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?
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?