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.
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.