Minonian
Banned
Then again, EVE has a little thing called "depth", whereas elite could be compared to a puddle.
Sad but true, and the unresolved nature of griefing problem only makes it worse, since lessens the player player interaction, and they are even trolled to nothing the multi crew, and FD do nothing about it.
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Here it is.
Break the ships down into the 3 main pillars of the game
Trading
Combat
Exploration.
Multirole ships will need to choose a specialized chassis when purchasing the ship. It will be built into the cost of the ship. In order to change to one of the other pillars, it will require a large investment, At least half of the original ship cost.
Each of the ship types has specialized armaments, armor, and Utilities. They also have limitations to them and cannot mix and match items.
Base Utilities and modules available to everyone.
Combat ships:Utilities:
Chaff, POD, Wake Scanner, ECM, Shield Boosters, Cargo scanner, Heatsinks
Primary Modules:
Power Plant, Fuel Tanks, FSD, Sensors, Life Support, Thrusters, Basic Power Distributors, Lightweight Armor, Advanced Armor
Secondary Modules:
All the same with the exception of Shielding. Basic shields and shield cell banks will stay the same but specialized shielding will be available to different types of ships.
Ship Performance. Same as is currently.
Utilities: All the same as base Utilities. Add Kill Warrent Scanner
Weapon Hardpoints: Max Hardpoint size Huge
All of the current base weapons with no changes made
Primary Module:. All the same accept they get Military grade Armor. Military grade armor is the same level of armor as it is now, but it adds a 20% resistance boost to module protection against all damage types. Same weight.
Secondary Modules:
Same as Basic but with the addition of Bi Weave shielding and Bi Weave Prismatic shielding
Secondary Supercruise Manifest scanning station. Scans cargo in supercruise. EMP Discharge module. This will discharge an EMP blast so as to keep power going to your ships shields if hit by EMP blast.
Exploration ships:
Ship Performance Fastest base speed and boost in the game. Keep same agility levels
Utilities:
Same as Base utilities. Sensor scrambler. Makes tracking past 2.5KM difficult for sensors and targeting computers. Wake Scrambler. Scrambles wake coordinates(based off of grade purchased. A rated scrambler will have an 85% chance to scramble wake coordinates.)
Plus some science modules but not sure what kind yet.
Weapon Hardpoints: Max Size Large Same as current weapons
Primary Modules:
Same as basic modules but with the following changes.
Boosted FSD. Better range for jumping
High Performance Thrusters. Uses less power per boost.
Composite armor: Provides Advanced Armor level protection at the wieght of light armor. Assist with radar/sensor absorption.
Secondary Modules:
Advanced Shields. Best shields in game but longest recharge time an no access to shield boosters or shield cell banks.
ADS and DSS can be combined into one module for exploration ships only.
Fuel Compressor. Compresses the fuel you scoop into approximately 25% more in the same space.
If we get them a science station in the future.
Trading Vessels:
Ship Performance: Same as current trade vessels
Utilities: Same as basic but with addition of advanced Wake Scrambler. Gives 100% chance to scramble wake upon High Wake.
Advanced Turret targeting system. Allows turrets to track faster and more accurately. Allows you to select and fire all turreted weaponry even if not in front of ship. Because of accuracy increase base DPS for each weapon type is increased 15%. This will affect Medium size turrets only.
Prismatic Chaff Launcher: Launches prismatic chaff which will dissipate all non ballistic type damage by scattering the light/heat.
Weapon Hardpoints: Maximum size Medium. Turrets Only. Access to specialized weapons that can only be used by Trading vessels Due to oversized power plant.
Trading vessels are large and slow and owned by individuals. They should be more liken to mini flying forts less like flying soda cans. The closer you get to a Trade ship the harder it should be for the aggressor.
Range:
Long-
EMP Cannon: Fires long range burst projectile that will scramble a random module on attacking ship causing no damage but does count as an attack. Rest of weapons but turret only.
Plasma Beam: Long Range plasma based beam attack. More powerful than regular beam laser but at the cost of more energy requirements.
Medium-
Multi railgun cannon. Does the same damage as current multicannon, but it bypasses armor to a certain extent like current railgun.
Turret Mounted Plasma Accelerators
Turret mounted Seeker missiles pods.
All the same weapons that we have turreted of course.
Short Range-
Turreted Fragment cannon.
Mines both types.
Third Mine type. EMP burst mine. If hit the attacking ship will reboot power plant.
Primary Modules:
All the same as basic but with the following exceptions.
Ablative Armor: This will add the same armor level as Military but with an additional 25% armor boost. No special resistance but it will render power plant and thrusters as un targetable. Fully encased in the armor. All other modules can be target as normal. Weights as much as advanced armor.
High Capacity Power Plant. All Current class A power plants will provide an additional 30% power production. Same Weight
Secondary Modules.
All the same as basic except for the following changes.
(Shield multiplier needs to be on par to offer the same level of protection as Combat ships.)
Overcharged Shields: Provides the same protection and characteristics as Prismatic shields without requiring the powerplay requirement. Can only recharge in super cruise.
No access to bi weave or prismatic bi weave. No access to advanced shields.
Fuel compression module
Multirole ship Advantages per cost difference.
If you purchase a multirole ship, then it will justify its cost because you can kind of mix and match specific modules. Plus you get the added speed and agility that do not come with the normal role ship.
Tradaconda for example. You can fit all medium modules if you want. However if you choose to fit large or huge modules you can. But at the cost of only being able to fit fixed weapon type. No gimbels or turrets allowed on large weapons if you have an anaconda with a trading hull setup.
The pillar you choose determines what kind of weapons and armor you have access to.
THX i will take a look.
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