General More ownable megaships

So basically:

Be able to own:
ShipSuperpowerRequirementsUsageServices
Farragut Battle CruiserFederationRank - Admiral |+| 10 bil CRMobile command base / Combat vessel / Mobile StarportLanding pad / Refitting services / Ship launched fighter pads / little cargo space / small discovery scanner / Alot weapons / Module storage / Ship storage / Reload services
Majestic Class InterdictorEmpireRank - King |+| 10 bil CRMobile command base / Combat vessel / Mobile StarportLanding pad / Refitting services / Ship launched fighter pads / little cargo space / Interdiction ability (duh) / Alot weapons / Module storage / Ship storage / Reload services
Bulk Cargo ShipIndependent3 bil CRHaulerLanding pad / Cargo transfer hatch / Massive ammounts of cargo space / little weapons / Refuel services
DregderNoneTrade Rank - Elite |+| 7.5 bil CRMiner / Mobile baseLanding pad / Cargo transfer hatch / Lots of cargo space / little weapons / Ship storage / Repair/Refuel services
Science VesselNoneExploration Rank - Elite |+| 3.5 bil CRExplorer / Mobile baseLanding pad / Advanced system scanners / little weapons / Ship storage / Module storage / Repair services / Refuel Services / Reload services
Tourist VesselNone3 bil CRPassenger Hauler / Mobile baseLanding pad / Passenger cabins / Repair services
Flight-operations carrierNoneCombat Rank - Elite |+| 2.5 bil CRMobile base / Combat vesselLanding pads / refitting services / a bit more than little weapons / Module storage / Ship storage / Refuel services / Repair services / Reload services
Wells-Class CarrierNoneCombat Rank - Elite |+| Exploration Rank - Elite |+| 4 bil CRMobile base / Combat vessel / Mobile StarportLanding pads / refitting services / a bit more than little weapons / Module storage / Ship storage / Refuel services / Repair services / Reload services / medium cargo space / Discovery scanners
So how does it work?


A:

First of all:
You need to pay a start fee, different for each ship.
However, you can then as construction progresses bring materials & ressources to lower the costs of building & Increase build time.
There could be like 3 building stages or 4.
  1. Building hull
  2. Building internal systems
  3. Choosing modules / services & building them
B:
Modules and internals can be selected and unlocked just like the carriers atm.

Some megaships have variations. Depending on some loadout options they'll change some small stuff on the outside.

C:
Be able to buy some smaller support vessels. Like combat, freighters and exploration vessels.
Maybe limited to like 10 per megaship?

How do they move?:

A:

From system to system with the capital ship warp, they can drop out wherever you want in a system. If you have discovered the system you can choose the approximate location.
Around stellar objects you can then choose a precise location.
Inside systems they will fly slow in real space. They can enter a sort of slow super cruise if there's a destination set in the same system they're already in.

You can not control them, you only tell them where to go. That should be also possible if you are docked on the ship.

B:
  • While in the galaxy map you can then select a route which the ship follows, as long as it has enough Tritium. Meaning it will follow the route once until it has reached it's destination, is critcally damaged or ran out of Tritium.
  • You can also (like how the carriers work) select one point within the jump range and it'll jump there.
  • It should also be possible to create routes, that the ship will follow until it got critcally damaged or has a new target to jump to. (For example, use a Bulk cargo cruiser that will jump from the mining Dredger to another megaship to supply it with Tritium or whatever.)
C:
Battlecruisers have some sort of "combat" jump.
You can call them to your location in real space and they'll arrive within a few minutes. So charge time is shorter but will require more Tritium.

Why different ships?:
All ships have (probably) different jump ranges so depending on what you want to do, you have to switch ships.

  • The Hauler well, exceeds at hauling cargo. Either good for alot of cargo runs & community goals.
  • Dredger flies near asteroid fiedls and collects all sorts of ressources (if there's a hotspot it will collect more of those).
  • Science Vessel is for exploring stuff
  • Tourist vessel if you really like to haul alot of tourists at once
  • Carrier well.. carrier?
  • Wells-Class carrier is a good allrounder, mobile base, carrier and perhaps explorer if fitted with right modules.

  • Farragut Battle cruiser - For battle or mobile bases, whatever you want
  • Majesitcs Class interdictor - Same as Farragut, just not as good in combat. However it is faster than the Farragut and can interdict other megaships in witchspace and interdict all ships that come too close to it while the interdictor is activated. It creates a exclusion zone. (This does not work near starports).

Destruction?
No, same as carriers. Except that they'll have heat vents. When they're destroyed they'll retreat to the closest jumpable system.

Anything I forgot?
Anything you disagree with? Write it in the replies.
 
where's the Alliance ship?
I dunno about having huge battlecruisers available to us, some things need to be left to the superpowers
at the very least they need to be more than 10 bill and see you locked to that superpower, lose ranks from the others and you will be at the mercy of that superpowers navy requirements

I like the idea of the rest though, maybe more along the lines of customised fleet carrier's, I also like the idea of building it in stages and having to scavenge your way way through it all
 
where's the Alliance ship?
I dunno about having huge battlecruisers available to us, some things need to be left to the superpowers
at the very least they need to be more than 10 bill and see you locked to that superpower, lose ranks from the others and you will be at the mercy of that superpowers navy requirements

I like the idea of the rest though, maybe more along the lines of customised fleet carrier's, I also like the idea of building it in stages and having to scavenge your way way through it all
The Alliance doesnt have a ship.
Battlecruisers would just be kinda neat, considering they're smaller than FCs I dont think that they should cost more than double the price.
 
I don't think players should own megaships. Even the fleet carriers are over-the-top (and I own one myself). Perhaps if Squadrons were more like guilds, and megaships were limited to Squadrons of a certain minimum size, then I'd be okay with it, but otherwise it's just another nail in my immersion coffin.
I like the idea of owning megaships, although I would stick to exploration, trading and maybe S&R. Battle-wise I'd say it would have to be conditional. Like CG related, incursion related or major faction warfare where to MS/FC can only target each other or the occasional pot shot at pilots. In the instance the land pads are locked too. I'm pulling a little on Star Wars Squadrons here, I just thing it would be pretty awesome backdrop to the pilot's battle. 😆😆😆

Thinking about it more, battleships should probably be faction locked, as in no-one BUT major factions own them but during warfare, choosing a side allows you to dock temp for the trip to the CZ and then you're free flying until the CZ is won or lost. Meanwhile the duke it out and the damage follows the tide of battle i.e. losing faction takes/shows more damage until they lose and flees.

Not to say I don't like your idea, squadrons acting as a functional guild or player Corp but needs to meet minimum size requirements for MS use.

I want a FC as it is but it'll be exploration and trade for me.🤷

Edit for clarification: by potshot I mean an occasional stray shot into the pilot brawl, not specifically targeted at players. May or may not hit someone.
Source: https://m.youtube.com/watch?v=p77XnhzJz7g
 
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I'd much prefer a smaller carrier/megaship that:
  • Doesn't clog up people's system maps (as in it is only visible to me and maybe my wing?)
  • Is maybe a quarter size of the current carrier (2 Large pads, 1-2 medium, 2-4 small)
  • Costs much less to buy and run (1-1.5B upfront, a couple million a week after that?)
  • Can't jump 500. Maybe it can only jump 250?
  • Can only hold my cargo, repair/refuel, hold my ships/modules, sell cartographic data.
  • Can't install shipyards, outfitting, market things.
Lets me have all my ships with me, lets me jump with my wing if we want to rapid relocate. Doesn't require me to abuse Painite mining to purchase and upkeep.
 
Can only hold my cargo, repair/refuel, hold my ships/modules, sell cartographic data
I would love if they introduced a core/optional module for personal storage space. That is if they don't already have one anyway. You could even charge for storage space, a set amount in system ships could use that has to be emptied prior to (the FC) jumping to a new system or be forfeited to the FC. Another way to earn upkeep and definite incentive to visit FC, even though this doesn't mesh with the rest of your idea.
 
I'd much prefer a smaller carrier/megaship that:
  • Doesn't clog up people's system maps (as in it is only visible to me and maybe my wing?)
  • Is maybe a quarter size of the current carrier (2 Large pads, 1-2 medium, 2-4 small)
  • Costs much less to buy and run (1-1.5B upfront, a couple million a week after that?)
  • Can't jump 500. Maybe it can only jump 250?
  • Can only hold my cargo, repair/refuel, hold my ships/modules, sell cartographic data.
  • Can't install shipyards, outfitting, market things.
Lets me have all my ships with me, lets me jump with my wing if we want to rapid relocate. Doesn't require me to abuse Painite mining to purchase and upkeep.
That would be the flight operations carrier
 
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