Okay, I've been playing a lot of Star Trek Online lately, and been having a lot of fun with my heavy escort carrier there.
Little background before I get into this idea for Starmade:
In STO, hangar pets are basically items you equip, and you have a hotbar button that lets you launch them. Depending on the hangar pet, you could launch anywhere between 2 and 4 of them at a time, with an upper limit on how many you can have active at once (generally 2 wings at any given time). As they get shot down, you can launch replacements as long as your launch command is off cooldown. When you're done with an area, you just leave because you don't really care about reclaiming your fighters (since you can just launch more).
While Starmade is a very different game, it did get me thinking. Starmade has a definite problem with fighters and drones in that they are persistent. If you're flying a carrier that launches 20 drones, thats 20 drones you have to either re-dock, or its 20 drones that get left cluttering up space and the database.
So what if we took a page from STO and made launching fighters/drones something that was TRULY disposable? Basically what I'm thinking is a modified shipyard that acts as a hangar. You build your drone, your fighter, whatever, save the blueprint. Load the blueprint into the hangar. As long as the hangar is empty, it starts slowly charging up like a weapon does until it produces the blueprinted ship (without spending physical blocks on it). The bigger the fighter/drone, the more energy (and time) it takes to replicate it. So each hangar (and you could have multiple hangars) could produce a single largish fighter every minute or two, or a fairly steady stream of micro-drones.
The ships produced are temporary. If you log out, they despawn. If you jump, they despawn. Maybe even if you don't give them an order for 5-10 minutes they despawn.
Basically, think of it as a cross between a shipyard and a mine layer. It would turn launching fighters into a weapon based model akin to laying a mine or launching a missile, and not a pure ship building based logic/rail system like we have now. Would use Shipyard rules for anchors and size restrictions, and combine it with launch rails. You put the computer on the hotbar like you would a weapon computer. Hit it, and it "fires" the fighter off and begins recharging to replicate a new fighter to reload the bay with.
Could have hangar based mining drones teleport their mats to the main ship's hold (by slaving storage to the hangar computer) instead of having to use the "mine into drone hold, dock, transfer from drone hold to carrier hold" stuff we have now. Means we could fire off dozens of mining drones, and then not worry about collision checks and everything else to recover them. Just let them mine out a sector, then we jump to a new one and redeploy. Or fly around with one set of drones and when we're full jump back to base without worrying about recovering them.
No recovery means not having dozens of AI trying to plot paths back to the carrier, it means not having potentially hundreds of collision checks as they jostle each other and the carrier trying to hit a pickup point, and it would allow carriers to be viable without constant trips back home to restock their hangars after every fight.
Little background before I get into this idea for Starmade:
In STO, hangar pets are basically items you equip, and you have a hotbar button that lets you launch them. Depending on the hangar pet, you could launch anywhere between 2 and 4 of them at a time, with an upper limit on how many you can have active at once (generally 2 wings at any given time). As they get shot down, you can launch replacements as long as your launch command is off cooldown. When you're done with an area, you just leave because you don't really care about reclaiming your fighters (since you can just launch more).
While Starmade is a very different game, it did get me thinking. Starmade has a definite problem with fighters and drones in that they are persistent. If you're flying a carrier that launches 20 drones, thats 20 drones you have to either re-dock, or its 20 drones that get left cluttering up space and the database.
So what if we took a page from STO and made launching fighters/drones something that was TRULY disposable? Basically what I'm thinking is a modified shipyard that acts as a hangar. You build your drone, your fighter, whatever, save the blueprint. Load the blueprint into the hangar. As long as the hangar is empty, it starts slowly charging up like a weapon does until it produces the blueprinted ship (without spending physical blocks on it). The bigger the fighter/drone, the more energy (and time) it takes to replicate it. So each hangar (and you could have multiple hangars) could produce a single largish fighter every minute or two, or a fairly steady stream of micro-drones.
The ships produced are temporary. If you log out, they despawn. If you jump, they despawn. Maybe even if you don't give them an order for 5-10 minutes they despawn.
Basically, think of it as a cross between a shipyard and a mine layer. It would turn launching fighters into a weapon based model akin to laying a mine or launching a missile, and not a pure ship building based logic/rail system like we have now. Would use Shipyard rules for anchors and size restrictions, and combine it with launch rails. You put the computer on the hotbar like you would a weapon computer. Hit it, and it "fires" the fighter off and begins recharging to replicate a new fighter to reload the bay with.
Could have hangar based mining drones teleport their mats to the main ship's hold (by slaving storage to the hangar computer) instead of having to use the "mine into drone hold, dock, transfer from drone hold to carrier hold" stuff we have now. Means we could fire off dozens of mining drones, and then not worry about collision checks and everything else to recover them. Just let them mine out a sector, then we jump to a new one and redeploy. Or fly around with one set of drones and when we're full jump back to base without worrying about recovering them.
No recovery means not having dozens of AI trying to plot paths back to the carrier, it means not having potentially hundreds of collision checks as they jostle each other and the carrier trying to hit a pickup point, and it would allow carriers to be viable without constant trips back home to restock their hangars after every fight.