Add rewards for support ships

I just noticed (again) that some nice folks go around the titan and offer repair to other ships (thx BTW). IMHO there should be rewards for actions like this in much the same way as if directly damaging the titan itself (or maybe even specific repair rewards).
I understand that this may not be easy to implement to avoid backdoor exploits ... depending on what data is gathered by the game already right now.

I also think that re-arming (with limpets), as brought up already in other threads, would fit into the same category nicely. Yes, some/many advanced pilots think that it is not worth it, but then again reparing others currently has no benefit at all (for the one providing the service) and still people do it.
And the shield support lasers (forgot the name of them) fall into the same category in a way - even though their current implementation IMHO make it difficult to handle them efficiently.
 
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Tangentially related, I'm holding out for advanced repair limpets that let you target modules or something. I want my roaming band of explorers to be able to repair eachother's AFMUs and Power Plants, or a battery pack to power the AMFU when it has to turn the power off, etc.
 
I wouldn't say these rewards are "Exploration FDSs". They make any ship SC/Hyperspace travel better/faster for every activity.
 
I was out there earlier today and yesterday in a t10 tossing limpets around, got maybe a hundred scout kills (not to mention enjoying the caustic fireworks) and greatly increased my stocks of random goid bits. I really enjoy the concept of support roles and would really like to see them expanded.

I'll add that if you are in a wing: we do seemingly get a combat bond share. However, there is not really a way to gainfully assist other non-wing pilots with the core bombing outside the apparent rewards; a type ten set to manage the hordes of scouts can't participate in damaging the core directly without significant risk-- doing so far outweighs the possible gains.

i'd also like to see some way to resupply another ships ammo in AX. I like plasma slug mods for this-- a lot-- as one could toss their allies more fuel for the pew pews. Imagine fuel powered plasma chargers :sneaky:

an adjacent-adjacent though: a shuttle that can gather fuel from a star in the same system could be another component of such a support build. This could add tactical depth to the universe; serving better when fighting in systems that have fuel stars. It would also add vulnerability, as one could intercept shuttles to starve their enemy.
 
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You’re right. But those aren’t the figures.

Quick and dirty edsy stripped out builds using the last CG FSD*, while I wait for my coffee to pour, ‘Vette increase is around 3ly and the ‘Conda is around 6ly.

In an actual combat ‘Vette the difference is 1.67ly*.

*compared to the standard A-rated IR MM FSD.
I like numbers too!

So one is a ~10% increase and the other a 6% increase?
 
I don’t think I’ve ever seen a thread about combat builds fretting about jump range.
Most of the in-bubble reasons to need it have been removed over the years.
- pre-engineering (or even with early engineering) the 10-15 LY range on a combat ship was quite short for a lot of the bubble and might require big detours and frequent refuelling stops
- no ship transfers and especially no fleet carriers to avoid needing to care about that

Of course, we might see more reasons for longer-range combat ships depending on where the plot goes next. Can't take a fleet carrier into Col 70...
 
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