[Proposition] New Module type: the "Humpback"

A couple days back I landed a Sidewinder on the nose of an Anaconda, just for laughs and to illustrate the size of that ship (click here for that thread and pictures) This actually got me thinking and I tried to flesh out the idea i had then to make it presentable. So here, for your consideration:

- Introduction of a new, internal module called a Humpback. it allows two player ships to dock with each other via the cargo scoop door
picture of one on the anaconda, right ahead of the big boom stick
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This would allow players to be transported to other systems.

- The actual docking mechanic would be essential the same interface as our current docking one is on stations or outposts

- Only one ship would need to carry the module and that be the one that does the docking.

- Permission to couple up would have to be obtained trough the comm's system

- Coupled ships would factor into the mass in determining the effect on the Jump range.

- Different qualities of the module would allow to jump further, meaning less of the transported ships mass would affect the transporting one.

- Ships would have to uncouple in order to dock.

- Deployment of hard points should unleash the ships.

- Only the larger of the two ships would show on the radar (similar to hauling cargo now, you see the humpback module on the scan but not what is on it)


Uses i see for this:

Transporting smaller combat vessels halfway across populated space to a conflict zone, like your friends viper who have notoriously short jump legs so they can join conflict zones when there is a GalNet announced conflict zone hundred of light years away.

transporting your friends small ship to join a bounty hunt or to take them somewhere for a trade route or mining location.

Smuggling your wanted friend out of a system without him showing up on Bounty hunters scanners

helping out other players that ran out of fuel to haul them back to a space port.


once we can actually walk around in our ships this module could also allow you to join a fellow commander on his bridge or even used for hostile boarding with a different version of it.

So, what do you think of this Idea? If you think I'm completely off my rocker, i just climb back on it and sip my tea quietly ;)
 
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I definitely think ships should be able to dock via cargo hatch in order to exchange cargo and resources, and to allow passage from one to the other in walkabout. However I think turning any big ship into a carrier is a bad idea, and doesn't fit with the lore of the game. So far the only carrier we know of in ED is when an Anaconda is specially modified with an internal fighter hangar. I think externally mounting another ship to yours and then engaging supercruise would tear you both apart. The ships aren't streamlined for being aerodynamic, I think hull form has something to do with the weird physics and spatial effects of FTL travel. Why else would you have to retract hardpoints before jumping? Bolting a sidewinder onto the bottom of a type-9 is only going to do bad things in that scenario.
 
I think externally mounting another ship to yours and then engaging supercruise would tear you both apart. The ships aren't streamlined for being aerodynamic, I think hull form has something to do with the weird physics and spatial effects of FTL travel. Why else would you have to retract hardpoints before jumping? Bolting a sidewinder onto the bottom of a type-9 is only going to do bad things in that scenario.

lol.

you retract hard points because this powers down your weapons permitting you to overcharge your jump drive and shields for the FTL shift, or perhaps its just a game mechanic.

There is no "streamlined or aerodynamic" in space.. have a look at the ISS.. Or perhaps you've not seen any star trek .. borg cube anyone?

Now, if you wanted to do an atmosphere entry - things would be very very different.. going to be very interesting to see how this is handled..
 
I like the sound of it. It's kit-based, so you don't just have a default piggyback system for everyone, you have to opt-in. It also requires coop play for the two pilots involved. Also, it's an interesting and plausible workaround for the low jump ranges of the fighter classes without having to tweak their stats or loadout capabilities to make them distance travelers on their own. I'm quite sure a pilot could make creds by ferrying combat-dedicated pilots across un-jumpable gaps on their way to hotzones.
 
lol.

you retract hard points because this powers down your weapons permitting you to overcharge your jump drive and shields for the FTL shift, or perhaps its just a game mechanic.

There is no "streamlined or aerodynamic" in space.. have a look at the ISS.. Or perhaps you've not seen any star trek .. borg cube anyone?

Now, if you wanted to do an atmosphere entry - things would be very very different.. going to be very interesting to see how this is handled..
If you just wanted to save power you wouldn't have to retract the weapons, you'd just power them down. I said they're not designed to be aerodynamic, that's obviously meaningless in a vacuum, but they are streamlined in form for a reason. The real reason is so they resemble the polygon ships from previous games, but there has to be an in-universe reason too. My theory is the shape of the ship affects the shape of the warp field and you need to maintain a certain profile to cruise properly, and that shape just happens to look aerodynamic, even though I don't think many of the ED ships would hold up well in a wind tunnel. Star Trek ships actually have the same design ethic, by the way. The profile of the ship hull affects its warp drive efficiency, the Borg skirt around this with high technology so their ships can be efficient, basic shapes.
 
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