I’ve been reading some threads on ships on here and it got me thinking...
Why can’t we build our own ship variants?
I’m speaking here of course for a considerable sum (of Cr) that you can strip out all of the interior, and re-assemble it the way you want it. Essentially like a level of optimisation before you reach that engineering stage.
Let’s take a look at the Cobra Mk3 chassis for example;
Hardpoints: 2x2, 2x1
Utility: 2x0
Core Internal: 4x4, 3x3
Optional Internal: 3x4, 3x2, 2x1 (+1 PAS)
So from a Hull perspective, nothing can change; your Hull chassis, is the Hull chassis.
Hardpoints equally can’t change. The size of the slot, is the size of the slot... but the internals is where I’m talking.
So the bare minimum a ship needs is;
Power Plant,
Power distributor,
Sensors,
Life Support,
Thrusters,
Frame Shift Drive,
Fuel Tank.
In this ship, our internal space total is 45 (+1 PAS) so, you could strip out the PAS and use that 1 module space in your ship for something else. If we’re making a combat ship, let’s stick our life support in that:
1E - Life Support (1/46)
Next we’re going to need some high end thrusters for that manoeuvrability. Let’s stick to class 6 Thrusters.
6E - Thrusters (7/46)
To ensure we have a good pull-through of power, let’s also get a class 6 Power Plant and Power Distributor.
6E - Power Plant (13/46)
6E - Power Distributor (19/46)
Sensors are fairly important in combat, but not so much the range. Others might disagree but I’m going to allocate class 3 sensors here...
3E - Sensors (22/46)
A frame shift drive isn’t that important for a combat ship. Sure you’d reach the system you’re wanting to fight in quicker, but generally you’re not taking combat missions more than 20-40Ly away.
3E - FSD (25/46)
And finally, the other necessity is the fuel tank... Let’s keep the current level 4 fuel tank.
4C - Fuel tank (29/46)
So, for all of our core internals, we’re now optimised for a combat ship. We have sufficient power, we have great manoeuvrability to compensate for ultimately the low damage this fighter will do (while unengineered). It’s looking good... and we still have 17 space left...
7E - Shield Generator (36/46)
This seriously buffs up the Cobra’s survival rate. Especially if stacking on two shield boosters in the two utility slots.
7E - Shield Bank (43/46)
Again, pumping up that Cobra survival rate.
3D - Hull reinforcement (46/46)
Now we’re at the limit, with the last module being there to try and stop the cobra from being one shot while it’s shields are down, albeit this Hull buff won’t be too extreme.
All in all, this is what we’ve got:
2x Medium Hardpoint
2x Small Hardpoint
2x Utility point
——
1E Life Support
6E Thrusters
6E Power Plant
6E Power Distributor
3E Sensors
3E FSD
4C Fuel Tank
——
7E Shield Generator
7E Shield Bank
3D Hull Reinforcement
——
0 Inventory space
All of a sudden, a Cobra Mk3 becomes a viable ship again while utilising the same space the chassis provides. The ship could display as “Cobra Mk3 (Modified)” or “(Custom)” when targeted and scanned so players can check to see what modules are on that ship.
Overall, this will give much greater flexibility to players regarding their play styles, and ship builds. Ultimately you’d still be better off reaching the higher tier chassis’ for the better ships, but even those ships could be better optimised through cannibalisation of internal space and stripping away what isn’t needed, for what is needed.
Here’s an example of another build kitted out for Haulage:
2x Medium
2x Small
2x Utility
——
2E Life Support (2/46)
3E Thrusters (5/46)
6E FSD (11/46)
4E Power Plant (15/46)
3E Power Distributor (18/46)
1E Sensors (19/46)
6C Fuel Tank (25/46)
——
8E Cargo Rack (33/46)
8E Cargo Rack (41/46)
5E Shield Generator (46/46)
——
512 Inventory space
————————
Now, how to keep this balanced...
Simple;
Cost of Chassis * total module space inside chassis = cost of refit (excluding cost of basic parts)
So, to refit the Cobra Mk3 chassis, you would pay approximately 350,000 * 46.
This would cost the player 16.1m Cr for a refit and would increase their insurance price up to 805,000 Cr (instead of around 17,500 Cr).
Then on top of that, the player would need to buy the lowest class of each module available to complete the refit... So the Cobra Mk3 becomes a 20m Cr ship for an entry level one that is customised.
While this isn’t going to be groundbreaking for end-gamers who have 10 fully engineered cutters, it is going to add a new level of play for players that don’t want to just fly the same ships all day, and want to see how their own version cuts it against the rest.
EDIT:
Oh and I’m not saying this should be available instantly to all players either.
I was more thinking along the lines of having to befriend an engineer at one of each of the ship manufacturing companies, and once you’re allied with that engineer, you buy ship schematics from them that allow you to remote refit your ships produced by them.
Schematic price could be 5x the ship price.
Effectively this turns the game from having around 40 ship variants, to having around 4,000 ship variants...
Why can’t we build our own ship variants?
I’m speaking here of course for a considerable sum (of Cr) that you can strip out all of the interior, and re-assemble it the way you want it. Essentially like a level of optimisation before you reach that engineering stage.
Let’s take a look at the Cobra Mk3 chassis for example;
Hardpoints: 2x2, 2x1
Utility: 2x0
Core Internal: 4x4, 3x3
Optional Internal: 3x4, 3x2, 2x1 (+1 PAS)
So from a Hull perspective, nothing can change; your Hull chassis, is the Hull chassis.
Hardpoints equally can’t change. The size of the slot, is the size of the slot... but the internals is where I’m talking.
So the bare minimum a ship needs is;
Power Plant,
Power distributor,
Sensors,
Life Support,
Thrusters,
Frame Shift Drive,
Fuel Tank.
In this ship, our internal space total is 45 (+1 PAS) so, you could strip out the PAS and use that 1 module space in your ship for something else. If we’re making a combat ship, let’s stick our life support in that:
1E - Life Support (1/46)
Next we’re going to need some high end thrusters for that manoeuvrability. Let’s stick to class 6 Thrusters.
6E - Thrusters (7/46)
To ensure we have a good pull-through of power, let’s also get a class 6 Power Plant and Power Distributor.
6E - Power Plant (13/46)
6E - Power Distributor (19/46)
Sensors are fairly important in combat, but not so much the range. Others might disagree but I’m going to allocate class 3 sensors here...
3E - Sensors (22/46)
A frame shift drive isn’t that important for a combat ship. Sure you’d reach the system you’re wanting to fight in quicker, but generally you’re not taking combat missions more than 20-40Ly away.
3E - FSD (25/46)
And finally, the other necessity is the fuel tank... Let’s keep the current level 4 fuel tank.
4C - Fuel tank (29/46)
So, for all of our core internals, we’re now optimised for a combat ship. We have sufficient power, we have great manoeuvrability to compensate for ultimately the low damage this fighter will do (while unengineered). It’s looking good... and we still have 17 space left...
7E - Shield Generator (36/46)
This seriously buffs up the Cobra’s survival rate. Especially if stacking on two shield boosters in the two utility slots.
7E - Shield Bank (43/46)
Again, pumping up that Cobra survival rate.
3D - Hull reinforcement (46/46)
Now we’re at the limit, with the last module being there to try and stop the cobra from being one shot while it’s shields are down, albeit this Hull buff won’t be too extreme.
All in all, this is what we’ve got:
2x Medium Hardpoint
2x Small Hardpoint
2x Utility point
——
1E Life Support
6E Thrusters
6E Power Plant
6E Power Distributor
3E Sensors
3E FSD
4C Fuel Tank
——
7E Shield Generator
7E Shield Bank
3D Hull Reinforcement
——
0 Inventory space
All of a sudden, a Cobra Mk3 becomes a viable ship again while utilising the same space the chassis provides. The ship could display as “Cobra Mk3 (Modified)” or “(Custom)” when targeted and scanned so players can check to see what modules are on that ship.
Overall, this will give much greater flexibility to players regarding their play styles, and ship builds. Ultimately you’d still be better off reaching the higher tier chassis’ for the better ships, but even those ships could be better optimised through cannibalisation of internal space and stripping away what isn’t needed, for what is needed.
Here’s an example of another build kitted out for Haulage:
2x Medium
2x Small
2x Utility
——
2E Life Support (2/46)
3E Thrusters (5/46)
6E FSD (11/46)
4E Power Plant (15/46)
3E Power Distributor (18/46)
1E Sensors (19/46)
6C Fuel Tank (25/46)
——
8E Cargo Rack (33/46)
8E Cargo Rack (41/46)
5E Shield Generator (46/46)
——
512 Inventory space
————————
Now, how to keep this balanced...
Simple;
Cost of Chassis * total module space inside chassis = cost of refit (excluding cost of basic parts)
So, to refit the Cobra Mk3 chassis, you would pay approximately 350,000 * 46.
This would cost the player 16.1m Cr for a refit and would increase their insurance price up to 805,000 Cr (instead of around 17,500 Cr).
Then on top of that, the player would need to buy the lowest class of each module available to complete the refit... So the Cobra Mk3 becomes a 20m Cr ship for an entry level one that is customised.
While this isn’t going to be groundbreaking for end-gamers who have 10 fully engineered cutters, it is going to add a new level of play for players that don’t want to just fly the same ships all day, and want to see how their own version cuts it against the rest.
EDIT:
Oh and I’m not saying this should be available instantly to all players either.
I was more thinking along the lines of having to befriend an engineer at one of each of the ship manufacturing companies, and once you’re allied with that engineer, you buy ship schematics from them that allow you to remote refit your ships produced by them.
Schematic price could be 5x the ship price.
Effectively this turns the game from having around 40 ship variants, to having around 4,000 ship variants...
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