Rebalancing ships with purpose instead of buffs

Just to clarify, I don't think restriction is a good idea any more than a blanket buff. I'm talking about giving ships that are supposedly built for a particular role design advantages that justify that role. If the game touts a ship as an "Explorer" that it have benefits that make it appealing to Explorers. Cargo ships with abilities that make Space Truckers want to buy them. If you want to play a particular career, the ships advertised to perform that role should be able to outperform the multirole ships in that role. But if you want to take an empty hull and fit it out to your purposes, more power to you. Just don't expect your jack-of-all-trades ship with cargo modules to outhaul a "top of the line" cargo ship. (The recent T9 buff being a good example.)

Otherwise, they might as well just sell one spaceship frame that can be upgraded in size and purpose over time. You know, take it to an engineer and have him gradually upgrade your Sidey into a Conda. :D

I'm talking about the basic layout of ships, fit for purpose.
The obvious way to 'specialize' an exploration ship is:
- an FSD 1 class bigger than equivalent size ships
- a reasonable number of small optional internals (including two class 1s)
- a good heat profile

The things that would make it less suitable for combat would be smaller hardpoints, smaller power plant, and smaller distributor.
The things that would make it less suitable for trade would be a limited number of larger optional internals.

No specialist internal slots required, just some base design principles.
 
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