Ship-Unique Module Slots

Right now I've only seen military slots on what are obviously combat specific ships - but I've not really seen anything similar on ships that can be built for other roles or are designed specifically for other roles. Below are some ideas of 'unique module slots' that further differentiate ships from each other.

Cargo Oriented Ships:
1) Reinforced Shield - Module that strengthen the shield significantly (doesn't solve lack of firepower but does 'buy time' for help arriving, your own response via fighter or weapons, or escaping). Adds mass.
2) Fuel Booster - An additive that increases the potential of your on-board fuel, allowing your FSD to compensate for more weight (and thus increasing range) but at the expense of higher fuel consumption. Basically a tradeoff for single jump distance over total jump distance before refuel.
3) Fuel Recycler - Module that reduces the fuel consumed per jump but also reduces the optimum mass limits of your FSD. Tradeoff jump range for more total distance (more jumps, but less refueling over those jumps).
4) Turret Boost - Module increases the damage of all active turrets at the expense of power consumption.

Passenger Oriented Ships:
1) Emergency Booster - Module that increases top engine speed by a percentage, allowing more rapid egress in hostile situations.
2) Public Accomodations - Module that increases payout from economy and business class passengers but reduces income from first-class and luxury passengers. Adds mass, reducing FSD capabilities.
3) Luxury Accomodations - Modules that does the exact opposite of Public. Does not add mass, but consumes power.
4) Concierge Services - Failed passenger missions pay a small percentage (2%?) of their reward if delivered intact at least.

Exploration Oriented Ships:
1) External Repair Arm - Ship slowly repairs hull and canopy module to 25% when shields are at 100% in normal space.
2) FSD Mass Optimization - Increases maximum optimal mass of FSD, leading to increased range, but increases generated heat
3) Fuel Scoop Optimization - Increases Fuel Scoop effectiveness, but adds mass
4) SRV Repair Bay - SRVs are fully services upon docking (repaired, fueled, and stocked). SRV can be reconstructed for empty bay(s) with synthesis of multiple materials.

Combat Oriented Ships:
1) (Exists) Military Armor - Modules that further enhance the defensive capabilities of armor at the expense of added mass
2) Automated Crystal Alignment - Lasers have improved focusing crystals, resulting in better damage output at the expense of power
3) Dedicated Munitions - Improvements in loader apparatus' results in reduced reload times for munition weapons at the expense of power
4) Thruster Realignment - Improves ship maneuverability, particularly lateral and vertical thrust, at the expense of forward and reverse thrust speed.

Carrier Oriented Ships:
1) HAL Automation - Origin Vessels, when piloted by AI, have increased damage output at the expense of power consumption when player exits via fighter.
2) Protector Protocol - Fighters can now be deployed without hiring a fighter pilot or multi-crew, but the module consumes power. Fighter can be commanded to kamikaze (suicide) enemy vessels, dealing significant damage but losing the fighter.
3) Swarm Potocol - Three fighters can be launched without fighter pilots or multi-crew, but each fighter suffers reduced speed and damage output and the modules consumes a large amount of power. Kamikaze command is not available.
4) Angel Protocol - Allows equipping of support fighters which lack weapons and instead carry a salvo of repair limpets that can repair hull slowly. After deploying salvo, Angel fighter(s) will dock and be restocked via synthesis before being deployed again. Angel fighters can be targeted at the self or any other vessel (friend or foe).


These are just some ideas for unique modules. Many of these ideas could actually be 'general utility' modules as well that all ships can use, but I personally think restricting most of these to their specific ships helps them stand out more. Ships that are more multi-purpose could have multiple types of utility slots (Cobra has exploration and combat, as an example, where as ASP E has two exploration slots...etc). The end goal is to help diversify the ships some and justify the idea of 'focusing' your ship into your specific playstyle or perks.

It is very important these modules deliver playstyle or perk improvements that DON'T undermine other playstyles - EX: We all want indestructible traders, but what good does that do pirates? Or vice versa, pirates that melt you in two seconds do traders taking riskier routes no good. The utility modules should add choice - not restrict it, so combat particularly will be tough to balance.

Thoughts?
 
these are very cool
especially the repair arm, though id probably say shields and thrusters have to be disabled to do this. Personally I'd also make an SRV variant with a version of this so explorers are incentivised to bring larger SRV bays

1)I like the idea of a carrier build, but its worth mentioning that currently no ship can CARRY 3 fighters simultaneously
maybe have 1 "wingman" module that allows a fighter to be launched without a pilot but all it can do is follow another ship and attack its targets, higher sizes equalling better skill (size 3= novice etc etc)?

so a dedicated carrier can have an "elite" wingman, direct him to attack a target, then launch the second fighter covering him, or a trader can just bring a basic size 3 wingman cpu to have the fighter defend them

I personally also like the idea of a "combat support" limpet controller....so you deploy a limpet and can either assign it to an enemy to attack or an ally to defend. equip it with a basic size 1 pulse laser gimballed, its not gonna win any battles but it will draw light fighters away from attacking and in a group could put some shield dps down

also allows for a role for "carrier" in terms of gameplay: equip a ton of limpets, have repair, combat, even a minor fuel supply controller, and ta-da, you have a serious force multiplier type thing
even a type 9 could be handy doing this, though obviously a ship that could ALSO fight would be better

2) combat things seem fine, but id personally also like to see a "combat restricted" module that synthesised ammo, maybe using fuel as a supply.
at the moment a lot of people stick to lasers for rez zones etc because you can just keep shooting forever.
being safe in the knowledge that you could afford to pepper a target with cannon shots would improve dedicated combat ships a LOT compared to the all-rounders, but having it take some time (or again, require shields and thrusters to be disabled) would stop it being overpowering. maybe the ammo synthesised is also say 10% weaker than standard rounds
 
Great idea, it's one that I have been thinking about myself for quiet some time now.
I would even go deeper and design more viarity by role specific slots. For example a eagle variant with torpedo's especially designed to take down capital ships (bomber fighter) or Empire luxery liner that only can trasport empire VIP's with a increased payout.
 
these are very cool
especially the repair arm, though id probably say shields and thrusters have to be disabled to do this. Personally I'd also make an SRV variant with a version of this so explorers are incentivised to bring larger SRV bays

1)I like the idea of a carrier build, but its worth mentioning that currently no ship can CARRY 3 fighters simultaneously
maybe have 1 "wingman" module that allows a fighter to be launched without a pilot but all it can do is follow another ship and attack its targets, higher sizes equalling better skill (size 3= novice etc etc)?

so a dedicated carrier can have an "elite" wingman, direct him to attack a target, then launch the second fighter covering him, or a trader can just bring a basic size 3 wingman cpu to have the fighter defend them

I personally also like the idea of a "combat support" limpet controller....so you deploy a limpet and can either assign it to an enemy to attack or an ally to defend. equip it with a basic size 1 pulse laser gimballed, its not gonna win any battles but it will draw light fighters away from attacking and in a group could put some shield dps down

also allows for a role for "carrier" in terms of gameplay: equip a ton of limpets, have repair, combat, even a minor fuel supply controller, and ta-da, you have a serious force multiplier type thing
even a type 9 could be handy doing this, though obviously a ship that could ALSO fight would be better

2) combat things seem fine, but id personally also like to see a "combat restricted" module that synthesised ammo, maybe using fuel as a supply.
at the moment a lot of people stick to lasers for rez zones etc because you can just keep shooting forever.
being safe in the knowledge that you could afford to pepper a target with cannon shots would improve dedicated combat ships a LOT compared to the all-rounders, but having it take some time (or again, require shields and thrusters to be disabled) would stop it being overpowering. maybe the ammo synthesised is also say 10% weaker than standard rounds

Thanks for all the Kudos.

Zegram makes a good point about ammo synthesis and that could very well be a worthy idea for a module: one that synthesizes ammo from fuel or requires less materials in general to do so. Long-haul combat is very difficult without some sort of support from an SRV equipped ship and currently there are no limpets or 'external' support modules for ammo...which seems a bit odd, given the existence of fuel limpets.

I'm personally a huge fan of any games that support 'Nomad' gameplay: modules and ships that aren't necessarily force multipliers but enable ships NOT built for long-distance travel to be supported. Such nomad modules and ships are usually support-types with refueling, restocking, and repairs as their primary strengths in exchange for prowess in combat or even travel. A large support ship that needs DBEs with fuel limpets to support it, so it can support a fully armed squad of non-exploration ships builds into the clan structure nicely.
 
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