Wolf in Sheep's clothing

Had a thought I figured I'd put up here for discussion.

If there was a "weapons Module" that went into an internal compartment slot that allowed the ship to carry some extra type of firepower, that could be interesting. Missiles that are fired out of the cargo scoop or something. Just some way for that trader ship you decided to pirate to suddenly have more punch then you expected. :) I think it would be good for the traders to be able to have a shot at drawing a target in, or for a pirate to think twice about stopping that Lakon 9.

The thought originally came to me while thinking about Serenity by the way, at the end when they strap the AA gun to the top of the ship and blow a huge whole in the Reaver ship as they float by, then run like the ens!

(Did we mention Firefly was the best show ever?)

If a trader is willing to give up a significant tonnage of cargo space for a little extra protection, that could make thing interesting.

And.....open discussion....GO.


Lok Anload
 
rep for Firefly

didn't someone mention the other day they got interdicted by someone in a T-6 running it very cold and armed with missiles...

I would love to see maybe missions that you can do, leading to someone doing a custom job on your ship - or giving you a weapon module unavailable elsewhere, allowing you to say turn a transport ship into a gunship....
 
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Huzzah for a Q-Ship in ED but how would that show on a Module scan? when you target a ship in SC and take the time to look left and see what he's sporting (e.g rail guns, beams, pulse etc) it lists all modules. any pirate with at least a little experience would do that and when he sees a bunch of weapon modules instead of cargo ones, he probably just ignores that target and looks for an easier one.
 
FINALLY someone else who know about Q-ships. Listed as novice, but I do know what I am doing and how to use weapons. Just not doing combat related stuff at the moment. I am sure there are beta players who have reset and having fun with trolls (I hope).

My suggestion in this front is block scans or give false reading (e.g. to standard loadout for ship, not current loadout you have). This is Elite DANGEROUS after all :)
 
FINALLY someone else who know about Q-ships. Listed as novice, but I do know what I am doing and how to use weapons. Just not doing combat related stuff at the moment. I am sure there are beta players who have reset and having fun with trolls (I hope).

My suggestion in this front is block scans or give false reading (e.g. to standard loadout for ship, not current loadout you have). This is Elite DANGEROUS after all :)

I DO like my History, what can i say ;)

Blocking a scan would probably set off alarm bells and a false , stock read out would be less obvious but may still be noticeable. in either case, i feel if something like this ever comes down the pipeline, it should be done as an internal module that takes up a class 1 or two slot for balance purposes.

the main problem i see with this is that they are Internal compartments and how would you handle the deployment and placement of the additional weapons on the hull? right now all ships have pre defined hard points on top or bottom, you'd have to change the graphic on every ship for additional hardpoints.

one thing that may be possible is the use of the current cargo scoop like to drop proximity mines or maybe even missiles but on the flip side, this will also give the Pirates the oppurtunity to swap a cargo bay of theirs for more weapons.

as much as i like the idea, i am afraid it might not be very practical to implement.

in the meantime, the adder can make a naughty little Q style ship with its weapons and maneuverability thats fairly cheap to replace too.
 
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