one elevator which has a protective blast-door that leads to a corridor below which connects to these different prison cell rings. It's ill-advised to try to do any form of firefight in these rings, for they are thin-walled and are designed to be expendable (the Main Security Room can decide to unlatch one of these rings with the push of a button).
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:Research Bay:
[RB] ![]() Details: The windowless-hump located directly behind the clearly-distinguishable Bridge on Axis-Deck-2, the Research bay used to be the most advanced laboratory complex of its time, where various experiments and intensive, small-scale studies could be conducted. However, the Orocin is an old ship, and therefore the lab is currently backwater by a century; the worst part of it is that most of the equipment on-board the vessel is permanently-installed into the ship, and is therefore near-impossible to update. Nevertheless, the Research Bay equipment is quite reliable, consistent and sturdy, and so for those that know what they need to do the lab could still do wonders for the aspiring scientist. --------------------------------------------------
:Manufacturing Bay:
[MB] ![]() Details: Where the Axis-component section stops, the Stern-component starts, and where the Manufacturing Bay is situated. Located directly in front of the Engineering Bay, basically it's a factory where various raw materials are gathered up and manufactured into equipment and parts for the ship to use. In detail, it's as its name says, capable of manufacturing almost everything, ranging from basic consumer goods and optronics, to more complex things like gadgets, weapons, even whole vehicles and their individual parts. Unlike much of the ship, the Manufacturing Bay has good updatability, and it currently employs one of the most advanced miniaturized mobile assembly lines in Sirius. Combined with the MaP-Room, it's capable of on-site alloy and raw materials fabrication. The only limitation this Bay has is its restrictive space: there's only so much a single bay could allow. --------------------------------------------------
:Engineering Bay:
[EB] ![]() Details: The Engineering Bay is at the very back of the Stern-component of the ship, second only to the main engine, and with the MaP-Room directly above the Bay. The component-mark that notes the boundary between the Engineering Bay and the Manufacturing Bay are the two Heat-Exhausts on both sides, where the intense heat generated from both bays are dissipated into space. The Bay is generally hot and bound with some radiation due to the Plutonium-base Fuel the Power Core uses. Although the place isn't too cramped and claustrophobic, it's still a very uncomfortable place, where Engineering Drones are more preferred to keep the place running.
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:Materials Processing Bay:
[MPB] :Slang - MaP-Room: ![]() Details: Directly above the Engineering Bay on the Stern-component, the MaP-Room is the smallest room of the ship. It's very distinguishable from the outside since it's the place where the Transport Mining Turret is situated above the roof for easy access to harvest minerals. Although small, and thus is far lower yielding in its processing capabilities than a full-blown hegemon, the MaP-Room is quite remarkable in its operations, and allows for the slow gathering of ore minerals to be harvested, processed, and purified (and in the case of Scrap Metal, smelted) into their constituent elements for raw materials to be brought over to the Manufacturing Bay to create goods, or transported to the other sections of the ship for other uses. -------------------------------------------------- Commodities not identifiable with conventional scans (but are still there), and the reasons why:
Official Feedback for Katarn Dragonbourne's RP - Huhuh - 06-10-2010 What about the nuclear devices? I would have thought they would have been damn hard to come by, even for a collector. Love the story btw (probably because I'm in it). |