I came up with this idea because the differences between ships do not affect their play styles so much. But of course I do want to do crazy things (PvP Beluga... )
Basically, my idea is to give the ships themselves booster.
For example Vulture gets a boost on bounties: 20% higher bounties.
These booster are only positive. So have no negative effects to nerf ships. My idea is to make choosing a ship more important than just saying more weapons or more jump range is better. My personal favorites are the 3 exp. Ships: Anaconda, Diamondback Ex. and ASP Ex. The decision is more important with these boosters. If I want to fly faster I take the DBex. If I want to jump more often I take the ASP I want to scan a lot I take the Annaconda. I know that there are more factors playing a role but these boosters could make a decision more important or clearer. e.g. My friend Korasko did an Explorer Tripp in Type 10. And I do not know why, but, of course, that even angered me. I also do not take a hammer to drill a screw in a wall or ???
I want the ships to boost their strengths and leave their weaknesses as they are. I also want to add new strengths.
I think the ship determines to what degree something works. The ships are something like the case and the modules are the tools. If you have built the case in a certain direction, such as an asp explorer that even has Explorer in the name. Then the modules work better, with more efficiency and effectiveness.
And gameplay technically it would be great if there was more difference between ships
Possible booster that have come to my mind:
"(none)" means that nothing occurs to me not that the ship should not get a boost. Maybe you think of something else. Then please write it with the right ship name.
Basically, my idea is to give the ships themselves booster.
For example Vulture gets a boost on bounties: 20% higher bounties.
These booster are only positive. So have no negative effects to nerf ships. My idea is to make choosing a ship more important than just saying more weapons or more jump range is better. My personal favorites are the 3 exp. Ships: Anaconda, Diamondback Ex. and ASP Ex. The decision is more important with these boosters. If I want to fly faster I take the DBex. If I want to jump more often I take the ASP I want to scan a lot I take the Annaconda. I know that there are more factors playing a role but these boosters could make a decision more important or clearer. e.g. My friend Korasko did an Explorer Tripp in Type 10. And I do not know why, but, of course, that even angered me. I also do not take a hammer to drill a screw in a wall or ???
I want the ships to boost their strengths and leave their weaknesses as they are. I also want to add new strengths.
I think the ship determines to what degree something works. The ships are something like the case and the modules are the tools. If you have built the case in a certain direction, such as an asp explorer that even has Explorer in the name. Then the modules work better, with more efficiency and effectiveness.
And gameplay technically it would be great if there was more difference between ships
Possible booster that have come to my mind:
- Sidewinder: (None)
- Eagle: 20% faster boost reload
- Imperial Eagle: 15% more damage with railguns
- Viper MkIII: 30% faster weapon reload
- Cobra MkIII: 50% on black market sales
- Viper MkIV: +13% on all shield resistances
- Cobra MkIV: (none)
- Vulture: 20% higher bounties
- Imperial Courier: 100% more money from data delivery
- Diamondback Scout: -15% on Thermal load (on everything)
- Diamondback Explorer: 30% faster SC acceleration
- Dolphin: 25% more credits on passenger missions
- Hauler: 50% less interdiction probability
- Adder: 10% discount on all commodity you buy (That means 10% less spend for more profit)
- Python: 10% more damage with lasers but +10% distributor draw
- Asp Scout: (none)
- Asp Explorer: -2sec Jump Charge Time when jumping to the next system
- Type-6 Transporter: 25% more profit when selling to outposts
- Keelback: (none)
- Fer-de-Lance: 10% more damage with projectile weapons (Plasma accelerator not included)
- Federal Dropship: +15% on all armor resistances
- Federal Assault Ship: 15% more damage if the target is less than 800m away
- Federal Gunship: 10% more Multicannon Damage
- Federal Corvette: 25% more damage with SLF (35% with Federal Condor)
- Anaconda: 25% faster scans with 25% more range (for exp.)
- Imperial Clipper: 25% less jitter with gimbal weapons
- Imperial Cutter: 40% faster rotating Turrets
- Type-7 Transporter: (none)
- Type-9 Heavy: 10% discount on commodities, when more than 350t is purchased from a single commodity
- Type-10 Defender: 15% faster Shield reload when broken
- Orca: 30% fewer system security scans
- Beluga Liner: Beluga Liner: 30% less passenger dissatisfaction
"(none)" means that nothing occurs to me not that the ship should not get a boost. Maybe you think of something else. Then please write it with the right ship name.
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