New bulkhead options!

After the addition of the military slots, I have seen several options for adding exploration slots to explorer ships, and so on... Then we have the passenger ships with their restricted modules for passenger cabins, cargo racks and hull reinforcements!

The problem here is what ships are explorer ships? what ships are cargo ships? what ships are combat ships? We already know which ships are designated passenger ships, as they have restricted modules.


So I suggested that all current bulkhead options (all 5 of them) are classified as military bulkheads, and that that we tie those military slots to these bulkheads.
And now we can rework those military slots to give those to all ships.


Now we can add a few new bulkheads.
Exploration
Cargo
Passenger


Things that we can change with these new bulkheads could be any of the following by adding lowering the size of these by one size
FSD
Powerplant
Power Distributor
Fuel tank
Thrusters

We could also disable weapons mounts, and or make them to only be able to mount a size smaller weapon.


And for optional modules we change these around too, more smaller slots at the expense of the bigger ones for explorers, fewer but larger modules for cargo ships etc.





So what could a possible explorers bulkhead do to your ship?
Reduced firepower, no more than 3 active weapons mounts.
Most of the time, fit a bigger FSD, to boost range
Always get us 2 class 1 slots for exploration equipment. Get a dedicated slot for a big fuelscoop.
More smaller slots at the expense of the big slots. Bigger ships looses more space and gain jump range and/or increased hull strength without adding weight (see this as filling the inside with crossbeams to make the bulkhead stronger without adding extra weight.
As explorer rarely have a full size powerplant, power distributor and thrusters, we could make these a size smaller.


What could this give us for a cargo ship?
The idea is to make them tougher and bulkier.
So without loosing to much speed, we can fit bigger thrusters,and the expense of powerplant.
Perhaps we also must compensate with class bigger FSD to accomondate their bigger mass. to atleast maintain their jump range fully laden.

Now for internal compartments, we make sure we always have a class 1 slot for potential docking computer.
Then we consolidate the others to as few and big as possible to maximize cargo capacity, in essence making a smaller cargo fitted ship to hold more cargo than a non cargo fitted ship. And also the Type X ships gets an extra little boost to their cargo capacity as designated cargo haulers.


This is not a fighter ship. so we are not expecting to mount to much offensive weapons, if precious cargo is to be run, you do it in military hull or with an escort. So we do not allow any thing bigger than medium weapons.



And this would allow us to tailor content and modify ships without giving them to much of unwanted bonus in other areas. So we have to choose how we want to specialize in, and then get bonuses to that role, at the cost of other roles.
 
A little unrefined - I am not sure that bulkheads increasing a module class is a good idea - but the concept of non-combat specialised bulkheads is certainly refreshing.

I'd rather see some inventive modifiers such as mitigating/removing integrity loss, reduced collision damage, reduced dropout damage etc.
 
A little unrefined - I am not sure that bulkheads increasing a module class is a good idea - but the concept of non-combat specialised bulkheads is certainly refreshing.

I'd rather see some inventive modifiers such as mitigating/removing integrity loss, reduced collision damage, reduced dropout damage etc.

Hrm, that has some interesting merit.

Perhaps tie in that modification with the ship's weight?

Then you can properly lightweight something for exploration, or toughen it up but reduce its jump range kind of thing.
 
A little unrefined - I am not sure that bulkheads increasing a module class is a good idea - but the concept of non-combat specialised bulkheads is certainly refreshing.

I'd rather see some inventive modifiers such as mitigating/removing integrity loss, reduced collision damage, reduced dropout damage etc.

I do get this, and there are quite a few things to do, but without totally revamping things, I opted to choose to suggest to tie this kind of stuff to the hull of the ship, and leave the existing hulls, as is. This way, we will not wreck any existing builds. And I was thinking on using the existing building blocks we have to get the work done, without having to do any hardcoded behind the scenes changes to stats to make the numbers match the end results.


But I like the suggested modifiers that you suggests, it was just this kind of options I wanted to have.
 
A little unrefined - I am not sure that bulkheads increasing a module class is a good idea - but the concept of non-combat specialised bulkheads is certainly refreshing.

I'd rather see some inventive modifiers such as mitigating/removing integrity loss, reduced collision damage, reduced dropout damage etc.

Yes, as soon as we stop people in ships equipped with military hardware attacking exploration ships, and that's goes to the nub of the problem. quite often explorers have to carry weapons and have military grade equipment just to survive long enough to run away from the gankers in engineered ships equipped with all the latest military hardware. Reducing the ability of exploration specific ships to survive an attack by another player, and lets face it that really is the main danger in exploration, means that these ships and mods simply won't get used by explorers as they are meant to.

Yes I have no problem with special explorer based bulkheads and stuff like that, but we need to consider that at times any ship is going to be a target for mindless attackers, and a bulkhead that reduces protection against weapons for increased durability against environmental threats is really a negative. Oh it may be good if you spend most of your time outside the bubble, but for areas like new alien bases and things like that it's dangerous enough already for an explorer.
 
Yes, as soon as we stop people in ships equipped with military hardware attacking exploration ships, and that's goes to the nub of the problem.

FD forum rules, number two: "Any opportunity for a complaint about ganking should be taken".

If your solution to being attacked in an exploration vessel is weaponry and non-default bulkheads, there might just be a clue in there as to why you're struggling. Unless you want to fight back drop the weapons, drop the heavy bulkheads, DON'T put thrusters on there that would struggle to propel a cardboard box, and DO put shields on there that can withstand being farted on.

The shields also come in remarkable use for slightly....enthusiastic planetary landings. My iCuttexplorer can land on relatively high G planets by belly flopping and not drop shields.
 
translator

I like the idea, but maybe not an increase in the class of the module, i think this is rather specific to each ship and not modifiable, its weight, its size .. ect ..

I would say rather .. merchant ship .. two more class 5 locations for cargo compartments.. in order to distinguish it from other ships.. or possibility to hull reinforcement.

passenger transport, one or two compartment class 5 (or any other).. additional cabin .. pool and tennis court, game room lol.. they miss they must be bored on the long journey.

smuggler.. one or two additional specialized slot .. anti-corrosion compartment and drone controller for example.

explorer, scanner and other fun, not too many choices here, fuel recuperator, additional gas tank.

ect..
i think we can already say which ship and exploration (asp diamonback explorer) which ship is comtrebande .. what military type .. which ship is trader (type 6-7-8-9 and 10).

and for multi-purpose ships, a slot more or anything is possible.

--
if not for the ease of destroying a ship of exploration .. I proposed a long time ago a module of transmission .. transmission réception .. le wifi spatial..

which makes it possible to send its data of explorations by radio wave from the deep space with a travel time proper to the waves.. and in return for receiving the payment (not instant).

for information we already do it .. curiosity, Apollo, sends us pictures we do even better than that, there is no pilot (40 years to receive haha)

but I'm still waiting, in the meantime you're exploding on arrival, you're losing all, it's all like that, rage leave :p
 
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FD forum rules, number two: "Any opportunity for a complaint about ganking should be taken".

If your solution to being attacked in an exploration vessel is weaponry and non-default bulkheads, there might just be a clue in there as to why you're struggling. Unless you want to fight back drop the weapons, drop the heavy bulkheads, DON'T put thrusters on there that would struggle to propel a cardboard box, and DO put shields on there that can withstand being farted on.

The shields also come in remarkable use for slightly....enthusiastic planetary landings. My iCuttexplorer can land on relatively high G planets by belly flopping and not drop shields.

Hey I'm an explorer, my solution is to be a) far away from everything and b) Enter the bubble in solo to sell my data first :D
 
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