Ship building - a newbie's insight
Hi this is just a quick one because I was recommended to post some feedback on my experience exploring ship building as a new player.
My character was enquiring about the price of a new ship - in this case a heavy freighter - and the first striking thing that was mentioned was 'there is no real point to flying a heavy freighter' due to the advantages vs the disadvantages being so small. I found this a little sad.
But then when I was pricing up a ship - heavy freighter hull - and the most expensive parts I could fit in that hull. I was then advised that the most expensive parts are not necessarily the best parts!
This I found confusing as well. So before I go exploring the in's and out's of shipbuilding and ship design I just wanted to post this and say I find that maybe the ships could be more specialist for their different uses and if the price of parts doesn't scale with the value of them, could this be made a little bit clearer or is it intended to be obscure?
I think one idea I have for the first issue I came across is that Light - Standard - Heavy variations could have specific things they're good for. I can't offer examples as I don't want to look silly but thought maybe it could spark a conversation and I'll come back with some more ideas once I've delved into a bit more.
My character was enquiring about the price of a new ship - in this case a heavy freighter - and the first striking thing that was mentioned was 'there is no real point to flying a heavy freighter' due to the advantages vs the disadvantages being so small. I found this a little sad.
But then when I was pricing up a ship - heavy freighter hull - and the most expensive parts I could fit in that hull. I was then advised that the most expensive parts are not necessarily the best parts!
This I found confusing as well. So before I go exploring the in's and out's of shipbuilding and ship design I just wanted to post this and say I find that maybe the ships could be more specialist for their different uses and if the price of parts doesn't scale with the value of them, could this be made a little bit clearer or is it intended to be obscure?
I think one idea I have for the first issue I came across is that Light - Standard - Heavy variations could have specific things they're good for. I can't offer examples as I don't want to look silly but thought maybe it could spark a conversation and I'll come back with some more ideas once I've delved into a bit more.
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Comments
Well, to start: If I remember right, this getting looked at, and is on the to do list. Somewhere between playable Bushraki and a profession to rival Metal Gear, maybe. (I kid)
I've always viewed this as a kind of "I/My character knows parts well, and isn't going to throw money away" versus "Shut up and take my money. It's expensive, and I want it because of that price tag alone."
Probably not everyone is going to play that way cause it's a surefire way to wind up flying a Faberge egg that has all the acceleration of a glacier moving uphill. There is a min-maxer in all of us.
Segwaying cleanly into my next early-morning stream-of-consciousness thought: ship weight class meaning something. My pipe dream idea?
Standard - Vanilla, and the base of what every ship class is built around. The 'family friendly' build.
Heavy - The Chungus of the ship types. Slow acceleration, slow turning, slow stopping. Normal target acquisition. Slow shield recharge. Upside: A hull that could block a supernova, massive drone response/repair effectiveness, and weapons powerful enough to blast craters into planets (not Death Star powerful, but capable of bombardment from low orbit).