[Suggestion] Supply ships

Lets take that anaconda, and turn it into a C-17! (preferably keeping it space worthy...)
I can't be the only one who looked at the anaconda, type-9, or a similar large vessel and thought to myself "it would be awesome if i could load it up with combat supplies, and jump into a conflict zone to resupply/repair friendly ships"

The following can promote player interaction or organization. not to the extent of something like EvE, but having these abilities over-all makes sense for an MMO.

They could be modules sold at stations (high tech stations)
- Resupply module:
Either a single internally mounted module that deploys out the bottom of the host ship, or multiple modules designed to resupply different weapons. The guest ship would have to align with the host ship, and both would be stationary while the re-arming procedure takes place.​
- Ships are vulnerable while being re-armd.
- Re-arming ships can abort in an emergency. this may damage the host, guest, or cause a loss of equipment between ships.
- Host ship maintains weapons functionality. the host ship having turreted weapons would be able to cover itself, but having fighter cover would help to.
- ships that are too big (a python, or another anaconda) can't be re-armed. the module is just to prolong the stay of fighters in the conflict zone.
- NPC's could have this module, but charge players for resupplying there.
- players would receive combat bonds for every re-armed ship. but only if the ship needs to be re-armed. (has less than half of its armament. remaining)
- players can determine whether or not to charge for their supplies within player groups or wings.
- Supplies themselves will cost money. need to carry enough to supply 100 countermeasures? going to have to buy 100 countermeasures.​
- can only get a weapon resupplied if the supply ship has that type of munition on hand. i.e. multi cannons need multi cannon rounds, etc.​

- Refueling module: (behaving almost exactly like the re-arming module)
Again an internally mounted module that deploys out the bottom of the host ship. but instead of providing arms it would provide fuel from the ships main fuel tank.​
- as stated above ships are vulnerable while being refueled.
- the host ship could have extra fuel tanks mounted, either to add to its main fuel store or to only be accessed by the ships being refueled.
- Host ship can refuel with a fuel scoop, meaning fighters can mount other (more useful) equipment instead.
- NPC's can refuel at player ships and pay the player for their service.
- NPC's can rescue stranded players at a premium.
- Fuel won't be charged or paid for in a group/wing. (configurable by the player)

- Repair module: (again, like the resupply module. except for it repairs ships)​
- will only repair ships within reason.​
- Restore operation, but not completely repair, subsystems.
- Partial repair of a ships hull.​
- no infinit repairing, the repair ship will have to go back to resupply their repair unit at some point. and ships can only be repaired so many times before they themselves have to go in for a proper repair.
- Again. NPC's can provide and charge for repairs.
- players can earn combat bonds for repairing NPC's or other players. in conflict zones.​
 
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