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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:
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.
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.
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.
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.
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.