Application of Ship kit like approaches to ship modification.

It would be neat if variants of ships framed as perhaps military variants could be unlocked via support for a super power. The base model would be the same as the base ship, but have slightly tweaked specs. Usually this would mean giving up an internal slot or two to allow for the modifications. For instance a Chieftain that gives up two size 3 slots for two medium hardpoints tacked on. The ship modifications could be applied with modular external 'weapon/utility slot' conformal pods (sort of like a ship kit component, but not part of a micro transaction).

The triggers for these ships could be more complex than existing mechanics, and should be more focused on long terms support for a super power above the others. (all three super powers have their own special/locked ships, and these modifications would primarily only effect these ships, and possibly a few of the classics...) For instance supporting the alliance in 5+ cgs at a given tier, being allied with a (high) number of Alliance minor factions, and say performing a certain number of spec op missions for the alliance at say the 'elite level' could be rolled into the unlock requirements. If a player began to betray their chosen power they chosen power may not be so happy that they keep using their military ship variants.

If a turn coat player is destroyed in a military ship of their previous faction the rebuyed ship is converted to the standard version so the special variants stay mostly in the control of those that support their respective powers.

This provides more incentive for superpower support roleplay while providing a way to shake up existing ship builds with different trade-offs with minimal ship model reworking.(after the conformal pods are build and integrated)
 
Yeah it would be nice... but I'm quite sure some "no no guy" that knows the game code better than FDEV will jump in and will tell you that it's to complex or not possible or it will affect the game balance... BLA BLA BLA....
 
Perhaps the basic idea could work.
But as to your example: two more hardpoints would mean that problems with power, and distribution of power, would most likely result in a very unpleasant combat ship.
I am just saying: it is not as easy as simply adding more hardpoints.
 
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