The ideas of having more surface vehicles and non-military ship-launched vehicles are circulating in the community for a long time. Here are just some recent examples:
I hope FDev could take some inspiration and add some of the ideas to their roadmap.
- Mining SLF
- SRV variants
- SRV/on foot exploration improvements?
- Unarmed SRV rental in settlements
- ED:O Disembarking SRV Rework
- SRV Engineering / Upgrades
- Bring SLFs in line with SRVs regards autonomy / mechanics for better multicrew
- ...
Raw ideas
- Add to figher (SLF) and vehicle (SRV) hangars (or replace with) new module - universal hangar, which can fit any type of vehicle (balance it by weight, power etc if keeping original modules). Let's call it SLV - ship-launched vehicle.
- SLV is able to start super-cruise at lower altitudes (near planet surface) to allow moving fast without need to go to orbital flight
- SLV are able to fly supercruise restricted to one system, but unable to perform hyperjumps
- SLV cannot be interdicted or interdict other SLV or ships
- SLV does not produce low wake signals, but have an ability to enable beacon (so team members can drop on it)
- Player can launch SLV only from normal space (not supercruise), either in space or near planet surface
- After launching SLV (also in space) player can dismiss/recall ship (if ship doesn't have other players onboard)
- Allow to outfit SLV by equipping different types of modules, some examples:
- installing cargo hatch/bays to SLF allowing to collect materials/commodities at source signals
- planetary scanner to scan planets from supercruise and fragment of planet surface to find nearby POIs (plants, materials sites etc, similar to pulse wave/night vision but longer distance, maybe depending on the altitude)
- repair module to perform specific module repairs (either new mission type or player ship, e.g. repair a powerplant by disabling a ship from outside)
- mining equipment to extract resources from asteroid (e.g. hotspots on asteroid surface allowing faster extraction than on-ship mining lasers)
- optional landing gear
- ...
- Upon destroying new SLV can be produced in the hangar taking some time and necessary materials (same as resupplying ammo, may be restricted to larger module variants)
- Launching SLV player can choose to use tele-presence or real presence
- in case of tele-presence player will re-spawn in a ship (if SLV is destroyed), cannot dismiss/recall ship
- in case of real presence if SLV is destroyed escape pod will be ejected. When escape pod is collected by someone, player re-spawn on nearby station, need to recall ship etc. If player had an NPC co-pilot - escape pod can be collected by NPC (time depends on NPC level).
- SLV can land on surface (if equipped by landing gear), if real presence then player can disembark (if possible avoiding loading/black screen) or as alternative eject at lower altitude (and loose SLV)
- SLV can land on outposts/station (allowing to visit outposts from large ships equipped with hangar)
- SLV equipped with cargo bay can transfer commodities from ship to the station/outpost (limited amount, or as tugging device with loading catching ejected containers and risk to be attacked if done in unsafe space)
- SLV equipped with passenger cabin can be used as local Apex taxi instead of Adder (+ new type of local taxi missions, e.g. interact with NPC on foot and escort him/her to SLV and fly to the outpost or another settlement)
- SLV equipped with passenger cabin can take second player on board (multicrew)
- Player is able (restricted to Maverick suit, not using weapons while carrying, increased battery usage etc) to collect single commodity container from planet surface and load it into SLV equipped with cargo bay
- Player is able to get information (type of commodity, legal status etc) scanning cargo containers (same as NPC scans)
- Set explosive barrels at planetary settlements a specific commodity containers (explosives or hydrogen fuel) allowing to collect them, put more containers into storage buildings to loot or use for missions or destroy buildings (e.g. by moving several containers inside and blowing them makes building on fire)
- Allow NPC crew control SLV (and player set orders).
- Allow player to define a set of (standing) orders (UI similar to fire groups, number of orders may depend on NPC level Novice - 1, Elite - 5)
- New mission types for stations/outposts (in systems with high security, not at war) replacing Frontline Solutions contact:
- patrolling space nearby station, scanning all the incoming/departing ships for prohibited commodities and local bounties, engage when necessary collecting bounties (possibly some penalties for ships managed to sneak in/out)
- transport/support/salvage/rescue missions within system (allowing to (partially) avoid space combat as no interdiction, combine missions getting access to the settlement to steal something from there)
- ...
Visibility in SC/normal space
- visibility of SLV in SC is limited to some distance (e.g. 10ls?, maybe depending on the speed difference)
- ability to follow the target without disclosing yourself (new type of mission - follow the target from navigation beacon or station and find secret hideout)
- scan range needed to detect SLV in normal space (in comparison with normal ship) is greatly reduced
For whom?
- Traders - ability visit outposts
- why? maybe pickup more profitable contracts? how to deliver commodities?
- transfer goods semi-automatic from large cargo ship to outpost with SLV/limpets to cargo port
- alternative way to smuggle prohibited cargo to high security stations (assuming that difficulty is adjusted accordingly)
- Explorers - easier collect genetic data
- why? why not to outfit SRV with longer range scanner for materials/commodities/genetic samples instead?
- maybe allowing to order NPC crew to perform fuel scoop while exploring system bodies
- Courier - avoid interdiction
- how to oppose/prevent from completing missions (e.g. BGS missions)?
- maybe signing in for system patrolling missions for certain faction (e.g. time bound mission with incoming orders like follow to nav. beacon and scan N ships, then go to specific resource site and do scan/fight/call enforcer wings from there etc)
- Combat/PVP - launch multiple fighters in wing to monitor supecruise
- why? not being able to interdict? why not separate ships then? maybe simplified instancing mechanic as no interdiction allowed
- ability to track down the target, drop on low wake not being immediately detected, call main ship or wing mate and then engage (?)
- increased maneuverability for near-surface combat
- increased scan range for small targets (similar to SRV)
- ...
I hope FDev could take some inspiration and add some of the ideas to their roadmap.
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