ship specialization

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    I have been pondering this for a while, and would like to discuss my idea.

    Currently I see mostly weaponized ships around the server I play on (NFD build for those wondering) and I, personally see so much more potential on the kinds of ships that could be built. I have attempted weaponized ships, but have little to no skill in that area. Civilian and industrial ships are fairly common as well. I'm attempting to create a deployable mining base using rails to change shapes and am really inspired by the possibility of rails. Let us talk about specialized ships here, and come up with ideas!
     
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    I would LOOOOOVE to see more specialization. I've even dedicated my salvagers to be weaponless or only have light AMS turrets just for the RP.

    I would love to see Tow ships, barges that can actually carry meaningful cargo, repair ships (or repair drones!!!!) construction ships, all manner of things, and would love to see them have more purpose than just a smidge of RP.
     
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    Back when stations weren't derelict I used to use a combat salvager, but now I go weaponless as well. Repair ships etc being functional I would love to see.

    For combat ships I build with the future fleet functionality in mind, and have a mix between long range ships with gunboats to defend them etc. I like to think fleet function when I build.
     
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    I would also love to be able to play medic/healer/support, using shield recharge beams, powersupply, and repair and running ship to ship, healing and rearming them for battle!
     
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    Well, I'd like to see more specialisation, though right now I find it unlikely - for example, in case of weapons, there is simply no downside to slapping a few cannon and shield blocks onto a ship - ship design doesn't even need to really take them into account (beyond very optional aesthetics) - you just drop a few blocks, hook them up to a computer and are set.

    Personally, for my amusement (and amusement of few people I shared my designs with privately) I was creating stuff like modular cargo ships (where the bridge was separate ship docked with a transport unit of various types - personal transport, prison transport, goods), or 'civilian' vessels (with no or little armaments and most space taken by crew quarters) and other impractical designs made for the sake of immersion. With the mechanics as it is, however, I don't think such things will work outside of roleplaying.
     
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    I agree, the only thing that could REALLY change is if cargo containers went from a single block with infinite space to a kind of "multiblock" like power reactors, where the internal "empty" volume dictates exactly how much stuff you can hold in there (or hell, just each storage block being limited, requiring MANY more storage units to be used). It would change salvagers and trade ships for the better IMO, making trade between factions a dangerous undertaking without military escort.
     
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    I'd be for the multiblock cargo on one condition: Being able to access it all from one tab.

    Being able to designate NPCs to shift the cargo from your ship to your base would be nice as well.
     
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    I would support multi-storage as well. I would love to see Star Wars esque fleets with cruisers, carriers, frigates, and fighters coordinating to destroy the enemy. I would suggest a perk/upgrade system on ships but I know that would be affected by the HP update as well as affect ship metadata. For example, a long range missile frigate could sacrifice shield recharge to speed up his missile batteries' reload time. Thoughts?
     
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    I don't think any option to actually speed up the missile reload speed is on the cards.

    You can, however, sort of accomplish the same effect. After you've place your missile tubes, slap down another weapon computer and make the same weapon again. This is still specialisation, because you're going to have less room for those rechargers. Next project I have down the line when I get time is pretty much this, a long range missile frigate, power gen only to the soft cap, enough power storage to fire 10 or so salvo's and recharge just in time for the reload (with a bit to spare for moving, shield recharge etc).
     
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    I don't think any option to actually speed up the missile reload speed is on the cards.

    You can, however, sort of accomplish the same effect. After you've place your missile tubes, slap down another weapon computer and make the same weapon again. This is still specialisation, because you're going to have less room for those rechargers. Next project I have down the line when I get time is pretty much this, a long range missile frigate, power gen only to the soft cap, enough power storage to fire 10 or so salvo's and recharge just in time for the reload (with a bit to spare for moving, shield recharge etc).
    I get your point. Specialization in the ship itself. My current project only has cannon/cannon/pull to immobilize small drones/fighters and allow the turrets to pulverize it. Probably won't be released for a while due to the fact its for survival and is pretty ugly
     
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    I've started working on specialized ships long ago, and I will say, the things you want, are possible and have been done. I have built systems like the Missile systems you want. I called my version of the missile launching unit StarBurst. It has NOT been released to the public and is in testing at the moment. It is able to shoot missiles every 1-2 seconds (heatseekers) quick just as you are looking for.

    I'm looking for more like-minded individuals to play and research with. I have an entire tech tree for this game, just trying to fill out every single [specialized] craft.

    Jump on the 'ElwynEternity' Teamspeak and I will provide you will more info and visuals on this project.