So with the focus being on space this month, this is a thread for suggestions for ship models, components, and modules, new ones and existing ones. I‘ll kick it off with my suggestions which mainly consist of modules. I‘m pretty heavily influenced from my years in EVE, many modules here will look familiar. Ship design in Starmourn already looks a lot like EVE so I think it‘s a decent fit.
First, the tweaks:
Cannon III: My understanding is that there is currently no point to having these, since MC1 outperforms in every way. My understanding is that target tracking is tied to the module size at the moment. Cannon IIIs should have more tracking but less damage output than MC1, making them more generally more effective than MC1s against fast-moving/small targets but less effective against slow/large ones.
Tractor beam: Was previously used to stop moving asteroids. Best way to make it relevant is to pull an object towards your ship, regardless of that object‘s current heading. Works on rocks and ships but not stationary things like generators.
Cargo expander: Should probaby expand cargo space more meaningfully.
Mines: Just an overall increase in damage, damage radius, and trigger proximity should be sufficient.
Now, the suggestions:
Weapons:
Bomb launchers: Like missiles but for handling clumps of enemies. Like a combo between missiles and mines.
Lasers: Like cannons, no ammo required but serious capacitor drain. Take it or leave it.
Interdiction:
The interdiction beam is a good start, but...
Skipdrive interdiction generators: Drop one of these out the back and now everyone in a 25 tile radius cannot use their skips until the gen is destroyed or x minutes have passed. Something like this is honestly super necessary for ship pvp to ever be a real thing.
Support:
Modules which allow logistics/support ships to be a thing:
Shield/hull/capacitor transfer modules: Target a friendly and repair their shield/hull/cap/systems.
Generic modules
A range of modules to customize the performance of your ship for different situations, covering nearly every aspect of ship design. For instance:
A passive module increasing capacitor size and regen rate
An active module to boost your capacitor on demand
A module to increase the tracking of all weapons
A module to decrease enemy tracking against you
A module to increase the effectiveness of your sensors, allowing for faster target locks
A module to decrease the effectiveness of enemy sensors against you
A module to use your cap to drain their cap.
A module to steal their cap if their cap is greater than yours.
A passive module to increase your acceleration
An active module to greatly increase your acceleration at capacitor cost
Active and passive modules to increase resistance to damage types
Active and passive modules to increase overall resistance to a particular system.
Active and passive modules to increase
Modules which increase the damage your weapons deal to particular systems.
Fitting modules which increase your cycles and halons.
Modules to improve turn rate.
Modules to hinder the enemy‘s turn rate, acceleration, max speed, etc.
Passive modules to flat improve your hull and shields.
Modules to improve your missile flight time
Modules to improve the effectiveness of your countermeasures
Modules to reduce the effectiveness of a target‘s countermeasures
Modules which allow you to exceed your ship‘s cycles at the cost of periodic hull/component damage.
Mining/gathering:
If scooping, tethering, and refineries were gone and replaced with mining lasers, gas collectors, and new classes of mining ships which just deposit the refined materials into your cargo, would you really miss the old way of doing things? Not me! The most satisfying part about scooping and tethering is hunting the Sector for the damn things. The part where you fly back to a station is not fun nor satisfying. This is obviously part of a larger discussion but I‘m putting it here.
The next big ship:
Admirals get Carriers.
Nuff said.
Comments
Of your list of other suggestions, my highlights were the lasers and the module for improving turn rate. Lasers consuming capacitor rather than ammo is an interesting idea for sure, I'd be keen to see how that would be balanced out against other weapon types that did consume ammo. Though I'd be uncertain about them for the same reason. For all that we complain about iriil, ammo usage feels like the only thing that really drives production in the space economy.
As for turn rate improvement, I would definitely want this in my battleship and superhauler, no question at all. Personally speaking, the 4s turn times for battleships make me really uninterested in using battleships regularly, despite all the time/effort invested to actually get the ability to pilot them. So a turn rate module (depending on the extent of the improvement) would help assuage my personal pain there.
- Requires admiral rank to use.
- There are two ranks of this module: Hangar 1 and Hangar 2.
- Rank 1 occupies 3 medium module slots. It is, therefore, compatible with all 4 battleships, all 3 superhaulers, and 2 freighters.
- Rank 2 occupies 3 large module slots. It is, therefore, compatible with 2/4 battleships and all 3 superhaulers.
- No ship, currently, would be able to hold two rank 1 modules or two rank 2 modules.
- Allows storing an interceptor aboard the ship. (Each module can hold 1 interceptor, so that a battleship or superhauler can hold up to 2 interceptors.
Alternatively, if we do add another class of ships, I'd like to see it have more large module slots (at least 6) and fewer large weapons (so that it's not packing greater firepower than a battleship using just its own guns). If this occurs, then we could do something like this:Harvest Drone Control Unit: I think we ought to have a mod that allows for use of Harvest Drones to accommodate visually impaired (VI) players. Because accessibility is important (both in terms of VI and in terms of getting people into the space system), I propose making this a small size mod that occupies 1 slot. Of course, plenty of people would want to take this just because it makes playing in space better.
Let me take a moment to look at the landscape of which ships have 1 small mod slot (or less). Bear in mind that a skipdrive occupies a small module slot.
Damage Booster 1: +20% damage; occupies a Small mod slot; links to a Small size weapon; max 1 per weapon
Damage Booster 2: +20% damage; occupies a Medium mod slot; links to a Medium size weapon; max 1 per weapon
Damage Booster 3: +20% damage; occupies a Large mod slot; links to a Large size weapon; max 1 per weapon
Reason: if we're adding more modules, we need to take advantage of all the module slots and also create more meaningful decisions within each superstructure. One of the best parts about this system is that the superstructures have variety and appear balanced accordingly.
Turret Mount 3: Firing arc increased to 270 degrees; Large size module slot; Links to a large size weapon only; Accuracy penalty
Note: If I had the numbers, I'd know what to recommend for accuracy penalty. I don't have those numbers, but the goal in implementing this is to ensure that massive cannons aren't massively buffed with turrets. Therefore, I'd suggest, as a placeholder number, 2x or 3x current accuracy penalty.
Cannon 2 size changed from Medium to Small. This way, Cannon 2 is not competing with both Massive Cannon 1 and Cannon 3 while giving people a choice of what to do with Small weapon slots
- Cannon 3 needs better accuracy to compete with Massive Cannon 1.
Large WeaponsWhat happened to gas harvesters for all? Make a harvester bay that takes a module outside haulers