science and research

science ship


A science ship is the next class after explorer. Science ships will go to previously explored locations
to obtain research data or to provide computing power. A person who flies this ship and takes its
missions will get to see all the great discoveries in the universe.


what makes a science class ship unique compared to other vehicles:
- most of the missions will take player to previous / new discoveries
- bonuses for scanning equipment (such as additional range or reliability)
- see hidden stats on stars, planets, archeological sites, discoveries
- higher bonuses for detecting signals
- get a higher rank with factions for science related missions
- get priority docking at science or tech stations
- ability to locate nearby ships in greater range, such as double the range
- since your data cargo is irreplaceable, substantially higher fines / bounties if someone kills you
- subsidized replacement cost by your faction or government if your ship is destroyed, depending on rank
- no weapons
- since you do not have physical cargo, you are less likely to be attacked by pirates
- passenger missions for scientists to research outposts
- can transfer data with a station or ship without docking
- can relay signals or data communications


- memory bank module
store data to be transferred between stations
mission: deliver data between specialized stations in a remote area to high tech station, without docking
mission: go to an archeological site / discovery, rendezvous with a ship or databank, collect data, return it to a high tech station
mission: go to a point between two stations or objects and relay a data transfer between the two
mission: rendezvous with other science ships or stations to collect or deliver data
mission: go to a war zone to relay data


- super computing module
have onboard super computing
you will be needed at small stations and discoveries which lack computing power
deliver the resulting data to a high tech station
create discoveries that others can learn from (posted publicly)
mission: travel to a planet to improve agriculture, analyze weather patterns, etc
mission: go to war zone to help with combat logistics
mission: go to archeological site to analyze discovered data
mission: go to a discovery, compute data, return it to a research outpost


- research module
able to buy chemicals and produce medicines or other finished products for greater profit
able to buy metals and sell as refined metals for higher profit


- science outposts
small research stations near discoveries (they don't have to be right at the discovery)
will pay more for food, fuel, and research items
high paying passenger missions for scientists
will have data as an export at no cost
will have many missions to deliver their data to distant high tech stations
will have missions to act as a communication relay between the outpost and another station
will have missions to transport a scientist to a distant station
can have unique missions such as acting as a relay between the outpost and Earth
unique missions such as transporting a scientist to a solar system near Earth
 

Lestat

Banned
Your idea sounds great and all. But I don't think we are into premade ships. But to make a ship suited for our needs. I think what you need to do is remake your idea as the type of Modules and Utilities. Not force a player not to use Hardpoint or Lack of cargo space.

Think about it you suggesting archaeological sites. Don't you think some of those items at an archaeological site should be able to be picked up and even sold? Or if some areas Have Bots and can attack the ship you have no hard points.
 
it is up to the game developers to decide how to implement modules and equipment, and as to whether they want to create a new class of ships. I am only suggesting the concept to form the basis of science and research gameplay.
 

Lestat

Banned
it is up to the game developers to decide how to implement modules and equipment, and as to whether they want to create a new class of ships. I am only suggesting the concept to form the basis of science and research gameplay.
You know we are all fine with implementing modules and Equipment.


Now your idea of forcing people to a Set ship class is not going to happen. We have 37 different Ships (after the next build release.) we can choices from this game. We all have our likes and dislikes on a ship. This game is about choices not lack of choices. You have this silly idea of forcing people in a ship they might not even like or even hate. It could be too ugly or the view is not nice it doesn't matter.

If you want a game that lacks any choices please feel free to make your own game.
 
I do NOT have an idea to "set a ship class". you are reading too much into it. do you really think a fighter should be used to do research? is it that hard to understand that a new ship for research missions might be needed? I have a great idea of adding research into the game which could enhance the game with a new ship that is better suited for research than a fighter or transport or passenger ship.

people who do research should not be fighting or transporting cargo.

I did not propose that research be only done with 1 specific ship. that was an incorrect assumption that the first reply made (and you). any ship that can use the modules would be able to be used for research. in the end it is up to the developers to decide how it is implemented.

"You know we are all fine with implementing modules and Equipment."

should be: "
You know we are all fine with implementing modules and Equipment and ships"
 

Lestat

Banned
I do NOT have an idea to "set a ship class". you are reading too much into it. do you really think a fighter should be used to do research? is it that hard to understand that a new ship for research missions might be needed? I have a great idea of adding research into the game which could enhance the game with a new ship that is better suited for research than a fighter or transport or passenger ship.

people who do research should not be fighting or transporting cargo.

I did not propose that research be only done with 1 specific ship. that was an incorrect assumption that the first reply made (and you). any ship that can use the modules would be able to be used for research. in the end it is up to the developers to decide how it is implemented.

"You know we are all fine with implementing modules and Equipment."

should be: "
You know we are all fine with implementing modules and Equipment and ships"

I really think you need to go back and do some Elite Dangerous research. From your post, it seems you believe everyone flys alone in Deep so they don't need weapons or cargo. Only a fool thinks like that. Go look up Distance worlds on the Exploration Forums and see how many different builds they have To protect Hundreds of players. Some might be pirates and they don't even know it until later in exploration.

So please go back and rethink your idea.
 
Back
Top Bottom