It’s always bothered me a little bit that some ships are clearly intended for a very specific purpose, and yet they’re not actually particularly specialised for that purpose.
The problem seems to be that the main tool for customising a ship is through the optional internal modules. But these are completely generic (with the single exception of military slots, but even they’re quite generic within that context), which means that adding/removing slots to a ship doesn’t really make it “specialised” in any meaningful way.
On the flip side, you don’t want to *force* players to use a ship in a certain way, as personal choice and freedom is an important driving force behind E.
So, suggestion:
Intended consequences:
Some example specialisations that would make a lot of sense given the in-game ship descriptions and designs:
I picked the example specialised modules to be things that non-specialists don’t care about so much (which is why shields aren’t in the list, as almost everyone cares about shields). An exception might be the FSD, but I’d argue that it’s only really explorers that *obsess* over maximising their jump range. If you’re staying in the bubble, then most stations can be got to fairly easily regardless.
The problem seems to be that the main tool for customising a ship is through the optional internal modules. But these are completely generic (with the single exception of military slots, but even they’re quite generic within that context), which means that adding/removing slots to a ship doesn’t really make it “specialised” in any meaningful way.
On the flip side, you don’t want to *force* players to use a ship in a certain way, as personal choice and freedom is an important driving force behind E.
So, suggestion:
- On specialised ships, add an extra *core* internal module slot (of a relatively large class) that can only be used for a specific module.
- To balance out the change, remove (or reduce) one of the optional module slots. BUT, the removed slot should be a couple of classes smaller than the one you added.
- The specialised ships then come in two configurations, that can be changed over at any outfitting (and there could be a cost associated with the change). So configuration “A” is the standard set of module slots that we have now. And configuration “B” is the one that takes advantage of the ship specialisation, with an extra core slot and a removed/reduced (small) optional slot.
- For general purpose ships, leave the modules exactly as they are. Their core internal modules remain as standard, and don’t have any special configuration option.
Intended consequences:
- Specialised ships can punch above their weight, but ONLY in their specialised field. So for example, maybe a medium-sized exploration ship might be able to fit a class 7 FSD, even though its biggest optional module slot is a class 5. i.e.: On this medium-sized explorer vessel, you wouldn’t be allowed to fit class 7 shields, class 7 passenger cabins, class 7 refinery, or anything else in that new larger-than-usual slot.
- General-purpose ships can be made more meaningfully general purpose. So maybe the Python / Anaconda / Cobra etc. can be given minor bumps to their optional internals. This means that not only will they have more flexibility than specialised ships in their specialised “B” configuration, but they’d also have a slight edge when compared to specialised ships in their non-specialised “A” configuration.
- In contrast to the above point, specialised ships would feel *slightly* under-powered if used for some other purpose. You certainly wouldn’t be prevented from using, say, an Orca as a military ship. But you’d know that a general purpose ship would get a slight bonus to overall optional utility slots that you’re missing out on, while you’ve got that core internal passenger cabin sitting idle and unused.
- It wouldn’t be a headache to introduce for existing ships with existing modules in all of the current optional-internal slots, as these existing ships would stay in the non-specialised “A” configuration until the player actively changed them (which might involve dropping some modules first).
Some example specialisations that would make a lot of sense given the in-game ship descriptions and designs:
- Explorer — Oversized FSD slot. (Asp Explorer, Diamondback Explorer)
- Scout — Oversized fuel scoop. (Asp Scout, Diamondback Scout)
- Trader — Oversized cargo rack. (Hauler, Type-6, Type-7, Type-9)
- Transport — Oversized luxury passenger cabin. (Dolphin, Orca, Beluga, Imperial Courier?)
- Pirate — High-class FSD Interdictor. (Sidewinder, Eagle, Viper?)
- Military — High-class hull reinforcement package. (Vulture, Keelback?, Fer-de-lance, FAS, Chieftain, Type-10 Defender)
- Mining — Oversized refinery. (Some future mining ship…?)
I picked the example specialised modules to be things that non-specialists don’t care about so much (which is why shields aren’t in the list, as almost everyone cares about shields). An exception might be the FSD, but I’d argue that it’s only really explorers that *obsess* over maximising their jump range. If you’re staying in the bubble, then most stations can be got to fairly easily regardless.
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