Sterling MH
Banned
The game needs mining ships.
We can at least call the Phantom an explorer ship. It's python class and therefore roomy enough to be an upgrade from the Asp yet not so expensive or "end game" as the anaconda. A few others for variety's sake (same as combat ships god) would be NICE, but at least the basic lineup is there. One in every broad class.
Mining, not so much. At least two. Four eventually. Having six would be nice.
They'll need to be trader/miners ostensibly, because mining == trading, but with more gun ports/maneuvering. If the midrange gets overpopulated or encroaching on trader ships happening, maybe trend them to armed traders, like the Keelback, but with more trade and less fight in it.
Heck, the T series could do with bigger gun ports, maybe even more of them. If the T-s have a powerplant/distributor combo that makes turrets usable (if barely) at a larger size, but not enough to manage gimbals or fixed weapons, they don't become fighters, they can just defend themselves. For a higher rebuy cost. Miners could be mobile enough to use gimbals with rather than turrets, so there would still be a gap for optimal play.
And make trading like a proper job, not having to rely on missions to give you somewhere to trade as a guarantee is needed. The python class may be optimal for running trade missions, but only because you can't get enough trade missions to fill a type 9. If you could reliably and elegantly find a multi-stage trade loop or transit that capitalises on your cargo hold for maximum credits per hour, trade missions would only be icing on the cake for the biggest trading ship. The python would not get a look in.
We can at least call the Phantom an explorer ship. It's python class and therefore roomy enough to be an upgrade from the Asp yet not so expensive or "end game" as the anaconda. A few others for variety's sake (same as combat ships god) would be NICE, but at least the basic lineup is there. One in every broad class.
Mining, not so much. At least two. Four eventually. Having six would be nice.
They'll need to be trader/miners ostensibly, because mining == trading, but with more gun ports/maneuvering. If the midrange gets overpopulated or encroaching on trader ships happening, maybe trend them to armed traders, like the Keelback, but with more trade and less fight in it.
Heck, the T series could do with bigger gun ports, maybe even more of them. If the T-s have a powerplant/distributor combo that makes turrets usable (if barely) at a larger size, but not enough to manage gimbals or fixed weapons, they don't become fighters, they can just defend themselves. For a higher rebuy cost. Miners could be mobile enough to use gimbals with rather than turrets, so there would still be a gap for optimal play.
And make trading like a proper job, not having to rely on missions to give you somewhere to trade as a guarantee is needed. The python class may be optimal for running trade missions, but only because you can't get enough trade missions to fill a type 9. If you could reliably and elegantly find a multi-stage trade loop or transit that capitalises on your cargo hold for maximum credits per hour, trade missions would only be icing on the cake for the biggest trading ship. The python would not get a look in.