General Mining suggestion "mining bay"/"fighter bay"

To expand on the title, I enjoy mining but I think there is always room for improvement and the following below crossed my mind since although i enjoy playing alone minding my business I also enjoy teamwork sometimes and on mining... well i feel like its pretty mutch a lonely task and. Also a little limited on ship choice (limited probably not the right word, but its what comes up) if deep core mining.

We have fighter bays that are only used for combat. Why not make a small ship like the fighters but instead it would be a mining ship that could be player controlled.

This would enable commanders of large ships to participate in deep core mining if they wanted and they could even bring some friends along to used the "not fighters" smaller ships launched from the bay and help in a team effort to fill the cargo holds.
 
I think that would be interesting. Change the "fighter Hanger" to "Spacecraft Hanger" and add a SLM (ship Launched Miner) that can be put in the hanger bay as well. It would be treated the same as an SLF except its for mining.
 
I have pitched elsewhere the idea of just a generic 'Vehicle Bay' and have your SRV stored next to your SLF, all in one module... because you're already set up to launch one vehicle, why not launch others?

This has the side benefit of not being limited to 1-2 types of fighters, and if they add a small shuttle, it can launch from there, too.
 
I have pitched elsewhere the idea of just a generic 'Vehicle Bay' and have your SRV stored next to your SLF, all in one module... because you're already set up to launch one vehicle, why not launch others?

This has the side benefit of not being limited to 1-2 types of fighters, and if they add a small shuttle, it can launch from there, too.
I like this idea too a generic vehicle bay, and the bonus of freeing an optional internal slot with it.
 
I can see where an issue would come in for the smaller bays. The smallest fighter bay is size 5 whereas the smallest vehicle bay is a size 2.
A 2/4/6 vehicle hanger vs 5/6/7 fighter bay. Allowing a fighter bay to hold a planetary vehicle would be awesome.

Personally, I think the 7D fighter bay needs a rework. 5=1 bay, 6 fighters, 6=2 bays, 8 fighters each, and 7= 2 bays, 15 fighters each. I feel the 7D should be 3 bays, 10 fighters each, not 2 bays, 15 fighters.

It would be awesome to have a fighter bay use one of the fighter slots for a planetary vehicle. So as it stands, 5D bay is 1 vehicle, 6D/7D is 2 vehicles; however, you can replace some of the fighters with vehicles.
 
I thought about this a while ago. This would allow for super big ships to be converted into mining bases, like, for example, a T10 being converted into a flying fortress to protect smaller ships while you mine in an SLM. There are literally TONS of ideas that come to my mind, mining is just one of them but you could also use those for exploring, leaving a ship somewhere and taking a smaller ship to the planet for example, something faster, more maneuverable
 

rootsrat

Volunteer Moderator
I have pitched elsewhere the idea of just a generic 'Vehicle Bay' and have your SRV stored next to your SLF, all in one module... because you're already set up to launch one vehicle, why not launch others?

This has the side benefit of not being limited to 1-2 types of fighters, and if they add a small shuttle, it can launch from there, too.
I can only see one problem with it. You see, if you'd accidentally launched an SLF on a planet from this hangar, that wouldn't be an issue. If you accidentally launcher an SRV in space though... :ROFLMAO:

Joking aside, both OP's and this idea is pretty cool!
 
fighter bay is size 5 whereas the smallest vehicle bay is a size 2.
Already run the maths, but it gets a little funky. Since size 6 is the common denominator, 4 SRVs occupy the same space as 16 SLFs, so one SRV is comparable in size to 4 SLFs. We math this way because the other idea, a shuttle, might take 6 spaces, so could not fit into a Size 2 module, as that only holds 4.

The maths for sizes 5 and 7 are the tricksy bit - a size 5 currently holds 8, but that is the same that fits in a size 4. We can easily bump this to 12, call it the tech advancing.

Following the math of 'evens double' (so 2 -> 4 goes from 4 slots to 8, 4 -> 6 goes from 8 slots to 16), a theoretical size 8 module ought to hold 32,which is a problem because the size 7 holds 30. To keep the math consistent, it should only hold 24, an unfortunate downgrade. However, this system means you aren't limited to only two types of SLFs, so hopefully the increased variety will soften the blow. Also, in theory, these SLFs could just always be assembled, no need to wait to launch the next one when needed.

Or the total number can be mixed up. The whole point was to add more variety, possibly heavier SLFs could take 2 slots, a shuttle or SRV skimmer would be 6, etc.
If you accidentally launcher an SRV in space though...
You already can't launch them while in flight (though dropshipping an SRV provides new and exciting ground combat options...) maybe give a warning alert when someone tries with the same kind of 15-second timer like when you try to log out mid combat, or something. Limpets to slowly drag it back to the ship, or cargo scoop-style ma euver to pick it up? I'm sure it will be fine.
 
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