Transport Project

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Transport Project

Post  Guest on Wed Sep 02, 2009 7:25 am

Jedi Order donates 10,000 Credits.

Current Balance: 10,000 Credits

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Re: Transport Project

Post  leewatson1 on Wed Sep 02, 2009 7:25 am

Lee Watson donates:800 credits

New Balance:10,800
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Re: Transport Project

Post  D'afi Dook on Wed Sep 02, 2009 7:33 am

New Republic donates 10000 credits

Current balance 20,800.
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Re: Transport Project

Post  Guest on Wed Sep 02, 2009 7:37 am

well, we have moneys, now we need to build the following:

Starports on all Transport System planets

and we need a transport shiupyard so we can build the ship!

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Re: Transport Project

Post  Willice on Wed Sep 02, 2009 7:49 am

i prepose that one be on Couricant, and maby nar shadda, one on both sides of the rout, also, we should think about getting 2 ships, 1 that goes clock wise, and one that goes counder clockwise, on the same rout.
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Re: Transport Project

Post  Guest on Wed Sep 02, 2009 7:57 am

you know, i was thinking something similar. and why don't we have three shipyards, one on coruscant, nar shadaa and kuat or something, that way there is a shipyard for each faction and balance remains in the galaxy. um, what else, i had a thought but lost it, hold on....... ummmmmm........ oh never mind

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Re: Transport Project

Post  Willice on Wed Sep 02, 2009 8:44 am

maby we can have the factions run sub routs, withing there space, like from nar shadda, a smaller rout goes to major republic planets, and from couricant, a small rout goes to important order planets, and for the rebelion to. also, fares should be payed, i was thinking, about 100 coins per planet, what do you think Al Strider?
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Re: Transport Project

Post  Guest on Wed Sep 02, 2009 8:52 am

yeah, definitely need to py to use this. i think any profit made goes back into the people who put money into it in the first place.

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Re: Transport Project

Post  Willice on Wed Sep 02, 2009 10:19 am

or, we could use it to put away for future things like this that requires all factions, lie a natural disaster, or a project like this, as in new medical facilities that give players more health on a planet or something, all i know is i think that our next project should be hospitals.
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Re: Transport Project

Post  D'afi Dook on Wed Sep 02, 2009 7:13 pm

Yes, extra routes is a good idea that could possibly be used later on.

The transport shipyards at Yavin and Mon calamari are at your disposal.
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Re: Transport Project

Post  Darth Sythphilis on Wed Sep 02, 2009 11:11 pm

I will make and donate ships to the project if you include my planets in the route. And i have an idea. How about we make one transport that travels between clusters in every cluster (like one in the unknown regions to the inner core cluster) and one that travels between the planets in the unknown regions only?

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Re: Transport Project

Post  Guest on Wed Sep 02, 2009 11:11 pm

we can, but for now let's focus on the main one and then branch off over time

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Re: Transport Project

Post  Guest on Wed Sep 02, 2009 11:44 pm

Starting Credits: 20,800

Transport Shipyard
Benefits:
Builds any transport/escort class ships.
Hull: 400
Days to Build: 3
Cost: 2,100 Credits
Location Coruscant

Final Balance: 18,700 Credits

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Re: Transport Project

Post  leewatson1 on Thu Sep 03, 2009 12:01 am

i say the money of this should be split between the current investors and that 3 of us so the money should be split 3 ways
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Re: Transport Project

Post  Willice on Thu Sep 03, 2009 8:35 am

well, i think it should be split like this
50% to main universal rout
then split the ramaining with the 3 factions to develop there own smaller routs
(sorry i said 3 factions the thing, i will update it to 4 when al strider approves your faction)
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Re: Transport Project

Post  Scarface Martrepiut on Thu Sep 03, 2009 9:00 am

I, Sodo Po'Tre, Ruler of Wayland, donate 430 credits to this project, and grant it permission to travel to Wayland.
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Re: Transport Project

Post  Willice on Thu Sep 03, 2009 10:41 am

I think that with this project we can create a galactic counsle that discusses galactic problems, al strider and ta'u and john borrego can create a place that is not a planet, like somewere along a hyperspace rout were they can begin debating things, then in a post below other players can discuss there decisions, and that discusion can be taken into account at the next meeting.
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Re: Transport Project

Post  Guest on Thu Sep 03, 2009 11:42 am

the galactic comm would be good for that. and as i've said before, let's focus on the big one and then once the big one is complete, we can work on smaller ones

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Re: Transport Project

Post  Guest on Thu Sep 03, 2009 1:17 pm

Current Balance: 19,130 Credits

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Re: Transport Project

Post  Guest on Thu Sep 03, 2009 1:17 pm

if anyone is on one of the planets on the map that is on the route, please build a starport for the ferry. wayland is being taken care of by anng

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Re: Transport Project

Post  Scarface Martrepiut on Thu Sep 03, 2009 11:21 pm

i already built a starport on wayland.
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Re: Transport Project

Post  Guest on Fri Sep 04, 2009 12:20 am

this is a special one for the ferry

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Re: Transport Project

Post  Guest on Fri Sep 04, 2009 2:20 am

19,130

Starport
Benefits: Allows ships of Starfighter and Escort/Transport Class to land on planets.
Brings in an extra 150 Credits per week
Hull: 125
Days to Build: 1
Cost: 700 Credits
Location: Bastion

Final Balance: 18,430

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Re: Transport Project

Post  Willice on Fri Sep 04, 2009 12:04 pm

plans for ship i think would be suitible, fell free to edit my plan to make one more suitible

Speed
Class 0.5 Hyperdrive Engine
Days to Build: 8
Fits: Escorts/Transports
Speed: 8
Cost: 500 Credits

AXL I Upgrade
Class: All Space Craft
Upgrade: Upgrades hyperdrive speed by 1 (if speed was originally 3, speed is now 4)
Limit: Once per ship
Days to Build: 1
Cost: 250 Credits


AXL II Upgrade
Class: All Space Craft
Upgrade: Upgrades hyperdrive by 2
Limit: Once per ship
Days to Build: 1
Cost: 325 Credits

HTU AI Upgrade
Class: Transport, Frigate, Capital Ship
Upgrade: Upgrades Hyperdrive by 4
Limit one per ship
Days to Build: 1
Cost: 400 Credits

Max speed:15

Structure
Heavy Transport Structure
Hull: 500
Class: Transport
Size: Carries 15 Passengers or 6 Light Vehicles or 7 Passengers and 3 Light Vehicles
Days to Build: 4
Cost: 500 Credits

Shields:
MK III Generator
Shield: 275
Class: Transport
Days to Build: 1
Cost: 75 Credits

Weapons:
0x-4x Heavy Turbolasers:
Targets:

* Capital Ships
Frigates
Class: Capital Ships. Frigates, Transports
Strength (per turn): 5
Days to Build: 1
Cost: 30 Credits

This is what the transport should be.
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Re: Transport Project

Post  Guest on Fri Sep 04, 2009 1:38 pm

scrap the gun and i say go for it

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Re: Transport Project

Post  Nuchiha on Fri Sep 04, 2009 1:56 pm

You can have multiple hyperdrive upgrades? And they stack?
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Re: Transport Project

Post  Scarface Martrepiut on Fri Sep 04, 2009 11:20 pm

i think its as long as you're building a custom ship.
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Re: Transport Project

Post  Guest on Fri Sep 04, 2009 11:49 pm

it's if it doesn't specify not able to use with other hyperdrive upgrades. for instance, the HTU II or somthing is incompatible with other hyperdrive upgrades. But you can upgrade any ship, take the Trijmph of Coruscant which now has a speed of like 14 because of multiple hyperdrive upgrades

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strport building

Post  aang2001 on Sat Sep 05, 2009 12:15 am

benefits:allows star fighter and escorts/transports to land on planet.
brings in 15o a week.

hull:125

time to build:1 day

credits:700

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withdrawl

Post  aang2001 on Sat Sep 05, 2009 12:20 am

with drawn to make star port on wayland:700

balance:17730 credits


Last edited by Al Strider on Sat Sep 05, 2009 12:26 am; edited 1 time in total (Reason for editing : correcting planet)

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