DISCLAIMER: This is not a suggestion as I fully realise FDev would not introduce such a craft as I am describing. The concept for this came about due to a couple of current threads: the backlash against 'Reverski' and the comments in the post revealing that a lot of Commanders actually enjoy flying the smaller ships over the large 3.
The one constant in ED is every ship is multi-role, you can do the same activities in a Sidewinder as you can in a Cutter, it is just you can do them easier and with much greater profit in a the latter. I think this game needs at least one dedicated ship for each role, a ship that excels in that role but is either useless or totally unsuitable for any other. This mythical ship isn't OP, it will have it's limitations, it will rely more on the skill of the Commander than modules it carries. This is my ideal for a pure fighter, feel free to come up with similar concepts for the other activities like mining, exploration and the like.
Basic Overview:
Size Small: This is a fighter, a purebred, designed for only one thing, killing other ships. It doesn't need to be big, it needs to be nimble and fast and pack a major punch.
Single Seat: Fits with the existing Lore, it is you against the Universe, no help from anyone else. And if you think about it, I am cramming a lot into a small package, no room for another seat!
It is fast: Normal top speed of a minimum of 300m/s with a boost speed of a minimum 450m/s (all figures in a typical A rated, non-engineered ship). It needs to be the fastest ship in the game.
It is agile: Equal to, but preferably exceeding the agility of the Vulture and iCourier. The agility in all vectors, combined with the speed is this ship's main defence.
Cost: No more than 15m C for the starting price, although it will cost a lot more for all the A Class modules and weapons. This makes it more available to the majority of players, so they don't feel any grind to get it. It isn't locked behind any rank prerequisites - if you have the cash you can have the ship!
Core Internals:
Class 6 Power Plant: This puppy will need some juice to get everything to work together without having the Commander fret over having to turn modules on and off during combat.
Class 6 Thrusters: As mentioned, speed and agility is what this ship is all about.
Class 4 FSD: This is a fighter, it doesn't need the ability to perform 20+ ly jumps. Ideally the jump range should be between 10 and 15lys (again, without Engineering) but due to it's cost it shouldn't be that expensive to relocated to another system. Just enough to safely get to most neighbouring systems.
Class 2 Life Support: Does it need anything more than that?
Class 6 Power Distributor: There is a lot going on in this ship, lets make sure the systems can handle it without too much constant PIP manipulation.
Class 4 Sensors: Should be sufficient for it's role
Class 3 Fuel Tank. This seems about right when comparing to the Courier or Vulture.
Optional Internals:
1 x Class 3 Slot: Ideally for the Shield Generator
2 x Class 3 Military Slots: A choice between a combination of HRP, a MRP or a Shield Cell Bank, you can't have them all.
1 x Class 2 Slot: I envisage most would probably throw a cargo rack here.
2 x Class 1 Slots: One would be prefitted with a Basic Discovery Scanner but the loadout is up to the owner!
Weapons:
1 x Huge Hardpoint: Directly under the forward cockpit, aligned with the centreline of the ship, the main teeth of the beast.
2 x Large Hardpoints: Either side of the cockpit, close enough that there won't be any problems using fixed weapons
2 x Medium Hardpoints: Ideally on pylons (or wings), probably more suited to gimbled weapons.
5 x Utility Mounts: Should be sufficient for most requirements.
The Look: It needs, no, it demands to look deadly, to look fast, to look nimble - even when docked. So definitely not boxy or angular. This might be the time for Saud Kruger to venture into the fighter world, something that looks the part is needed.
Rock/Paper/Scissors: Yes, the concept ship I have described does seem OP'd in regards to power and weapons. But it will have relatively weak shields and armour so it can't go toe to toe with the big ships (especially if they are in PvP build). But it should be capable of attacking a big ship, using the skill of the pilot combined with the agility and speed to not get hit. If an inexperienced Commander thinks he can just jump in one and be invulnerable he will learn a very quick and important lesson in humility.
Let's bring back pure dog fighting to the universe
The one constant in ED is every ship is multi-role, you can do the same activities in a Sidewinder as you can in a Cutter, it is just you can do them easier and with much greater profit in a the latter. I think this game needs at least one dedicated ship for each role, a ship that excels in that role but is either useless or totally unsuitable for any other. This mythical ship isn't OP, it will have it's limitations, it will rely more on the skill of the Commander than modules it carries. This is my ideal for a pure fighter, feel free to come up with similar concepts for the other activities like mining, exploration and the like.
Basic Overview:
Size Small: This is a fighter, a purebred, designed for only one thing, killing other ships. It doesn't need to be big, it needs to be nimble and fast and pack a major punch.
Single Seat: Fits with the existing Lore, it is you against the Universe, no help from anyone else. And if you think about it, I am cramming a lot into a small package, no room for another seat!
It is fast: Normal top speed of a minimum of 300m/s with a boost speed of a minimum 450m/s (all figures in a typical A rated, non-engineered ship). It needs to be the fastest ship in the game.
It is agile: Equal to, but preferably exceeding the agility of the Vulture and iCourier. The agility in all vectors, combined with the speed is this ship's main defence.
Cost: No more than 15m C for the starting price, although it will cost a lot more for all the A Class modules and weapons. This makes it more available to the majority of players, so they don't feel any grind to get it. It isn't locked behind any rank prerequisites - if you have the cash you can have the ship!
Core Internals:
Class 6 Power Plant: This puppy will need some juice to get everything to work together without having the Commander fret over having to turn modules on and off during combat.
Class 6 Thrusters: As mentioned, speed and agility is what this ship is all about.
Class 4 FSD: This is a fighter, it doesn't need the ability to perform 20+ ly jumps. Ideally the jump range should be between 10 and 15lys (again, without Engineering) but due to it's cost it shouldn't be that expensive to relocated to another system. Just enough to safely get to most neighbouring systems.
Class 2 Life Support: Does it need anything more than that?
Class 6 Power Distributor: There is a lot going on in this ship, lets make sure the systems can handle it without too much constant PIP manipulation.
Class 4 Sensors: Should be sufficient for it's role
Class 3 Fuel Tank. This seems about right when comparing to the Courier or Vulture.
Optional Internals:
1 x Class 3 Slot: Ideally for the Shield Generator
2 x Class 3 Military Slots: A choice between a combination of HRP, a MRP or a Shield Cell Bank, you can't have them all.
1 x Class 2 Slot: I envisage most would probably throw a cargo rack here.
2 x Class 1 Slots: One would be prefitted with a Basic Discovery Scanner but the loadout is up to the owner!
Weapons:
1 x Huge Hardpoint: Directly under the forward cockpit, aligned with the centreline of the ship, the main teeth of the beast.
2 x Large Hardpoints: Either side of the cockpit, close enough that there won't be any problems using fixed weapons
2 x Medium Hardpoints: Ideally on pylons (or wings), probably more suited to gimbled weapons.
5 x Utility Mounts: Should be sufficient for most requirements.
The Look: It needs, no, it demands to look deadly, to look fast, to look nimble - even when docked. So definitely not boxy or angular. This might be the time for Saud Kruger to venture into the fighter world, something that looks the part is needed.
Rock/Paper/Scissors: Yes, the concept ship I have described does seem OP'd in regards to power and weapons. But it will have relatively weak shields and armour so it can't go toe to toe with the big ships (especially if they are in PvP build). But it should be capable of attacking a big ship, using the skill of the pilot combined with the agility and speed to not get hit. If an inexperienced Commander thinks he can just jump in one and be invulnerable he will learn a very quick and important lesson in humility.
Let's bring back pure dog fighting to the universe