Honestly, I'd like to see a balance pass on most of the ships, so that the Anaconda isn't such an outlier (due to its super lightweight hull). I wouldn't even mind if I had to visit an engineer for a lightweight hull upgrade.
They weigh nothing but still have mass.
And to move mass faster than light you need energy.
Energy needs fuel.
The bigger the FSD, and the smaller the mass the further you travel (so long as your velocity is capped and instantaneous) on a given ammount of fuel.
And...now the uber physics boffins will come in and gank my forum immersion...stand by...
Clicker
Bugga....ninja’d again
You have explorer ships.
You have trade ships.
If you give a tradeship a decent range when it's hauling all the cargo (so that it doesn't make hauling terrible), it has uber-range when not hauling cargo.
If you give a tradeship a decent range when it's not hauling cargo (so that it doesn't compete with explorer ships), it has an abysmal range when it's hauling cargo.
Solution: MAKE CARGO WEIGH LESS (Do a handwavium thing, new tech that's now standard on cargo containers). REBALANCE ACCORDINGLY.
The issue you want to solve is a matter of relative mass, laden vs unladen. In a heavy ship the cargo makes up a lower percentage of the total mass than for a light ship - it's why the Conda jumps so far when stripped down.
If we assume Cargo mass is fixed & cannot be changed the alternate solution would be to increase the mass of the ships & amend their jump-range altering stats to bring them broadly back into line with their current capability. Some ships would lose a little, some would gain a little, and overall cargo (and other heavy modules) would have less of an effect on jump range & handling.
You have explorer ships.
You have trade ships.
If you give a tradeship a decent range when it's hauling all the cargo (so that it doesn't make hauling terrible), it has uber-range when not hauling cargo.
If you give a tradeship a decent range when it's not hauling cargo (so that it doesn't compete with explorer ships), it has an abysmal range when it's hauling cargo.
Solution: MAKE CARGO WEIGH LESS (Do a handwavium thing, new tech that's now standard on cargo containers). REBALANCE ACCORDINGLY.
Check the fuel tank - it's not all about how far you can jump.
How many jumps you can make is a big factor.
e.g. The T-7 has a large fuel tank and can make many jumps.
Ever considered putting an extra fuel tank in to stretch that even further - you can probably use a smaller internal that the Fuel Scoop you'd use instead.
Working as intended.
Just change theyre weight is perfect, 1 ton just change it to 1 unit or canister a ship can carry so many units. Keep the same value for the commodities, all is good
Create a new type of cargo container that drains power from the reactor, but the cargo inside it has reduced impact of FSD jump range. Make it hold less cargo than normal containers.
Now traders have to choose between good jump range, or hauling more cargo be trip.
Then create an engineer that will modify this container so it uses less power, provides more mass/FSD ratio savings, or allows more storage.
The issue you want to solve is a matter of relative mass, laden vs unladen. In a heavy ship the cargo makes up a lower percentage of the total mass than for a light ship - it's why the Conda jumps so far when stripped down.
If we assume Cargo mass is fixed & cannot be changed the alternate solution would be to increase the mass of the ships & amend their jump-range altering stats to bring them broadly back into line with their current capability. Some ships would lose a little, some would gain a little, and overall cargo (and other heavy modules) would have less of an effect on jump range & handling.
Or you know... just don't fill up your entire cargohold for the same effect.
I'd like to see a complete rebalance of all ships.
Spreadsheet those suckers up into one giant Excel table and balance them all together
Increase FSD range by 5+ lys across the board. Nothing crazy, just let people move around the bubble a little bit easier.
And for those weird ships like the Clipper and T7 that are stuck on large pads but have no advantage to being there, give us a better reason to use them.
- Increase the T7's cargo hold so it can carry more.
- Give the Clipper a unique weapons load out of 4 large hard points (upgrading the 2 mediums). That'd be a reason to use it instead of the Python.