New Ship Types - What Holes Need To Be Filled?

I want more small combat fighter ships. What are our options now but 2 eagles, 2 cobras, 2 vipers or the Vulture.

Don't forget the Courier and DBS. Overall it's a pretty decent spread.

Fighters should be the absolute fastest and most agile ships.

This is a separate tangential issue, and I agree, but that ship has long since sailed. There's no way Medium/Large ships are going to get a speed or agility nerf at this point.
 
What is it with wanting more small ships? We already have enough small ships to sink the titanic, and you don't exactly stick around them for long, do you? Pointless waste of time if you ask me. Whereas....

Medium pad trader, in between Asp Explorer and Python.
Medium pad passenger ship, in between Dolphin and Orca.
Exploration vessel, preferably on a medium pad, between Asp Explorer and Anaconda (or maybe 2, one cheaper on a medium pad, one more expensive on a large pad).
High tier trader to compete with Cutter.
Combat ship in between FDL and Corvette.
Combat ship in between Vulture and FDL/FAS.
SLF carrier in between Keelback and Gunship.

Are all needed to fill in the gaps so as to decrease the grind to the next ship, making the game more fun to play for those not at the 'end game' ships yet, or to create new endgame ships to rival the big three.

In conclusion, stop fantasizing about what you want, and start thinking of what the game needs to keep it alive. Thank you.
 
So small system fighters that can supercruise but not jump? Like the Falcon, Hawk, Kestrel and Osprey. Would be something you could park on a fleet carrier.

I dunno is the FSD only for Supercruise? Is there a separate invisible module for hyper jumps? Anyway what I really want is small "glass cannon" fighters equipped with "handwavium huge" hard points, which can go toe to toe with overengineered "big 3" ships, but only if they employ their full agility and grace to outflank and outfox them.

So, literally I want to fly the regular SLFs with those same stats, but have it as my primary ship and be able to jump around and haul 1T of cargo in it.

"A more elegant weapon from a more civilized age"
 
A dedicated science ship.
No hard points.
Generous utility slots for defense measures.
A plethora of scientific capabilities built into the ship (probes etc) at the expense of optional internals.
High-jump range.
It's purpose is to explore space and study the cosmos.


https://i.pinimg.com/originals/d9/40/e0/d940e06f55a8d65d60ce49a9eba621a8.jpg

Wouldn't be easy, but that could be really neat!

Unarmed, but maybe unique "science!" compartments that can be equipped with maybe a unique longer and faster then normal scanner type that makes scanning more efficient/get more cash from scans, kind of like a kill warrant scanner, but for exploration?
Unique SRV type that can safely recover old delicate human or potentially dangerous thargoid/guardian tech from derelict bases, with option to sell for cash or if you have a research lab in one of your "science!" compartments, you can extract high lvl engineering materials from them instead.

I'd also love if you could have an NPC research crew instead of a SFL crew, and they could increase effificiency of other select modules or speed up research.
 
What is it with wanting more small ships? We already have enough small ships to sink the titanic, and you don't exactly stick around them for long, do you? Pointless waste of time if you ask me. Whereas....

I think most of your "holes" could be filled by existing (and redundant ) ships with some slight tweaks, or else WILL be filled by the newly announced ships.

Medium pad trader, in between Asp Explorer and Python.

make the T7 a teeeensy but shorter, and give the clipper retractable nacelles, so they can both land on medium pads. Boom! Done!

Medium pad passenger ship, in between Dolphin and Orca.

i got nuthin for this one. But, I think passenger ships should be made more worthwhile across the board first, preferably by restricting 1st-Class passenger cabins to passenger ships (like the designers ((((and God!)))) originally intended)

Exploration vessel, preferably on a medium pad, between Asp Explorer and Anaconda (or maybe 2, one cheaper on a medium pad, one more expensive on a large pad).
I don't understand why you would want this. Pad size is the least significant factor for an explorer ship.


High tier trader to compete with Cutter.
T9 should have some extra cargo-only slots, such that when filled and outfitted to capacity, it beats the Cutter.

Combat ship in between FDL and Corvette.
Probably the T10 will fill this role. (Although FDL will probably remain the undisputed God-killer until FDev comes to their senses and downgrades its powerplant back to the original configuration.)
Combat ship in between Vulture and FDL/FAS.
probably the chieftain will fill this role.
SLF carrier in between Keelback and Gunship.
Probably the Krait will fill this role.

Are all needed to fill in the gaps so as to decrease the grind to the next ship, making the game more fun to play for those not at the 'end game' ships yet, or to create new endgame ships to rival the big three.

In conclusion, stop fantasizing about what you want, and start thinking of what the game needs to keep it alive. Thank you.

You're welcome!
 
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I think most of your "holes" could be filled by existing (and redundant ) ships with some slight tweaks, or else WILL be filled by the newly announced ships.

make the T7 a teeeensy but shorter, and give the clipper retractable nacelles, so they can both land on medium pads. Boom! Done!

i got nuthin for this one. But, I think passenger ships should be made more worthwhile across the board first, preferably by restricting 1st-Class passenger cabins to passenger ships (like the designers ((((and God!)))) originally intended)

I don't understand why you would want this. Pad size is the least significant factor for an explorer ship.

T9 should have some extra cargo-only slots, such that when filled and outfitted to capacity, it beats the Cutter.

Probably the T10 will fill this role. (Although FDL will probably remain the undisputed God-killer until FDev comes to their senses and downgrades its powerplant back to the original configuration.)

probably the chieftain will fill this role.

Probably the Krait will fill this role.

You're welcome!

Ok I'm too lazy to do what you just did to my post to your post, I'll admit that.

But I'll try to answer some points you brought up.

I doubt Fdev at this point will change ships to fit on smaller pads, so don't count on it.

The passenger ship one could be seen as least needed, but it's still a hole that we could fill. Right now it goes from small to large pad, so where is the medium?

A medium pad explorer is better than it being a large pad. Not a lot but that's why I said I'd prefer it being a medium pad. It could be large and that would be fine. But there is a huge gap between the Asp Explorer and Anaconda that could be filled.

The type 9 is comparable in price to a python, so let's not compare it to a cutter. Plus, I'd rather have about 200 tons less weight to improve other stats, rather than cargo. More cargo would just make the ship an even bigger slug than it is now, and I doubt anyone actually wants that. But that's getting off topic. I'd much prefer another ship compete with the cutter in its price range, rather than a cheaper ship competing with it.

You are right, most roles could be filled by the new ships, your right, but let's not count on it. I'm just here to say what I think we should see in game, not what will be in game.

Hopefully this answers at least some of your questions.
 
Explorer with high jump range should be offset by no hard points. If the idea is to explore only, then you don't need weaponry. Someone else suggested zero hardpoints and multiple utility slots for defence and I can't disagree with that.

I disagree with that.

When going deep out into the black one may want an element of self-sufficiency, which is where you may want to do some mining for jumponium synthesis: hence you need hardpoints to equip mining lasers.
You certainly don't need Anaconda levels of hardpoints, but 2x smalls should cover one's mining needs.


As for missing ships, i'm hoping for an expensive medium ship that sits between the AspX and Anaconda. Something with properly good jump range, fast, and a lot of smallish module slots (maybe 10 slots, but less cargo cap than the Python). So you could have a really flexible, long range multirole medium.
Like if the Cobra MK3 was medium sized: not good at combat really, but a great smuggler, and multirole.
 
1. Competition for the Python
2. Small, Expensive (5M+) Ships
3. Non-Rep ships between the Small/Medium entry levels and the Python
4. Ships with turret placements good for Multicrew
 
After the Type-10 news came out I thought why don't they do something with the Type-7. I'm a big supporter of a new exploration ship and I thought a Type-7 could be a good candidate.

C6 FSD (or whatever it takes to get a stock un-engineered jump range of 25 LYs with potential of a 50 LY range)
2 more small HPs for mines launchers (for defense) or mining lasers if you want to do a little mining in the dark expanses
2 or 3 more utility slots for whatever
C5 PP w/ a C4 PD
keep the C5 thrusters
shorten it a couple of meters so it can land on medium pads
Keep everything else as is; call it the Type-8 Explorer (unless the original had an 8)

Possibly expand the cockpit to give an even better view

Price it around 40 million credits

(sorry, flights of fantasy are fun) GL HF
 
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A bigger Type 6 would be nice. Not the ponderous Type 7/9, but a large civilian ship with excellent jump range and good handling. Probably keep the cargo size below that of Type 9 so its not a no brainer.

I also dream of a ship with good jump range, nimble handling and plenty of dakka, though it might be difficult to make that work without making it too good. Clipper is fairly close but maybe not quite there
 
What is around the corner and/or is a role that needs to be filled?

-Krait looks to be a lightly armed, but (purely based on aesthetic) agile SLF carrying combat ship. Like a light Vulture with a fighter.
-Chieftain looks like an Alliance dropship. I'd expect similar capability, but in a less drifty ship that has less armour.
-Panther, if it is still coming, will represent absolute largest cargo capacity. I'd expect equal length/height to a Beluga, and Type 9 (10) width of actual hull (not including wings) Easily highest mass.
-Type 10, well armed carrier ship?

As for roles yet to be filled, Imperials still need a medium pad landing ship. I'd personally like a design with old-school retractible wings. They also could use a smaller SLF ship to the Cutter. Either add this capability to their medium, or a variant clipper maybe.
Alliance will be a collection of unknowns, but will probably include at least 1 dedicated fighter, smaller than the Chieftain, and 1 big ship of type 9 size or larger. In these categories, they just fill the "Alliance version of..." role.
Krait offers a potentially decent platform for SLF multicrew use without rank requirement. Expect to see the Keelback take a backseat, but I'd like to see a Keelback mk2 based on an Asp.

Personally I think the remaining roles that need filling would be best served by redefining the landing capabilities of existing ships. Allow Type 6 to use small landing pads. It'd fit, but is 1 meter too tall, apparently. The same is true of T7 on Medium landing pads. It is only logical that these cargo boxes would be designed to maximise pad space usage, rather than near-minimise. A little less likely, but let Orca land on medium pads, or introduce a variant model that can.
 
Except that you don't really need medium pads for most things other than data mission grind and some CGs. The ability to land on mediums is overrated. I'm not really using my Python too much lately. Doing all the development just for a smaller ship would be IMHO a waste of time.
 
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Except that you don't really need medium pads for most things other than data mission grind and some CGs. The ability to land on mediums is overrated. ... Doing all the development just for a smaller ship would be IMHO a waste of time.

Your opinion is of course valid for you, however other players may find medium pads more useful for their activities.

Personally I find medium ships useful because if you are on the bubble's edges, the only close place for facilities may be an outpost. If you have to travel to somewhere with a large you can waste a lot of time.
Just from my experiences as a Fuel Rat, and sometime having to escort a CMDR back some hundreds of light years, but requiring multiple trips to restock for limpets.

Another reason for medium ships, is if your chosen minor faction only has outposts to BGS from.

In general though, yes large pads are far more common now (asteroid bases, planetary landings), which does lessen the need for medium ships.


The other thing about large ships vs small/medium, is some players just don't like how large ships control. Most are pretty clunky, or slow, or both...
 
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I'd like to see a large mining vessel. Plenty of odd-sized internals upto size 5, class 8 power distributor, 4 class 2 hardpoints for mining lasers, SLF capable, ~30LY modded laden jump range...
 
What is it with wanting more small ships? We already have enough small ships to sink the titanic, and you don't exactly stick around them for long, do you? Pointless waste of time if you ask me. Whereas....

Medium pad trader, in between Asp Explorer and Python.
Medium pad passenger ship, in between Dolphin and Orca.
Exploration vessel, preferably on a medium pad, between Asp Explorer and Anaconda (or maybe 2, one cheaper on a medium pad, one more expensive on a large pad).
High tier trader to compete with Cutter.
Combat ship in between FDL and Corvette.
Combat ship in between Vulture and FDL/FAS.
SLF carrier in between Keelback and Gunship.

Are all needed to fill in the gaps so as to decrease the grind to the next ship, making the game more fun to play for those not at the 'end game' ships yet, or to create new endgame ships to rival the big three.

In conclusion, stop fantasizing about what you want, and start thinking of what the game needs to keep it alive. Thank you.

500 hours in and I fly my VM4 pretty much all of the time. I am not bashing other peoples playstyles but I loathe trading, mining, exploring and passenger's. To me they are just temporary diversions. Even with the courier and DBS if you remove the different mark's there are only a handful of small combat ships. The Cobra is more multi role as well as the VM4 and I don't even know what the DBS is for. So that leaves the Eagle, VM3, Courier and maybe DBS as the only dedicated small combat craft. What is the point of large combat ships if everyone has one. They are no longer large just standard.
 
500 hours in and I fly my VM4 pretty much all of the time. I am not bashing other peoples playstyles but I loathe trading, mining, exploring and passenger's. To me they are just temporary diversions. Even with the courier and DBS if you remove the different mark's there are only a handful of small combat ships. The Cobra is more multi role as well as the VM4 and I don't even know what the DBS is for. So that leaves the Eagle, VM3, Courier and maybe DBS as the only dedicated small combat craft. What is the point of large combat ships if everyone has one. They are no longer large just standard.
VM4 is a nice ship and my favorite planet scavenger.
 
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