General Suggestion: Sniper-Style Ship with Charged, Long-Range Focused Fire and New Ship Design with Cluster Ship Slots for Tactical Engagements

Hello all, was looking at this and did not find a way to do it so i am suggesting a new ship type with a unique mechanic where the hardpoints focus on a common point charge up, and then fire a powerful long-range shot, similar to a sniper rifle, the way i imagined it is like in Magika where you cross the spell beams(with other players) to create a stronger spell beam variant but in this case you would be doing it solo, keep in mind that hardpoints can be used individually and colectively. This shot would require time to charge, adding a tactical element to positioning and timing, and would be able to track and lock onto distant targets for high-damage precision fire. (again one single shot not continuous as that would fry everything)

The ship would be designed for players who prefer a strategic, long-range combat role. It would offer a high-risk, high-reward playstyle, requiring careful aim and patience to unleash devastating damage on far-off enemies. The charge time could be adjusted to ensure balance, offering a slower but more powerful alternative to other combat strategies.

For the ship's name, I suggest calling it the Naja
See images below
Designer (1).jpeg

Designer (3).jpeg
Designer (2).jpeg

and the second part of the title

A new ship type, such as a Type XV (15), that replaces traditional hardpoints with specialized slots to fit smaller cluster ships. These cluster ships could be equipped with any available weapons in the game and can be launched in combat to engage enemies simultaneously, controlled by either the player or NPC crew members.

The new system would expand on the existing Fighter Bay mechanic, allowing players to deploy 3 or more smaller ships for tactical support during large battles. Each ship could perform various roles—damage, defense, or support—while providing the player with a more dynamic combat experience, similar to managing a mini fleet. This would introduce new strategic depth without disrupting core gameplay mechanics or balance.

Designer.jpeg


This is just a suggestion, take it as such. Feel free to discuss, hate on it (whatever).
 
Some of your artwork for the sniper ship is quite nice, the carrier ship looks a bit like a collision has happened.

Neither concept feels much like Elite.
No they do not :) i mainly thought about the sniper ship as being a Thargoid focused ship rather than a PvP one, although it can be adapted as a PvP, say you send a probe that hacks the enemy player ship and disables everything for 2-3 seconds; or you want to attack a carrier, and as i understand it there will be bigger crafts that The Fleet Carrier in which case they can make it available to do clan v clan battles.

The carrier is obv a SC2 protoss carrier fantasy of mine, it;s a combination, or more to the point, modelled after type-8,9 and 10 alltogether. Mainly used to swarm the swarm, does not have to be 15 ships but the concept is not available in the game even for 3 ships to be deployed; sort of like, have 3 smaller ships active through the fighter bay that shoot lasers for the shield and deck your main ship out with guns for the bare ship.
 
I have a 5 railgun Anaconda that suits this role fairly well. Combined with the scramble spectrum pulse laser and huge corrosive multicannon, most stuff doesn't last very long.

Any ship would work with the long range railgun idea, assuming weapon convergence was good enough. It certainly works with the 4 mediums on a FdL and it wouldn't surprise me if a Python mk2 would be effective too.

It might not be exactly what you're looking for, but I wanted to highlight that there does appear to be the possibility creating something in the spirit of it already.
 
I have designed such ship once. My hull choice was Diamondback Scout with low heat setup, long sensor range and long range engineered rail guns. However I had two issues with this ship:
1. The way ship control works in game- for me that makes precise aim difficult and I had to train a bit to get used to it somehow, although such gameplay style cased my hands fatigue to accumulate fast.
2. Railgun fixed discharge after pressing fire- that's actually the main reason for me to abandon this project. It would be different matter if there was an option to charge up and fire on trigger release. I also think only this weapon type applies for a job to be sniper cannon of sorts.

Ship design looks nice but I think for this to work some kind of aim assist is in order and that would probably case quite a ruckus on forum from all the players who are against any changes to combat system we have now. In general I like the idea but I think it would require new type of weapon too.
 
If I were to design my own old DBS for this purpose it would be like this Sniper DBS. You can remove kill warrant scanner and go for G5 Low Emissions engineering on the power plant to be more stealthy but from this range I do not think it would matter much. Not to mention heat sink activation acts as cloaking device in case You get spotted.
There is also option to go with FDL but it has 2/3rd of heat capacity of DBS and I'm not sure what would happen with ship heat level if You fired all those rail guns at once.

Edit: Another option is to use single long range weapon (can be a turreted long range pulse laser too) and mine launchers in other hardpoints to "poke" NPC pilot and then manage thrusters in a way that NPC will slowly catch up in stright line while bumping into mines.
 
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I'm not sure what would happen with ship heat if You fired all those rail guns at once.
You turn into a sun. FDL is not the most well-performing ship when it comes to heat handling and I very much notice this with weapons which produce a lot of heat on trigger pull (like most of the Guardian ones while fighting Thargoids, or if you decide to have some fun with them against NPCs).
 
You turn into a sun. FDL is not the most well-performing ship when it comes to heat handling and I very much notice this with weapons which produce a lot of heat on trigger pull (like most of the Guardian ones while fighting Thargoids, or if you decide to have some fun with them against NPCs).
I also think that would happen but that's were heat sinks come in. Anyway I remember my old dbs was able to handle firing railguns while keeping safe heat levels.
 
You joined the forum less than a week ago, and based on your post I'm fairly certain you haven't played much longer than that. If you had you would have known about long range rails, and that it easier to hit ships with them the further away they are...
 
You joined the forum less than a week ago, and based on your post I'm fairly certain you haven't played much longer than that. If you had you would have known about long range rails, and that it easier to hit ships with them the further away they are...
I'm not a veteran, but I'm not new either. I understand the strengths of railguns, but they come with significant drawbacks, like overheating and being limited to 'straight-line' shots. What I’m suggesting is a ship design focused on long-range engagements with a unique mechanic: a point-focus charge system, followed by the ability to use individual weapons, possibly turreted, for greater flexibility.
This concept would offer a different playstyle compared to current setups, allowing for strategic precision rather than relying solely on railguns. I believe someone mentioned 'turning into the sun,' when firing railguns
In any case, thank you for the comment :)
 
I have a 5 railgun Anaconda that suits this role fairly well. Combined with the scramble spectrum pulse laser and huge corrosive multicannon, most stuff doesn't last very long.

Any ship would work with the long range railgun idea, assuming weapon convergence was good enough. It certainly works with the 4 mediums on a FdL and it wouldn't surprise me if a Python mk2 would be effective too.

It might not be exactly what you're looking for, but I wanted to highlight that there does appear to be the possibility creating something in the spirit of it already.
That sounds like a really powerful setup—5 railguns on an Anaconda must pack a serious punch! I totally see your point about how existing ships can already approximate the sniper role with good weapon convergence, especially with setups like the FdL or even a Python Mk2.

What I’m aiming for with my suggestion, though, is less about adapting current ships and more about introducing a dedicated design with mechanics that go beyond what’s currently possible. For example, the point-focus charge mechanic could add a layer of strategy, where you line up a precision shot and then have turreted follow-up weapons for added flexibility. It’s not just about the loadout but also the playstyle and ship identity—similar to how certain ships are built around specific roles, like explorers or miners.

I appreciate you pointing out these options, though; it’s always cool to see how versatile the existing ships can be!
 
I have designed such ship once. My hull choice was Diamondback Scout with low heat setup, long sensor range and long range engineered rail guns. However I had two issues with this ship:
1. The way ship control works in game- for me that makes precise aim difficult and I had to train a bit to get used to it somehow, although such gameplay style cased my hands fatigue to accumulate fast.
2. Railgun fixed discharge after pressing fire- that's actually the main reason for me to abandon this project. It would be different matter if there was an option to charge up and fire on trigger release. I also think only this weapon type applies for a job to be sniper cannon of sorts.

Ship design looks nice but I think for this to work some kind of aim assist is in order and that would probably case quite a ruckus on forum from all the players who are against any changes to combat system we have now. In general I like the idea but I think it would require new type of weapon too.
Thanks for sharing your experience—using a Diamondback Scout for this role sounds like a creative approach, and I can see why its low heat signature and long-range sensors would be appealing. I totally get the challenges you faced, especially with precise aiming and the fixed railgun discharge mechanic. It does make the gameplay more demanding, and the hand fatigue you mentioned is a real consideration for this kind of focused combat style.

Your point about the need for a new weapon type really resonates with me. That’s part of what I’m envisioning with this idea—a sniper-specific mechanic where you charge up, aim with precision, and fire on release. This could make the playstyle more intuitive and rewarding, compared to the current fixed fire mechanics of railguns.

As for aim assist, I can understand the hesitation from some players. However, it might not need to be full-on aim assist—something subtle, like better stabilization during charge-up, could make a big difference without overhauling the combat system. A new weapon type designed specifically for this kind of ship could also help avoid stepping on the toes of existing mechanics.

I appreciate your feedback—it really helps refine the idea!
 
If I were to design my own old DBS for this purpose it would be like this Sniper DBS. You can remove kill warrant scanner and go for G5 Low Emissions engineering on the power plant to be more stealthy but from this range I do not think it would matter much. Not to mention heat sink activation acts as cloaking device in case You get spotted.
There is also option to go with FDL but it has 2/3rd of heat capacity of DBS and I'm not sure what would happen with ship heat level if You fired all those rail guns at once.

Edit: Another option is to use single long range weapon (can be a turreted long range pulse laser too) and mine launchers in other hardpoints to "poke" NPC pilot and then manage thrusters in a way that NPC will slowly catch up in stright line while bumping into mines.
That’s a great build idea! Low Emissions for stealth and heat sinks as a pseudo-cloak are clever touches, though I agree stealth might matter less at long range. The mine-and-thruster tactic is super creative too—definitely adds some fun strategy to the sniper role!
 
You turn into a sun. FDL is not the most well-performing ship when it comes to heat handling and I very much notice this with weapons which produce a lot of heat on trigger pull (like most of the Guardian ones while fighting Thargoids, or if you decide to have some fun with them against NPCs).
Good point—heat management can be a real challenge, especially with ships like the FDL. Guardian weapons and railguns definitely turn it into a flying furnace! It’s one of the reasons I’m suggesting a ship designed specifically to handle long-range, high-heat engagements more effectively.
I also think that would happen but that's were heat sinks come in. Anyway I remember my old dbs was able to handle firing railguns while keeping safe heat levels.
True, heat sinks can definitely help manage that, and it’s great your old DBS could handle railguns without overheating. A ship designed specifically for this role could take that a step further, with better heat management built into the design for sustained long-range engagements.
 
Very cool concept, although neither the hull design nor the function feels very Elite Dangerous.
For the ship's name, I suggest calling it the Naja
By the way, "naja" in German means "oh well" or "so-so" or "uh huh" or even "if you say so", so... really exiciting. ;)
 
I like your concept art, op, cool looking ships.(y):cool: I think your long range idea is fine. Not crazy about the combining of beams mechanic.
By the way, "naja" in German means "oh well" or "so-so" or "uh huh" or even "if you say so", so... really exiciting. ;)
That is funny- whats your ships name? "meh"
 
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