I've made a new thread on this, which completely changes the whole thing. Link: Capital Ships and Motherships
There's been a lot of talk when it comes to Capital Ships, and how they can be implemented. This is going to be both a suggestion for Capital Ships/Motherships as homes to be implemented, as well as a place for this to be Discussed.
The Suggestion
I personally would like to live as a nomad, I live on my ship, and I die on my ship. From the arguments that've been present, it's evident that people have a desire to live as nomads, in which everything they own is on one ship in which most duties a station covers will be present.
How to get to capital ships:
This is an area I hope to get more opinions on, but at the moment, I personally like the idea of upgrading a ship core for a price of both resources and credits. I've covered this in my Core Overhaul suggestion.
This would still be sticking by the idea of not needing a station via a few changes. Firstly, refineries and micro-assemblers would be allowed on standard ships, to allow a player to acquire the resources to upgrade the core. In order to get more parts, one would have to rely on shops and buying them, thus having a mass requirement creates the problem of this, as shops aren't the most efficient way of getting parts.
What a Capital Ship does:
A Capital Ship will essentially be a mobile station. It can have the majority of features that a station does, except it can move freely as a ship.
Of course, stations becoming redundant arises as a problem, there of course needs to be balancing, right? Wrong, the balance exists within the mind. People are either Hermits or Nomads, which tends to be a 1:1 ration, meaning half the population would rather live on a ship than a station, and vice versa.
People will always desire to have a home, a place where they can be sure is there, where they can feel safe. It's a cognitive thing, and there will always be plenty of people who would much rather have a station for a home rather than a ship for a home.
Capital ships won't be able to have warp gates (yet can still use them), but will get a boost to their jump range, with a multiplier of three, allowing it to jump 1.5 systems at a time. The Capital Ship can also be designated a faction home, which will in-turn make it a Mothership.
The Capital Ship will be able to use:
The Mothership:
The Mothership is essentially your home. It's your life as a nomad, you're born in it, you live in it, you die in it. The Mothership is a significantly better version of the Capital Ship.
The Mothership has increased resistance as it's a faction home, though not invulnerable. The soft-cap for power regen will be significantly bigger, and the jump drive range will be a total of 4x the standard, allowing to jump through two systems in total. The Mothership will also have an undeathinator, but it have to use clone creation/storage if cloning is added into the game. However, anyone not in your faction would have to use clones to respawn on the Mothership.
Clones:
Clones are my idea in order to balance respawns on ships, and would be cool overall. Effectively, you have to create and store clones in vats, which can be placed. Once a clone is created, a player may imprint onto them, which will make the clone theirs, and allow them to respawn there. Anyone can imprint on clones, if provided the necessary permissions, however they will be able to manually imprint on them with the right equipment, as you don't need the vats exclusively to imprint.
This can add another tactic to boarding, but due to this, you can terminate any clones, whether they've been imprinted or not. You will be given biomass for their termination, which can be used to create more clones. Clones would be able to move, so one could have a public cloning service in which they imprint a customer, and give them the vat with the imprinted clone.
So, that is my lengthy suggestion to allow for nomads to freely exist as nomads, and live on their Capital Ships/Motherships.
Vive la revolution!
The Suggestion
I personally would like to live as a nomad, I live on my ship, and I die on my ship. From the arguments that've been present, it's evident that people have a desire to live as nomads, in which everything they own is on one ship in which most duties a station covers will be present.
How to get to capital ships:
This is an area I hope to get more opinions on, but at the moment, I personally like the idea of upgrading a ship core for a price of both resources and credits. I've covered this in my Core Overhaul suggestion.
This would still be sticking by the idea of not needing a station via a few changes. Firstly, refineries and micro-assemblers would be allowed on standard ships, to allow a player to acquire the resources to upgrade the core. In order to get more parts, one would have to rely on shops and buying them, thus having a mass requirement creates the problem of this, as shops aren't the most efficient way of getting parts.
What a Capital Ship does:
A Capital Ship will essentially be a mobile station. It can have the majority of features that a station does, except it can move freely as a ship.
Of course, stations becoming redundant arises as a problem, there of course needs to be balancing, right? Wrong, the balance exists within the mind. People are either Hermits or Nomads, which tends to be a 1:1 ration, meaning half the population would rather live on a ship than a station, and vice versa.
People will always desire to have a home, a place where they can be sure is there, where they can feel safe. It's a cognitive thing, and there will always be plenty of people who would much rather have a station for a home rather than a ship for a home.
Capital ships won't be able to have warp gates (yet can still use them), but will get a boost to their jump range, with a multiplier of three, allowing it to jump 1.5 systems at a time. The Capital Ship can also be designated a faction home, which will in-turn make it a Mothership.
The Capital Ship will be able to use:
- Factories (All levels and as many enhancers as desired)
- Shop modules (You can be a travelling merchant)
- Undeathinators (These would be replaced with clone creation/storage)
- Shipyards (These would be hard enough to put on a ship, no need to nerf)
The Mothership:
The Mothership is essentially your home. It's your life as a nomad, you're born in it, you live in it, you die in it. The Mothership is a significantly better version of the Capital Ship.
The Mothership has increased resistance as it's a faction home, though not invulnerable. The soft-cap for power regen will be significantly bigger, and the jump drive range will be a total of 4x the standard, allowing to jump through two systems in total. The Mothership will also have an undeathinator, but it have to use clone creation/storage if cloning is added into the game. However, anyone not in your faction would have to use clones to respawn on the Mothership.
Clones:
Clones are my idea in order to balance respawns on ships, and would be cool overall. Effectively, you have to create and store clones in vats, which can be placed. Once a clone is created, a player may imprint onto them, which will make the clone theirs, and allow them to respawn there. Anyone can imprint on clones, if provided the necessary permissions, however they will be able to manually imprint on them with the right equipment, as you don't need the vats exclusively to imprint.
This can add another tactic to boarding, but due to this, you can terminate any clones, whether they've been imprinted or not. You will be given biomass for their termination, which can be used to create more clones. Clones would be able to move, so one could have a public cloning service in which they imprint a customer, and give them the vat with the imprinted clone.
So, that is my lengthy suggestion to allow for nomads to freely exist as nomads, and live on their Capital Ships/Motherships.
Vive la revolution!
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