Under each ship sold in any particular stations, and changing depending on who controls that station, their ethos, the location, etc, there could be a number of ship presets with a few additions. For each ship sold, there could be a preset drop-down box, with a number of preset roles - Bounty Hunter, Pirate, Trader, Smuggler, Miner, the works. I'll use the Sidewinder as an example for presets newer players could use, especially near Eravate and Asellus Primus.
Pirate
Bounty Hunter
Trader
Smuggler
This of course doesn't need to be limited to new players - the price could be ever so slightly more than what you would need to pay to get the included modules on your ship yourself, to pay for not having to do it yourself, but most importantly, it could enable ship sales in far-off regions, like Colonia. Here's an example explorer built Cobra that could be sold at Jaques, and one which isn't just barely better than a stock ship -
Explorer
This baby would normally set you back 10,062,138 Cr, but say we add a 5% increase for sparing you the trouble, it's 10,565,245 Cr, now. Here's one last example - a wholesale ship sold by the Pilot's Federation to the general public in order to combat the Thargoid Threat -
AX Krait Phantom
This build leaves a lot of room to improve, yet allows it's pilot to still effectively fight Thargoids, maybe even interceptors. By the way, would it be possible to assign randomized, but categorized names to these ships? Just an additional bit of flair
Thoughts?
Pirate
Weapons:
> 1F Burst Laser
> 1F Burst Laser
Utilities:
> 0E Manifest Scanner
Optional Internal:
> 2E Shield Generator
> 2E Cargo Rack
> 1E Hatch Breaker Limpet Controller
> 1E Frame Shift Drive Interdictor
> 2E Cargo Rack
> 1E Hatch Breaker Limpet Controller
> 1E Frame Shift Drive Interdictor
Bounty Hunter
Weapons:
> 1F Pulse Laser
> 1G Multicannon
> 1G Multicannon
Utilities:
> 0E Kill Warrant Scanner
Optional Internal:
> 2E Shield Generator
> 2E Cargo Rack
> 1E Hull Reinforcement Package
> 2E Cargo Rack
> 1E Hull Reinforcement Package
Trader
Weapons:
> 1G Pulse Laser
Utilities:
> 0F Electronic Countermeasure
> 0I Point Defense
> 0I Point Defense
Optional Internal:
> 2E Shield Generator
> 2E Cargo Rack
> 1E Cargo Rack
> 1E Cargo Rack
> 2E Cargo Rack
> 1E Cargo Rack
> 1E Cargo Rack
Smuggler
Weapons:
> 1F Pulse Laser
> 1F Pulse Laser
> 1F Pulse Laser
Utilities:
> 0I Heat Sink Launcher
Optional Internal:
> 2E Bi-Weave Shield Generator
> 2E Cargo Rack
> 1E Cargo Rack
> 1E Cargo Rack
> 2E Cargo Rack
> 1E Cargo Rack
> 1E Cargo Rack
This of course doesn't need to be limited to new players - the price could be ever so slightly more than what you would need to pay to get the included modules on your ship yourself, to pay for not having to do it yourself, but most importantly, it could enable ship sales in far-off regions, like Colonia. Here's an example explorer built Cobra that could be sold at Jaques, and one which isn't just barely better than a stock ship -
Explorer
Utilities:
> 0I Heat Sink Launcher
> 0I Heat Sink Launcher
> 0I Heat Sink Launcher
Core Internal:
> 4C Power Plant
> 4D Thrusters
> 4A Frame Shift Drive
> 3D Life Support
> 3D Power Distribution
> 3D Sensors
> 4D Thrusters
> 4A Frame Shift Drive
> 3D Life Support
> 3D Power Distribution
> 3D Sensors
Optional Internal:
> 4E Cargo Rack
> 4A Fuel Scoop
> 4A Shield Generator
> 2A AFMU
> 1C Detailed Surface Scanner
> 1E Research Limpet Controller
> 4A Fuel Scoop
> 4A Shield Generator
> 2A AFMU
> 1C Detailed Surface Scanner
> 1E Research Limpet Controller
This baby would normally set you back 10,062,138 Cr, but say we add a 5% increase for sparing you the trouble, it's 10,565,245 Cr, now. Here's one last example - a wholesale ship sold by the Pilot's Federation to the general public in order to combat the Thargoid Threat -
AX Krait Phantom
Weapons:
> 3C AX Multi-Cannon
> 3C AX Multi-Cannon
> 2B AX Missile Rack
> 2B AX Missile Rack
> 3C AX Multi-Cannon
> 2B AX Missile Rack
> 2B AX Missile Rack
Utilities:
> 0E Xeno Scanner
Core Internal:
> 7C Power Plant
> 6C Thrusters
> 5C Frame Shift Drive
> 4C Life Support
> 7C Power Distribution
> 6C Sensors
> 6C Thrusters
> 5C Frame Shift Drive
> 4C Life Support
> 7C Power Distribution
> 6C Sensors
Optional Internal:
> 6C Shield Generator
> 5E Cargo Rack
> 3E Decontamination Limpet Controller
> 3D Hull Reinforcement Package
> 2D Module Reinforcement Package
> 5E Cargo Rack
> 3E Decontamination Limpet Controller
> 3D Hull Reinforcement Package
> 2D Module Reinforcement Package
This build leaves a lot of room to improve, yet allows it's pilot to still effectively fight Thargoids, maybe even interceptors. By the way, would it be possible to assign randomized, but categorized names to these ships? Just an additional bit of flair
Thoughts?
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