Military slots. Alternatives for other classes?

Made me thinking. Since combat oriented "multipurpose" ships are already pretty good at doing other things, giving them more slots even locked to certain modules wasn't exactly playing out in favor of some other ships(looking at you T-9). Same story with passenger ships.
Is it unreasonable to make ships of other specializations to have something similar? For example hauling oriented and exploration ships to have slots that can be only fitted with shield/AFMU/fuel scoop/SRV hangar.
This doesn't exactly go with the line "any ship can be anything", but it would give a chance to a less used vessels to be good at a role. Certainly not worse than ships that can simply do it all.

here's drinking game for you - have a shot for every "ship" I've typed :D
 
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We need more dedicated exploratory gear, if we're going to do that. I've made some suggestions in the suggestions forum of what forms they could take, breaking the Detailed Surface Scanner up into a suite of different scanners that record different things, as well as ways to process data on your ship for a higher end payout and ways to remotely transmit data to UC and get paid while in deep space. These things can happen and I really hope FD is on the ball here.
 
They're not going to remove current functionality for various builds, but they might add some for new loadouts.
 
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All "Explorer" designated ships should have at least two C1 slots. Because, you know, if I were designing an exploration ship, I'd surely design it with specific slots for the ADS and DSS, not forcing people to waste C3 and C4 slots......

Z...
 
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The passenger ships already have locked modules dedicated to cabins, just like combat ships have military slots.

That being said I do agree, I'd like to see more of these extra class-specific modules.
 
All "Explorer" designated ships should have at least two C1 slots. Because, you know, if I were designing an exploration ship, I'd surely design it with specific slots for the ADS and DSS, not forcing people to waste C3 and C4 slots......

Z...

No problem, we'll downsize the two smallest slots for you free of charge. :D
 
Honestly, I don't really care all that much about edging out the best fan fic fit whatever build anymore. I have my ships set up well enough with how I like them, and they do fine. It's just something for min/maxers to worry about more.

By the same token, you could say that the module slots are larger to allow for other things, if the outfitter prefers them. But hey, I don't necessarily agree with some of the "explorer" ship designations anyway.
 
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I've said this repeatedly since military slots got put in.

"Industrial Slots" for the haulers (Hauler, T6/7/9, Keelback). Can Fit:
- Cargo Racks
- Refineries
- Prospector and Collector limpets

Supporting changes are:
Make T6 Small, T7 Medium, T9 Large, and haul 100-150t, 300-350t and 500-600t respectively. That way, the dedicated haulers can haul more than the multipurpose classes of the same size.
Add docks that are small-ship only (benefit not just for industrial ships there), and job done.
 
I like the idea of small pirate installations with small ship landing slots only, or perhaps smaller asteroid bases for pirates.

well, maybe not pirate exclusive, but certainly illegal.
I mean, you get enough resources you want to hide in off-shore bank accounts, you might run out of "shore" and have to stretch your stuff out more thin, know what I mean?

Heck, you could make it where stumbling across one of these things gets you the opportunity to either cash in on the bounty to report it, or get paid a small stipend by the pirates for keeping everything hush hush.

Would be interesting and a lot of fun, especially if one of your trade hubs ends up 'not being there' when you log in a few days later. (if your ship's docked it's fine, there's just no trade hub there anymore)
 
I've said this repeatedly since military slots got put in.

"Industrial Slots" for the haulers (Hauler, T6/7/9, Keelback). Can Fit:
- Cargo Racks
- Refineries
- Prospector and Collector limpets

Supporting changes are:
Make T6 Small, T7 Medium, T9 Large, and haul 100-150t, 300-350t and 500-600t respectively. That way, the dedicated haulers can haul more than the multipurpose classes of the same size.
Add docks that are small-ship only (benefit not just for industrial ships there), and job done.

Oh I like this post.
Course similar ideas have been rubbed in FD's face for two years now but maybe they'll start paying attention.
What's it gonna take FDev?
+1
 
If diminishing returns were fixed, we wouldn't need any dedicated modules (which were implemented in the exact WRONG way to achieve the stated (at the time) goal, which was to allow combat ships to carry more armor and still carry mission equipment). What the backwards milslot implementation led to, was military ships who CHOSE to fit a HRP in every optional slot, now had EVEN MORE HRPs in their military slots! Durrrrrr.

The strong got stronger, the weak got weaker. They literally did the opposite of what they should have done, which is to have made them NON military slots, forcing people to put mission equipment in them. But that boat has sailed.
 
My 2Cr

More ships or better designed ships.

Most of what we already have is too multi-purpose. Almost every ship can be all things to all pilots.

I fly an Anaconda. I can reconfigure it to be a fighter, an explorer, a trader or a miner - all with very little effort. I've flown that Conda for over a year, with the occasional jaunt in something else.

I'm of the opinion that ships should be designed for a specific purpose. A miner should have purposed slots for mining equipment. Mining equipment fitted into the mining slot should perform better than it would on another ship (or the same one) when fitted into a non-mining slot. That's not penalising the non-mining ship - it's incentivising the mining ship. The same applies to other types of ships as well. Exploring ships with purposed scanner slots that offer better range, for example.

By all means, add new ships, but please don't add them if they're just going to be more multi-purpose ships to sit on the collector's display stand. Make them different, give them a purpose. And make them look suited to the purpose. A miner should have function over form, a passenger ship sleek and appealing. A combat vessel should have good hard point placement and look dangerous. etc etc

For what's worth, this kind of suggestion from OP and others should be included in the core improvements.
 
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