Here’s what Zack’s post looks like without the personal attacks, the off-topic complaints about DRv3, and the quotes from the submission article:
Should shipyards appear out of thin air for new factions, and should shipyards be the only thing that can build shipyards?
Its way more interesting to have ships be built in batches, or to have rush-jobs be done to assemble one ship in an emergency than it is to enforce a one at a time rule. [This] is certainly going to be used by Frost to insist that distributed factories and product outsourcing can't be used to contribute to ship construction, or that if a factory on some planet somewhere is being used to make parts for a ship, it can only make parts for that ship for that period of build time.
Which the question then becomes is that 1+10+10 shipyards for a total of 21 per system? 1+10 since the huge starbase shipyards count against the total? Or is that just a flat 10 because the huge starbase doesn't count?
Firstly, Zack, no one’s saying that shipyards should “
appear out of thin air for new factions”; rather, the shipyard - be it located in space or on the ground - would’ve been constructed during a new faction’s pre-RP backstory and would’ve been what was used to construct any ships they started out with. The reason “
shipyards [are] the only thing that can build shipyards” is because constructing a ship/defense platform/space station/etc. is an extremely complicated task that requires specialized equipment to perform - just like in real life - and because it drastically reduces the potential for abuse and powergaming by making it harder to “shipyard rush” by starting out with, say, 10 construction ships.
Secondly, Zack, although you may find it “
way more interesting to have ships be built in batches, or to have rush-jobs be done to assemble one ship in an emergency,” I don’t, because the former leads to the situation I described in the original post - a situation where “
anyone with a single shipyard or a huge space station [can] simultaneously construct an infinite number of ships” - while the latter can easily be abused to circumvent the
building times, and you’re right: in my opinion, “
distributed factories and product outsourcing” should not “
be used to contribute to ship construction,” because things like that add what I feel is an unnecessary layer of complexity to what should be a relatively simple and headache-free process. The same goes for taking into account things like “
a factory on some planet somewhere [...] being used to make parts for a ship,” because, in all honesty, a system like that - although certainly realistic - seems to me like an extraneous set of rules that don’t add much of anything to one’s roleplaying experience.
Wes, in my humble opinion, sums it up quite nicely
here:
I feel like the last thing a statless, systemless RP like Star Army needs is more rules.
Lastly, the final part of your post is a great question, and one that I apologize for not answering in the submission itself. Here’s what I
meant to convey in the submission:
- Appropriately-equipped huge space stations may function as shipyards.
- Huge Space Stations that function as shipyards count towards the limit of 10 shipyards per controlled star system.
Edit: I updated the submission to match what I said in this post, and I’m pretty sure that Zack is referring to
this thread when he says that I “
objected [...] on the grounds that only shipyards can build shipyards” - though after re-reading said thread, I never said anything about shipyards being the only thing capable of building other shipyards, so maybe he’s referring to something else...?
Edit #2: To simplify things even further, I’ve edited this post and the submission to read that huge space stations may function as one shipyard instead of ten, and that huge space stations functioning as shipyards count towards the limit of ten shipyards per controlled star system. Aplogies for any confusion this causes... >.<