The ship lineup is stale

Pre-engineered variants, available occasionally (not everywhere), would be a good idea.

Dunno how feasible it'd be but it might be nice if they could come up with a way to "salvage" engineered modules from destroyed ships.

Fight with, say, Deadly or Elite NPCs and the drops would be fairly "average" but if you defeat somebody in PvP you get a chance to salvage modules from their wreckage with the actual mod's they had.

Either make it so you could salvage the actual module, with enough cargo space, or make it so you could use research limpets to inspect an engineered module and then go to an engineer (with the required mat's) and have a duplicate made.
In either case, it might actually help moderate combat since it'd encourage people to either fit cargo racks or limpet controllers so they could snaffle engineered modules from wreckage rather than just loading up their combat ships with HRPs/MRPs/SCBs.
 
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In terms of missing niches, the only ship class I think's really missing is an Independent combat ship between the Vulture and FDL, and maybe another multirole as an alternative to the Python.

But that's not to say there shouldn't be more ships. There are several competing manufacturers - they should all be trying (specialists like Saud-Kruger aside) to compete across the market. That might well mean someone other than Core Dynamics making a space superiority fighter which is actually pretty similar to the Vulture but with slightly different internals and handling. Possibly the professional verdict will be "not quite as good as the Vulture".

That's fine, I think - FFE had about 45 buyable ships, and about a quarter of those even the manual recommended you stay away from. (I see no-one's suggesting we should have the Lanner in Elite Dangerous, either)

Or... it would be fine if adding new ships was easy. Back in FFE a new ship was a few hundred polygons, a bit of low-detail paint, and some basic stats. In Elite Dangerous it's fully-modelled and animated exteriors and partial interiors, a range of different paints, and a complex outfitting model. With all the various things which could be demanding the art team's time, a new ship which doesn't stand out much from the others is not likely to be a priority.
 
F-dev - any plans to start dropping more ship variants? Feels like completely new ships, or variants of existing ones should be a regular (monthly?) feature of the game.

Do you own them all? Have you ever owned them all at any point? Have you even flown them all?
 
Why should they be? What role would you like to see filled?

Science ships, dedicated explorer with slightly better FSD than anaconda and asp (something like 80ly when engineered), 6 utility slots, few internals so cant be a trade / passenger ship

Swarm fighters from thargoid tech, a swarm of weak ships that you can control like a fighter but the whole swarm follows the orders

Carrier class ships, can launch more than one fighter at once (max 3) highly defensive ship but only 4 Mediem hardpoints, great for multi crews but slow (top speed 250) to make up for 3 fighters
 
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A medium pad multirole to fill the gap between the T-7 and Python. Would have 4 C2 and 2 C1 hardpoints, C6 distributor and internal layout of 6-6-5-5-5-5-4-4-3-2. Basically a medium pad miner, preferably a Lakon or Gutamaya.
 
We, the explorers, has been nagging about a dedicated exploration ship since day one. Why drag 400 tons of armour around in deep space when you never need it? Get a ship with module sizes optimised for jump range and straight line thruster speed. That's one.
Diamondback_Explorer_01.png



Other things that could be interesting is a tech race between the different manufacturers. Why not a new ship type with new kinds of modules? That would also make it easier for Frontier to promote variation in the galaxy.

Often companies find that with expensive development projects like building new ship classes, it's better to stay in your own lane. Lakon develops freighters and a handful of multipurpose ships, Faulcon DeLacey and Zorgon Peterson focus on the entry level market with a handful of high end offerings to balance that out a bit, Saud Kruger is the new kid on the block with the liners. There's a bit of overlap but only as much as might make sense if a company thinks they need to expand their offerings slightly.

The design firms don't sell ships directly to customers, instead they license them for local manufacture to the galaxy's shipyards. This means that dividing the market into niches in this way makes sense. If there's a market in my stellar cluster for a midtier freighter, I call Lakon and see what they have for me, and license the production of a run of Type 6's. If someone floats a competing ship design that doesn't have the years of proven track record behind it, I'm likely to still call Lakon first unless that design was clearly superior, since I know what I'm getting when I license to manufacture type 6. Shipbuilding is too expensive an area of the market to be screwing around with.


If there's one thing I think there ought to be in this game, it's probably a few Zorgon-Peterson offerings roughly between the Adder/Hauler and the Keelback. However, Faucon DeLacey has that market locked down with the Cobras, so I can see ZP not bothering as long as their entry level ships are still selling.

Also I am eventually hoping for Alliance faction ships. My preferred concept would be a series of rejiggered Lakon freighter designs with a lot of small hardpoints and a couple really big ones on the dosral and ventral ridges, all optimized for use with turrets so that they fly like mini capitals and there's no angle of approach where at least one turret isn't painting you.

Turret based combat with power and shields big enough to make turret based combat effective in a big ship to ship fight. Freighters repurposed for combat, but still freighters by feel, just uparmored, upengined and upgunned. Feels like the way the Alliance would fight.
 
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So, the I-live-in-mommy's-basement types like yourself don't want new ships?

In the very same post you quoted, I explicitely said the opposite. If you took the time to comprehend what you read, you'd have been able to follow the logical thread tying my post together: more ships are good but not necessary.
By the way, I think you'll find the vast majority of people aged 25 and plus do have a job. A funny thought considering every poster complaining about slow progression feels the need to point out they, too, have a job, which for some reason means they have different needs than the rest of the population?

Or is this another "I just have to be contrary" day?

I like deep gameplay and don't fall prey to the grind mentality, by default that makes me a perpetual contrarian among the ED community.
 
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Why should they be? What role would you like to see filled?

For the same reason automakers introduce new models and/or new generations of cars and trucks and discontinue others that aren't doing well...

A little variety never hurts. I'd also like to see them shake up the stations and outposts again.
 
For the same reason automakers introduce new models and/or new generations of cars and trucks and discontinue others that aren't doing well...

A little variety never hurts. I'd also like to see them shake up the stations and outposts again.

Exactly this.
 
Variety can be more than stats...

Ships you can't buy or rebuy, but can acquire through gameplay? Use it wisely, because when its gone, its gone.

Ships you don't get to keep - but can use for a particular mission or time period, or until some circumstances change. Reclaimed when you land/dock at associated bases - so you can hold on to it, but it restricts your activities. Probably cannot store the ship either after it has expired.

Multi-crew opportunity on NPC controlled ship. Ships which require a multi-crew to fly - or rather with systems which can _only_ be used by multi-crew.

New ship models which serve no purpose, strategically or tactically, but just fill gaps in the ecosystem. Shuttles with no FSD. Intrasystem ships with FSD but no jump - commuter car, racer. Fighters are in these categories, but something more independant.

Vanity ships? No clear advantage over the existing models, but require a permit to buy. It may even be acceptable to sell permits in the RL shop - but then vanity ships would effectively have a big "kick me" sign on them.
 
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Clearly has never flown Dolphin ..... (( :rolleyes: o7 Bit of fun Cmdr.))

More ships? Always good .. but Dolphin? Pocket rocket!
I've been multi-rolling in mine for weeks and the flight deck is seriously good looking (imo).
Saud Kruger, only means you're worth it.

The Dolphin is a fun little ship. The first time I hit boost, my initial response was "what on Earth was that?". It reminds me of horses rearing or something similar.

There needs to be a Saud Kruger medium size vessel as that is a gap in the passenger ships. Maybe called the Narwhal to maintain the theme?
 
Ships you can't buy or rebuy, but can acquire through gameplay?

They could be obtained through a single-player campaign (which, by the way, I highly recommend FDev consider making). They might be really old ships, like the Cobra Mk II (in other words, this explains why you can't buy them). Maybe the campaign story concludes with you having to repair an old Cobra in order to fly off a planet you get stranded on.

Ships you don't get to keep - but can use for a particular mission or time period

Like Argent's Quest from FFE: http://wiki.alioth.net/index.php/Turner_Class

I want to repeat my suggestion that FDev create a single-player campaign. There are a lot of cool things they've created that most people never get to see. In FFE, you get the Argent's Quest when you accept a the first mission in the Thargoid story line.

New ship models which serve no purpose, strategically or tactically, but just fill gaps in the ecosystem. Shuttles with no FSD. Intrasystem ships with FSD but no jump - commuter car, racer.

Even if they're just NPC ships, they'd be interesting.
 
Concept, design, modeling and balancing, etc, all take a really long time.
I doubt it would be possible to release a new ship regularly.

However, I do like the idea of reusing the current models, just with unique paintjobs and slightly different and/or improved stats, and release "variants" of the existing ships.
These could then be locked behind permit locked systems, or Pilots Federation ranks, as a new incentive to achieve them.

CMDR Cosmic Spacehead
 
They did tick the box yes, but I think the way they went about it was cheap and low-effort... They basically copy and pasted 4 ships to fulfill the pledge, which was pretty poor.
I seem to remember when they were released, the players lambasted Frontier because they were so different than the originals.
 
New ships are always welcome - but at the same time, there really is only so much that can realistically be done.
What I'd really like to see is more customization of the ships we have - and the best way to accomplish this would be the addition of "Bay Dividers", allowing us to split existing module bays into smaller bays.
Let's take a look at the classic Asp Explorer:

It has 5 Optional Bays, 1 Size 6, 1 Size 5, 3 size 3 and 2 size 2.

Having the option of using a "Bay Divider" to split one of those Size 3 bays into 2 Size 1 bays would create a great deal of variation all by itself.
Or perhaps splitting that size 5 bay into 2 additional Size 2 bays, or that Size 6 into a Size 3 and Size 2, and suddenly one ship becomes several different ships, all built from the same frame.

The amount of variety introduced by this would make 30-some ships more like 120+ ships.
 
In many ways the best part of this game for me is the buying, fitting out, engineering and experimenting with the different ships and their many possibilities so new ships are always welcome here.

More ships at the top end would also be a good idea as it would give people who don't like the current offerings something to work for.
 
Concept, design, modeling and balancing, etc, all take a really long time.
I doubt it would be possible to release a new ship regularly.

Nonsense, games like War Thunder and World of Tanks do this constantly, because there's money in it for them. I'm not suggesting using their model of premium ships, although I wouldn't rule it out either, but the fact is that any gaming company that devoted the energy to the enterprise could come out with a few new ship models in any given year.
 
would like an exploration ship a bit cheaper than the asp but faster and better jump range with a low hull and weak shields

How about the Diamondback Explorer?

Also, OP, if you want a new ship every month, Star Citizen might be of more interest to you.
 
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