So basically:
Be able to own:
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.
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:
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.
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.
Be able to own:
Ship | Superpower | Requirements | Usage | Services |
Farragut Battle Cruiser | Federation | Rank - Admiral |+| 10 bil CR | Mobile command base / Combat vessel / Mobile Starport | Landing pad / Refitting services / Ship launched fighter pads / little cargo space / small discovery scanner / Alot weapons / Module storage / Ship storage / Reload services |
Majestic Class Interdictor | Empire | Rank - King |+| 10 bil CR | Mobile command base / Combat vessel / Mobile Starport | Landing pad / Refitting services / Ship launched fighter pads / little cargo space / Interdiction ability (duh) / Alot weapons / Module storage / Ship storage / Reload services |
Bulk Cargo Ship | Independent | 3 bil CR | Hauler | Landing pad / Cargo transfer hatch / Massive ammounts of cargo space / little weapons / Refuel services |
Dregder | None | Trade Rank - Elite |+| 7.5 bil CR | Miner / Mobile base | Landing pad / Cargo transfer hatch / Lots of cargo space / little weapons / Ship storage / Repair/Refuel services |
Science Vessel | None | Exploration Rank - Elite |+| 3.5 bil CR | Explorer / Mobile base | Landing pad / Advanced system scanners / little weapons / Ship storage / Module storage / Repair services / Refuel Services / Reload services |
Tourist Vessel | None | 3 bil CR | Passenger Hauler / Mobile base | Landing pad / Passenger cabins / Repair services |
Flight-operations carrier | None | Combat Rank - Elite |+| 2.5 bil CR | Mobile base / Combat vessel | Landing pads / refitting services / a bit more than little weapons / Module storage / Ship storage / Refuel services / Repair services / Reload services |
Wells-Class Carrier | None | Combat Rank - Elite |+| Exploration Rank - Elite |+| 4 bil CR | Mobile base / Combat vessel / Mobile Starport | Landing pads / refitting services / a bit more than little weapons / Module storage / Ship storage / Refuel services / Repair services / Reload services / medium cargo space / Discovery scanners |
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.
- Building hull
- Building internal systems
- Choosing modules / services & building them
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.)
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.