As someone who did most of my missions in a beluga (passenger, sight see, and tried a slightly longer distance one (2200ly), here are my suggestions.
Looks:
I have taken many screen shots - the design as beautiful - 9/10
Suggestion:
- Allow LED mods to be added to the ship as module (if Fdev wants to keep the microtranaction element, why not allow players to buy cosmetic modules?). I'd like to use LEDs and some kind of staircase for passenger embark/disembark.
- Animation for passenger embark/disembark. We already have holome, this would be a nice reason to implement something on bases.
- DOUBLE the number of passenger cabins - scale other components to allow more space for passengers. I'd like to be able to carry up to 1000 eco passengers for missions. I got an anaconda recently.. sadly the anaconda is my preferred passenger ship now because I can easily justify not using luxury cabins (luxury missions don't spawn much, and they pay difference doesn't really justify vs business class). Much more passenger room would entice me.
- Add a 'explore' ship in the fighter bay! another way to distinguish the Beluga. When I am close to a tourist site, hop into the small tourist vessel with your passenger (make interior filled with people) for a 30-60 pause in front of a volcano. I can scan it now to complete a mission which isn't very realistic. Likewise for ground vehicle - make a tourist version with big windows. Make these exclusive to Beluga / dolphins to create another reason.
- Make the jump range HIGHER (with mods) - again, it should be enticing for long distance jumping and space faring.
Maybe I've come up with the mega version of the Beluga, but I just want to see better differentiation on a cool line of ships. I've also suggested the idea of a spaceport (maybe UI update) with a modern airport-style destinations and timetable, so you can scoop up passengers and 'create an airline' of your own. I'd like to hire passenger ship pilots to work for me too, and collect a fixed income from that over time.
I'll let the good folks at FDev think about the 'balance' aspects such as credits costs, physics, mass and other technical issues with such an idea
I really hope to see further enhancements to the passenger transport aspect of this game. I really enjoy this aspect of E
. Thank you for reading and I hope you will consider my suggestions.
PS. One more thought: I bring it up because in my mind it is relevant for those who enjoy pass missions: Can you stabilize pass missions such as Rhea/Haiden routes instead of nerfing them as players find them? Why not CAP mission payouts to a set dollar amount that you are comfortable allowing players to stack, then decrease the max based on rank, #interdictions, time limit, and SHIP? I love the idea of stacking 1000 passengers into one ship, then going into space to drop them off in various places. If you cap payouts that is also ship specific (shouldn't I charge more to let people ride in my beluga vs a smelly vulture that I used for mining 10 mins ago?) I'll feel much better about my grind to the Beluga. Make passenger missions a BUSINESS
Again thanks for reading.
Looks:
I have taken many screen shots - the design as beautiful - 9/10
Suggestion:
- Allow LED mods to be added to the ship as module (if Fdev wants to keep the microtranaction element, why not allow players to buy cosmetic modules?). I'd like to use LEDs and some kind of staircase for passenger embark/disembark.
- Animation for passenger embark/disembark. We already have holome, this would be a nice reason to implement something on bases.
- DOUBLE the number of passenger cabins - scale other components to allow more space for passengers. I'd like to be able to carry up to 1000 eco passengers for missions. I got an anaconda recently.. sadly the anaconda is my preferred passenger ship now because I can easily justify not using luxury cabins (luxury missions don't spawn much, and they pay difference doesn't really justify vs business class). Much more passenger room would entice me.
- Add a 'explore' ship in the fighter bay! another way to distinguish the Beluga. When I am close to a tourist site, hop into the small tourist vessel with your passenger (make interior filled with people) for a 30-60 pause in front of a volcano. I can scan it now to complete a mission which isn't very realistic. Likewise for ground vehicle - make a tourist version with big windows. Make these exclusive to Beluga / dolphins to create another reason.
- Make the jump range HIGHER (with mods) - again, it should be enticing for long distance jumping and space faring.
Maybe I've come up with the mega version of the Beluga, but I just want to see better differentiation on a cool line of ships. I've also suggested the idea of a spaceport (maybe UI update) with a modern airport-style destinations and timetable, so you can scoop up passengers and 'create an airline' of your own. I'd like to hire passenger ship pilots to work for me too, and collect a fixed income from that over time.
I'll let the good folks at FDev think about the 'balance' aspects such as credits costs, physics, mass and other technical issues with such an idea
PS. One more thought: I bring it up because in my mind it is relevant for those who enjoy pass missions: Can you stabilize pass missions such as Rhea/Haiden routes instead of nerfing them as players find them? Why not CAP mission payouts to a set dollar amount that you are comfortable allowing players to stack, then decrease the max based on rank, #interdictions, time limit, and SHIP? I love the idea of stacking 1000 passengers into one ship, then going into space to drop them off in various places. If you cap payouts that is also ship specific (shouldn't I charge more to let people ride in my beluga vs a smelly vulture that I used for mining 10 mins ago?) I'll feel much better about my grind to the Beluga. Make passenger missions a BUSINESS
Again thanks for reading.