Ship Size-Specialization

Good afternoon,

This suggestion is to alter the statistics of new small and large ships. Specifically, please see below list of potential changes for the small and large ship categories that would differentiate them further from each other, and from Medium ships, providing worthwhile niches for ship size classes as a whole rather than on a ship-by-ship basis. These would ideally be applied to only new ships to begin with, as changing basic mechanics of existing ships probably won't go over too well with their fans... :)

Small Ships
Design Intent: To create a 'fighter jet' niche. Decrease maximum potential hull/shield values, while increasing speed across the board and providing special small weaponry to make it worthwhile. The reasoning behind this is that small ships are surpassed and made obsolete in most aspects by medium ships, which have similar maneuverability and speed with typical outfitting to smaller ships, but with much greater armor and armament. Take the Vulture, the premier small combat ship, and compare it to any of the medium combat vessels for evidence to this point.​
  • Speed: Increase by enough that small fighters are consistently faster than the average medium ship at both cruise and boost speeds. Using the Eagle as a baseline, I imagine this would be 450/600 on A-rated thrusters, before engineering.
  • Armor: Limit defensive optional internals (e.g. Shield Cell Banks, Hull/Module/Shield Reinforcements, Shield Boosters) to (1) per module type.
  • Armament: Offer alternate versions of existing weaponry in Class 1 size only, to fill support roles, e.g:
    • Gimballed weapons with near-perfect accuracy (like the snub fighter weapons), but with less damage. Good for hitting modules.
    • Weapons with strong shield penetration (e.g. damage through shields), but with less damage. Again, good for hitting modules.
Large Ships
Design Intent: To create a 'Frigate' niche, making large ships slower to move and maneuver, but vastly improve the efficacy of their turrets. This makes larger ships a center point and geographic anchor in a battle, much like capital ships, and should make them more capable at controlling an area (e.g. a conflict zone).​
  • Turrets: Provide a new power-hungry turret control unit as an optional internal module which provides near-perfect accuracy to turrets. Additionally, the install of this module should allow the pilot to switch to the gunner view normally only available in a multicrew session at the expense of being able to maneuver and use forward-mounted weaponry.
    • Optional: This new module could increase the slew/pitch rate of turreted weapons. I'm unsure whether this would be necessary, as I don't use turrets often.
  • Optional - Carrier-Spec: Large ships could choose to replace much of the armor they could carry with additional fighter bays, with multiple fighters (say, up to 4) able to be launched at once. I list this as optional because it tends to break multiplayer instances as-is, and the cost of additional crew would be prohibitive, so this would involve multiple changes to work, and may not be feasible.
I'm curious to know what people think.

Thank you
 
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Large Ships
Design Intent: To create a 'Frigate' niche, making large ships slower to move and maneuver, but vastly improve the efficacy of their turrets. This makes larger ships a center point and geographic anchor in a battle, much like capital ships, and should make them more capable at controlling an area (e.g. a conflict zone).​
  • Turrets: Provide a new power-hungry turret control unit as an optional internal module which provides near-perfect accuracy to turrets. Additionally, the install of this module should allow the pilot to switch to the gunner view normally only available in a multicrew session at the expense of being able to maneuver and use forward-mounted weaponry.
    • Optional: This new module could increase the slew/pitch rate of turreted weapons. I'm unsure whether this would be necessary, as I don't use turrets often.
Yes, please! I've never seen a turret improvement idea that involved an optional internal module. I think this is the best suggestion for turrets I've ever seen.
And, funny, I just recently made a post on Reddit regarding my wishes for manual turret control.

On small ships: further developing their gameplay as something more unique and specialized like you're suggesting would be refreshing. We kind of have the very beginnings of this with Enhanced Performance thrusters. Alternative Class 1 armaments, among the other ideas you mentioned, would push this further.

Related to your carrier-spec idea, what if we had an internal module for launching actual small ships? I know this has been talked about before and has tons of its own problems that need to be solved. Existing "fighters" would then be seen more as drones (this is what they really are, anyway: unmanned drones).
 
There are already the enhanced performance thrusters, although they only go up to size 3, so leave out quite a few small ships and are very sensitive to ship mass.
 
  • Gimballed weapons with near-perfect accuracy (like the snub fighter weapons), but with less damage. Good for hitting modules.
  • Weapons with strong shield penetration (e.g. damage through shields), but with less damage. Again, good for hitting modules.
It's already easy enough to hit modules with gimballs.
If you want to do a lot of shield dmg that bleeds through there's Cytoscramblers with phasing.
If you want to dmg modules through the shields there's remote release flechette launcher, so a better, and easier suggestion, would be to add size one versions.

Design Intent: To create a 'Frigate' niche, making large ships slower to move and maneuver, but vastly improve the efficacy of their turrets. This makes larger ships a center point and geographic anchor in a battle, much like capital ships, and should make them more capable at controlling an area (e.g. a conflict zone).
Turrets take no skill and, considering people already do afk builds with the, are already good enough. If you barely want to pilot your ship, this might not the the game for you.

Also, one of the truly great things about this game is how flexible the ship custumisation. Designing ships with the mindset of "the permanent alfa test space game" is not an improvement.
 
Good afternoon,

This suggestion is to alter the statistics of new small and large ships. Specifically, please see below list of potential changes for the small and large ship categories that would differentiate them further from each other, and from Medium ships, providing worthwhile niches for ship size classes as a whole rather than on a ship-by-ship basis. These would ideally be applied to only new ships to begin with, as changing basic mechanics of existing ships probably won't go over too well with their fans... :)

Small Ships
Design Intent: To create a 'fighter jet' niche. Decrease maximum potential hull/shield values, while increasing speed across the board and providing special small weaponry to make it worthwhile. The reasoning behind this is that small ships are surpassed and made obsolete in most aspects by medium ships, which have similar maneuverability and speed with typical outfitting to smaller ships, but with much greater armor and armament. Take the Vulture, the premier small combat ship, and compare it to any of the medium combat vessels.​
  • Speed: Increase by enough that small fighters are consistently faster than the average medium ship at both cruise and boost speeds. Using the Eagle as a baseline, I imagine this would be 450/600 on A-rated thrusters, before engineering.
  • Armor: Limit defensive optional internals (e.g. Shield Cell Banks, Hull/Module/Shield Reinforcements, Shield Boosters) to (1) per module type.
  • Armament: Offer alternate versions of existing weaponry in Class 1 size only, to fill support roles, e.g:
    • Gimballed weapons with near-perfect accuracy (like the snub fighter weapons), but with less damage. Good for hitting modules.
    • Weapons with strong shield penetration (e.g. damage through shields), but with less damage. Again, good for hitting modules.
Large Ships
Design Intent: To create a 'Frigate' niche, making large ships slower to move and maneuver, but vastly improve the efficacy of their turrets. This makes larger ships a center point and geographic anchor in a battle, much like capital ships, and should make them more capable at controlling an area (e.g. a conflict zone).​
  • Turrets: Provide a new power-hungry turret control unit as an optional internal module which provides near-perfect accuracy to turrets. Additionally, the install of this module should allow the pilot to switch to the gunner view normally only available in a multicrew session at the expense of being able to maneuver and use forward-mounted weaponry.
    • Optional: This new module could increase the slew/pitch rate of turreted weapons. I'm unsure whether this would be necessary, as I don't use turrets often.
  • Optional - Carrier-Spec: Large ships could choose to replace much of the armor they could carry with additional fighter bays, with multiple fighters (say, up to 4) able to be launched at once. I list this as optional because it tends to break multiplayer instances as-is, and the cost of additional crew would be prohibitive, so this would involve multiple changes to work, and may not be feasible.
I'm curious to know what people think.

Thank you
I would like to see Turrets have different firing modes: Fixed, Gimble, and 360 Arc. The different firing modes adjusts their damage but %wise down from fixed or gimble modules and %wise above base turret damage. You could balance the firing modes by turret module credit cost, weight, PP and PD energy costs. The hardpoint change on turrets may bring more options to the table on ship builds and how players deploy turrets on larger ships. As for multi-crew, only the 360 mode allows non-pilot the gunner role for using the turrets.
 
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