I have some Capital Ship ideas, that may or may not have been discussed. I will try to be brief, quick to the point.
Capital Ships:
(1) can only be purchased by player owned factions. Currently, it appears only "squadrons" can purchase a capital ship. Is this an extension of a player owned faction? It seems that such a large ship should have to have the backing of the income of a player owned faction. Otherwise, "what" is a squadron in relation to a wing, in relation to a player owned faction, etc.?
(2) should be expensive as hell, and will almost certainly require multiple people contributing to its purchase
(3) should have a designated "owner" / "leader" (that is ideally voted upon) of the sub-faction / squadron that can choose his inner council (maybe there's 5 or 6 positions (captain, first officer, second officer, etc.) and each position has different benefits than other positions). Everyone else are petty officers, with room for growth, achievement into other positions, but still below the upper council.
(4) should have individual "garages" (like gta) where you can store ships, and "show off" your ships (some garages are bigger than others, where you have to earn your way from a smaller ship garage to larger, through faction / squadron missions. Movement through the garage could be the first iteration of space legs.
(5) should have individual cabins on ship, that you can upgrade to your liking. Could have display shelves/stands that are adorned with certain in-game accomplishements. This would be a further iteration of space legs.
(6) should have Community areas on capital ship where your squadron can get together, interact, have squadron meetings, etc. Another iteration of space legs.
(7) should be near impossible to be destroyed. They can, though, be severely damaged where they are unable to move and/or jump to a new system, requiring an extensive amount of repairs to return the ship to proper functioning order. They should be equipped with a multitude of automated turrets that can more or less fend off any foe.
(8) should involve dozens of potential upgrades that the squadron can contribute to to make their capital ship better (upgraded armor, automated turrets, sensor capabilities, can hire an engineer that would allow for ship outfitting, livery, etc., which would in turn require squadron contributions to make sure there are plenty of materials to facilitate such ship upgrades
Capital Ships:
(1) can only be purchased by player owned factions. Currently, it appears only "squadrons" can purchase a capital ship. Is this an extension of a player owned faction? It seems that such a large ship should have to have the backing of the income of a player owned faction. Otherwise, "what" is a squadron in relation to a wing, in relation to a player owned faction, etc.?
(2) should be expensive as hell, and will almost certainly require multiple people contributing to its purchase
(3) should have a designated "owner" / "leader" (that is ideally voted upon) of the sub-faction / squadron that can choose his inner council (maybe there's 5 or 6 positions (captain, first officer, second officer, etc.) and each position has different benefits than other positions). Everyone else are petty officers, with room for growth, achievement into other positions, but still below the upper council.
(4) should have individual "garages" (like gta) where you can store ships, and "show off" your ships (some garages are bigger than others, where you have to earn your way from a smaller ship garage to larger, through faction / squadron missions. Movement through the garage could be the first iteration of space legs.
(5) should have individual cabins on ship, that you can upgrade to your liking. Could have display shelves/stands that are adorned with certain in-game accomplishements. This would be a further iteration of space legs.
(6) should have Community areas on capital ship where your squadron can get together, interact, have squadron meetings, etc. Another iteration of space legs.
(7) should be near impossible to be destroyed. They can, though, be severely damaged where they are unable to move and/or jump to a new system, requiring an extensive amount of repairs to return the ship to proper functioning order. They should be equipped with a multitude of automated turrets that can more or less fend off any foe.
(8) should involve dozens of potential upgrades that the squadron can contribute to to make their capital ship better (upgraded armor, automated turrets, sensor capabilities, can hire an engineer that would allow for ship outfitting, livery, etc., which would in turn require squadron contributions to make sure there are plenty of materials to facilitate such ship upgrades