This is a completely rewritten suggestion, that originated from my Nomadic Revolution suggestion, which was a suggestion on the idea of adding Capital Ships or Motherships.
Please Note: None of this is final. I am willing to change ANY part of the suggestion, so long as it works and is received well with other people. If you don't like something, start a discussion here on it, and it can be changed.
Capital Ships are end-game mega ships for large factions that will be very expensive, but very powerful. Due to this, they require significant limiting to prevent them from becoming OP, which will be in the use of class-defining Capital Components, which provide massive boosts in their areas.
Capital Ships are designed with future updates in mind, that will make the obtaining of Capital Ships require significantly more skill, and prevent simple grinding. Updates such as the below will balance this out in that regard.
In order to make a ship classed as a Capital entity, one must go into the ship settings, similar to the thrust changing, and choose to upgrade to a Capital. There will be a minimum amount of resources (In capsules, mesh and composite) in order to upgrade, and attempting to upgrade will fail until the minimum is met.
All Capitals will require much more crew than standard ships, meaning designers will have to dedicate a large portion of the ship for the crews well being.
As stated previously, there will be multiple class defining Capital Components, which supplement the station components, as a Capital cannot straight up use a station part. The costs of these parts would be significantly greater than anything else in the game, I'll leave the exact numbers to the devs.
Overall, the purpose of a Capital is to provide an end-game mega-ship experience for larger factions, to allow for larger scale war/operations, and opening up new styles of gameplay, from mining fleets to siege fleets.
Motherships are a small factions (1-3 members) homebase, that allows for a Nomadic lifestyle by being a ship, and thus being mobile. It's able to use all of the current station parts, at base efficiency, and cannot use and/or is not limited to the Capital Modules, allowing players to build their home as they choose.
To acquire a Mothership, you must first have a Capital classed entity. Once this is done, on the Faction block, you will have the option to set the Capital as the homebase, this will turn the Capital into a Mothership.
Like a Capital, a Mothership can anchor or un-anchor, when un-anchored, the Mothership will be fully vulnerable, and all station systems will run at 95% efficiency. When anchored, the Mothership will be invulnerable, and all station systems will run at 105% efficiency, creating an incentive to anchor.
Overall, the purpose of a Mothership is to provide small factions with an edge over large factions, in the sense that they can avoid those that wish to destroy them, while providing the unique Nomadic experience for those who desire it.
Please Note: None of this is final. I am willing to change ANY part of the suggestion, so long as it works and is received well with other people. If you don't like something, start a discussion here on it, and it can be changed.
Capital Ships
Capital Ships are end-game mega ships for large factions that will be very expensive, but very powerful. Due to this, they require significant limiting to prevent them from becoming OP, which will be in the use of class-defining Capital Components, which provide massive boosts in their areas.
Capital Ships are designed with future updates in mind, that will make the obtaining of Capital Ships require significantly more skill, and prevent simple grinding. Updates such as the below will balance this out in that regard.
- NPC update (Crew and workforce)
- Economy update (resources found in different regions of galaxy, requires trading/war to acquire)
- Empire update (Factions requiring the build up of a proper empire to provide for fleets, workforce, crew, etc.)
- Economy update (resources found in different regions of galaxy, requires trading/war to acquire)
- Empire update (Factions requiring the build up of a proper empire to provide for fleets, workforce, crew, etc.)
In order to make a ship classed as a Capital entity, one must go into the ship settings, similar to the thrust changing, and choose to upgrade to a Capital. There will be a minimum amount of resources (In capsules, mesh and composite) in order to upgrade, and attempting to upgrade will fail until the minimum is met.
- Due to this, Refineries and Micro-Assemblers will be allowed on Sub-Capital ships, as to allow a nomadic upgrade to Motherships.
Capital Ships can anchor and un-anchor. When anchored, certain Capital Components will be buffed in different ways, creating an incentive to use Capitals for Sieging/Factional wars.Note: If near a shop, a player can supplement the resources with credits, regardless of the stock in the shop
- When a Capital anchors, it will have to wait 5 minutes before being able to un-anchor again. The same applies for when it un-anchors.
On a Capital, the standard power-gen softcap will still persist, however, power capacitors will have 2x the capacity, allowing for the large systems to run, but not infinitely.Note: The process of anchoring/un-anchoring is instantaneous, the timer is to prevent abuse of the switching
All Capitals will require much more crew than standard ships, meaning designers will have to dedicate a large portion of the ship for the crews well being.
-The debuffs from not meeting minimal crew requirements will be significantly greater than that of a standard ship
Capital Ships will require a certain amount of Faction Points every hour that they're un-anchored in order to run.
- This will not affect Motherships, as it does not cost FP to create a Capital
- The time until the FP is deducted from the Factions FP pool, will not be consecutive, it will add the time that a Capital is un-anchored to an invisible timer, which will never reset
Capitals can claim territory, if they're anchored in that particular system. The buffs that are usually received from a claimed system will be reduced significantly, making this a more temporary option, for say staging areas.- The time until the FP is deducted from the Factions FP pool, will not be consecutive, it will add the time that a Capital is un-anchored to an invisible timer, which will never reset
- The moment the Capital un-anchors, the system will lose it's claimage.
- One can destroy the claiming Capital's Faction Block in order to remove the claimage.
- One can destroy the claiming Capital's Faction Block in order to remove the claimage.
As stated previously, there will be multiple class defining Capital Components, which supplement the station components, as a Capital cannot straight up use a station part. The costs of these parts would be significantly greater than anything else in the game, I'll leave the exact numbers to the devs.
- Capital Cargo Space; This has 2x more space than it's non-capital counterpart, but costs significantly more. It is designed primarily for massive-scale shipping, but a Supercarrier can utilize it for it's production needs. Limits class to Freighter, Capital Industrial or Supercarrier.
- Capital Foundry; The Capital Foundry is the only factory that can be placed on Capitals, and can produce every tier of item, from basic to advanced, and can use factory enhancers like normal. There is an increased power consumption and cycle time, but when anchored, both of these are reduced, but not so much that it beats that of a station factory. When un-anchored, every cycle of production (amount produced doesn't affect this) will add 0.01 to a material inefficiency count, maxing at 200% increased material cost. Limits class to Capital Industrial.
- Capital Shipyard; A shipyard on a ship. It can do everything a station shipyard can, however, there will be both a time and material inefficiency, which will increase both the time and materials cost based on the dimensions of the shipyard. On Capital Industrials, if the ship is anchored, then both the inefficiencies will be removed. The shipyard can only produce ships when anchored. Limits class to Capital Industrial Ship and Supercarrier.
- Capital Weapons Computers; All weapons computers will have a capital counterpart, which will use the standard modules, and can still use slaves/effects without them needing a Capital computer. When un-anchored, the CPC will give weapons a 35% buff to damage and range, while reducing Rate of Fire and accuracy/tracking speed. When anchored, the CPC will give weapons a 75% buff to damage and range, with a significantly reduced Rate of Fire and accuracy/tracking speed. Limits class to Dreadnought.
- Capital Foundry; The Capital Foundry is the only factory that can be placed on Capitals, and can produce every tier of item, from basic to advanced, and can use factory enhancers like normal. There is an increased power consumption and cycle time, but when anchored, both of these are reduced, but not so much that it beats that of a station factory. When un-anchored, every cycle of production (amount produced doesn't affect this) will add 0.01 to a material inefficiency count, maxing at 200% increased material cost. Limits class to Capital Industrial.
- Capital Refinery; This is the capital version of a refinery. It acts almost identical to a Capital Foundry, except it refines a ridiculous amount per cycle, beating that of the station refinery without any enhancers, but not by too much. Limits Class to Capital Industrial.- Capital Shipyard; A shipyard on a ship. It can do everything a station shipyard can, however, there will be both a time and material inefficiency, which will increase both the time and materials cost based on the dimensions of the shipyard. On Capital Industrials, if the ship is anchored, then both the inefficiencies will be removed. The shipyard can only produce ships when anchored. Limits class to Capital Industrial Ship and Supercarrier.
- Capital Weapons Computers; All weapons computers will have a capital counterpart, which will use the standard modules, and can still use slaves/effects without them needing a Capital computer. When un-anchored, the CPC will give weapons a 35% buff to damage and range, while reducing Rate of Fire and accuracy/tracking speed. When anchored, the CPC will give weapons a 75% buff to damage and range, with a significantly reduced Rate of Fire and accuracy/tracking speed. Limits class to Dreadnought.
- Note: Capital Industrials will not be able to equip ANY kind of hard mount weapon, standard or Capital
- Capital Turret Mount; This is a capital version of the standard turret axis, and will buff the turret that's docked to it in the same way as the Capital Weapons Computer, except without the anchoring buff. Limits class to Dreadnought, Supercarrier and Capital Industrial.
Along with the class defining components, there will of course be a few universal components, that all Capital classes can use.Note: When on a Supercarrier or Capital Industrial, the buff will be reduced to 25%, instead of 35%
///CLASS LIMITING SUBJECT TO CHANGE\\\
- Capital Thrusters; These a monstrous thrusters which require at least 125 thruster blocks connected to eachother in order to run, but generate a LOT of thrust. If fuel becomes a thing, it will use fuel, but until then, it'll simply use a large amount of power.
- Top speed cannot exceed server maximum
- Capital Jump Drive; This is a jump drive that has a far greater range with each module accounting for more mass than it's non-capital counterpart, but using much more power. The range is limited to 1.5x the standard jump range, but another member of your faction can create a jump beacon (Not sure what to call this, need suggestions) which will allow to jump as far as 4x the standard jump range, however, when one activates this beacon, everyone within a 4 system radius can see it on the galaxy map.
- Fleet Booster; The Fleet Booster allows a Capital ship to provide it's allied ships in the same sector with a variety of buffs, to improve their effectiveness in a multitude of ways, via slaving a current system computer to determine the buff, and the % of mass/blocks dedicated to Booster modules to determine the strength. For example, slaving a salvage computer will increase mining speeds.
Note: Range is subject to change
- Capital Armour Plate; This is a level of armour stronger than that of advanced armour, while being more expensive and MUCH heavier. In order for the armour to actually be stronger than advanced armour, a minimum of 200 blocks must be connected as one piece.
- Fleet Booster; The Fleet Booster allows a Capital ship to provide it's allied ships in the same sector with a variety of buffs, to improve their effectiveness in a multitude of ways, via slaving a current system computer to determine the buff, and the % of mass/blocks dedicated to Booster modules to determine the strength. For example, slaving a salvage computer will increase mining speeds.
Overall, the purpose of a Capital is to provide an end-game mega-ship experience for larger factions, to allow for larger scale war/operations, and opening up new styles of gameplay, from mining fleets to siege fleets.
Motherships
Motherships are a small factions (1-3 members) homebase, that allows for a Nomadic lifestyle by being a ship, and thus being mobile. It's able to use all of the current station parts, at base efficiency, and cannot use and/or is not limited to the Capital Modules, allowing players to build their home as they choose.
- With regards to my Homebase Vulnerability suggestion, the Faction block will also have an inventory, for it's own Mothership unique items to be put in.
To acquire a Mothership, you must first have a Capital classed entity. Once this is done, on the Faction block, you will have the option to set the Capital as the homebase, this will turn the Capital into a Mothership.
- If a faction already has a home, or more than three members, then this will fail, and the ship will remain as a Capital.
Like a Capital, a Mothership can anchor or un-anchor, when un-anchored, the Mothership will be fully vulnerable, and all station systems will run at 95% efficiency. When anchored, the Mothership will be invulnerable, and all station systems will run at 105% efficiency, creating an incentive to anchor.
- When un-anchored, a Mothership will only be shown on the galaxy map, if seen or scanned
- When anchored, a Mothership will be shown once a player enters the system it's anchored in
A Mothership will have a faction member count (FMC) limit, which will have a range of effects once it goes beyond 3 members.- When anchored, a Mothership will be shown once a player enters the system it's anchored in
- This will remain indefinitely, but will only update if the conditions have been met again.
- This can be used to sell their location, once map discovery/sharing becomes a thing.
- When a Mothership anchors, like a Capital, it'll have to wait 5 minutes before un-anchoring. Same goes for un-anchoring.- This can be used to sell their location, once map discovery/sharing becomes a thing.
- At an FMC greater than 3, the Mothership will start to become inefficient, increasing as the FMC increases
- At an FMC greater than or equal to 5, the Mothership's armour HP will slowly decrease, and will actively use resources to prevent this. Members will also start to be fatigued, where they will move slower, and their inventories will shrink as the FMC increases.
- At an FMC greater than 6, the Mothership loses it's invulnerability from anchoring.
- At an FMC greater than or equal to 8, the Mothership will be put on the galaxy map for all players
These effects will allow Motherships to be used with ease by small factions, giving them the option to live a Nomadic lifestyle, while providing large factions with an incentive to settle down, and become a proper faction, opening up Capital Ships to them.- At an FMC greater than or equal to 5, the Mothership's armour HP will slowly decrease, and will actively use resources to prevent this. Members will also start to be fatigued, where they will move slower, and their inventories will shrink as the FMC increases.
- At an FMC greater than 6, the Mothership loses it's invulnerability from anchoring.
- At an FMC greater than or equal to 8, the Mothership will be put on the galaxy map for all players
Overall, the purpose of a Mothership is to provide small factions with an edge over large factions, in the sense that they can avoid those that wish to destroy them, while providing the unique Nomadic experience for those who desire it.
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