When trading between ships becomes an option, and perhaps before then, allow for ships to carry extra munitions in their cargo bay.
This opens up a vast array of strategic options for both solo and group players.
-Carrying extra ammunition necessary for prolonged fighting in hostile space or space where no re-arming is possible, albeit at the cost of component slots that could instead go to interdictors, hatch breakers and shield banks. *cough* Durius *cough*
-Making cargo ships useful in war as more than transports. Keeping your cargo ship safe out in orbit of some planet while allied ships duke it out in a conflict zone, only to retreat and dock with them for rearmament as necessary.
-If you are in open play, and dealing with an enemy faction, it may be prudent to lock down the stations in the area, and even hunt down any haulers you suspect are out there.
-As the AI is further improved, it could even be made possible to make your ship open to NPC use, allowing them to dock with you and pay credits for the munitions. The higher intensity the area the more likely that NPC's will be willing to pay a higher price for your services, with nav beacons at the lowest, followed by resource acquisition sites, and low intensity conflict zones and finally high intensity conflict zones.
-Possibly open up the repair and shield bank components to work on ships you're docked with/attached to. Naturally this is in no way like the classical "healer" archetype of many MMO's, but rather closer to an actual engineer/doctor, as it requires that both you and the person being repaired be docked together and effectively out of the fight and extremely vulnerable.
-In regards to solo play, or if you're just a lone wolf out there, as the vast majority of us are, allow these munitions to reload your ship.
-Each type of munition pertains to only one type of weapon. You can buy ammunition for multicannons, but cannot restock a torpedo launcher with such. Each ton/cargo slot of munitions pertains to the maximum capacity and an additional clip of ammunition (for instance, a little over 2000 rounds for a multicannon, or 24 torpedoes, or about 105 cannon shots).
I'm also REALLY looking forward to ship-to-ship trading. Being able to actually trade credits and cargo between ships is going to actually make group play feasible, and will cause this game to expand greatly in depth - something I'm sure many will agree that the game lacks.
Elite: "A galaxy wide, but only an inch deep."
This opens up a vast array of strategic options for both solo and group players.
-Carrying extra ammunition necessary for prolonged fighting in hostile space or space where no re-arming is possible, albeit at the cost of component slots that could instead go to interdictors, hatch breakers and shield banks. *cough* Durius *cough*
-Making cargo ships useful in war as more than transports. Keeping your cargo ship safe out in orbit of some planet while allied ships duke it out in a conflict zone, only to retreat and dock with them for rearmament as necessary.
-If you are in open play, and dealing with an enemy faction, it may be prudent to lock down the stations in the area, and even hunt down any haulers you suspect are out there.
-As the AI is further improved, it could even be made possible to make your ship open to NPC use, allowing them to dock with you and pay credits for the munitions. The higher intensity the area the more likely that NPC's will be willing to pay a higher price for your services, with nav beacons at the lowest, followed by resource acquisition sites, and low intensity conflict zones and finally high intensity conflict zones.
-Possibly open up the repair and shield bank components to work on ships you're docked with/attached to. Naturally this is in no way like the classical "healer" archetype of many MMO's, but rather closer to an actual engineer/doctor, as it requires that both you and the person being repaired be docked together and effectively out of the fight and extremely vulnerable.
-In regards to solo play, or if you're just a lone wolf out there, as the vast majority of us are, allow these munitions to reload your ship.
-Each type of munition pertains to only one type of weapon. You can buy ammunition for multicannons, but cannot restock a torpedo launcher with such. Each ton/cargo slot of munitions pertains to the maximum capacity and an additional clip of ammunition (for instance, a little over 2000 rounds for a multicannon, or 24 torpedoes, or about 105 cannon shots).
I'm also REALLY looking forward to ship-to-ship trading. Being able to actually trade credits and cargo between ships is going to actually make group play feasible, and will cause this game to expand greatly in depth - something I'm sure many will agree that the game lacks.
Elite: "A galaxy wide, but only an inch deep."