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Showing results for tags 'ship class'.
I rather enjoy playing Avorion and love the amazing creativity, effort, support, and love that can be, and is poured into the game, it's content and ship. What I think might be interesting, if it is doable, is the ability to attach smaller vessels to larger ones. Ships can dock at stations, sure... But, Let's say though your ship is in the middle of nowhere, and not near a docking station, or at least not a friendly and/or player built one, and unable to jump to a station as it is out of his jump range, or lacking in power or the capability due to combat... In such a scenario, you could in theory attach/link/dock the smaller vessel to the larger one, making it into a sort of Transport ship for those smaller Craft. Other uses for this could be for jumping larger collections of forces without relying on individual ship jump systems and wormholes. It could also give me incentive for designing ships for specific purposes and classes. For Example, a transport ship for ferrying those smaller vessels would not be a capable frontliner and could perhaps serve as a bit of a mobile refueling and repair station or something like that, with limited resource depending on it's cargo capabilities and such. Additionally a ship designed specifically for ship ferrying, could potentially free up upgrade slots in frontliners and allow for more capable frontline vessels with greater weaponry and firepower, and/or more defensive capability. Depending on your choice of design. I have a whole slew of ideas centered around this that could add a great possibilities and benefits. Thought I might throw this out there and see what others think. I came to realize recently that I need further clarification on what I mean. Thank you to AvorionCraft, for bringing me around to that realization. When a ship is docked to another ship, all but the most basic systems needed to run that ship are shut down in a manner of speaking. It is, in some way attached or held in place by docking clamps on the exterior of the carrier ship, and all functions and controls are essentially handled by the transport ship. The carrier ship would only change in mass, and thereby the required energy needed to produce thrust and/or to make a jump, which could be supplied by the docked ship(s). It would have the capability to transfer crew, fighters, and any cargo (including torpedoes) and both ships would still be separate entities, but so long as the smaller ship is docked to that carrier transport, it's incapable of moving or acting on it's own. Shields are powered down or minimal (less than 25%) and all turrets are inactive. If the transport ship is attacked and destroyed while the ship(s) are still docked, all ships docked are also destroyed. In the case of needing an emergency undock due the carrier transport being nearly destroyed and under heavy fire, An emergency undocking procedure could be performed that undocks all attached ships by destroying/severing the carrier's docking clamps and it will be incapable of having any ships redock, or new ships dock until the ship has been fully restored and repaired at a repair dock. Additionally, in order to make a carrier transport/ferry for ships, maybe this could be something designated through specific equipment modules that must be permanently installed or even a new Artifact module, and any ship with the module(s) suffers a percentage reduction in current total Shield points, Hull Points, and Turret Slots and gains a number of docking hardpoints to determine how many ships it can ferry, and an increase in jump range, and an increase in cargo capacity. I believe doing it through an equipment in this manner would also reinforce the idea that the carrier transport is not meant to be on the frontlines and that this would be a support ship that can resupply and transport other space craft. My reasoning for all this is a combination of thinking more realistically and strategically. This would allow one to dedicate a ship specifically to transporting other ships across the sectors but would provide a reason not to always have a ship docked to another, and it would give incentive not to just jump into a combat sector and deploy a massive fleet of ships. Instead, you would jump your carrier ship a few sectors out, ideally in a safe sector controlled by you or an ally, undock your ships, and then jump into combat. In this way there would be a combination of balance and utility. P.S. Thanks again to AvorionCraft for the realization of how vaguely I described my idea, I hope this is more clarified, and possibly a greater understanding of my idea for Carrier Transports and ferrying vessels. Edits: Feb 22 2021: Spelling and grammatical errors. April 07, 2021: Clarification and more detailed break down
This could impact the galaxy's lore and layout of the galaxy a bit; in that it can help create a story. A suggestion I have is that this block becomes available upon beginning your first "Free Slaves" quest, which I do not believe is common out in the Rim because of the huge diplomatic reward. That said... it might imply that Boss Swocks & Bottan might participate in some very undesirable things. Iron: Slave Quarters / Slave Transport / fits 4x as many people as normal Crew Quarters Titanium: Prisoner Quarters / Prisoner Transport / fits 2x as many people as normal Crew Quarters Naonite: (someone else's crew quarters) / Crew Transport / fits same number of people as Crew Quarters Trinium: Passenger Quarters / Passenger Ship / fits 1/2x as Crew Quarters Xanion: Merchant Quarters / Merchant Vessel / fits 1/4x as Crew Quarters Oganite: Luxury Quarters / Cruise Ship / fits 1/8x as Crew Quarters Avorion: Ambassador Quarters / No Diplomatic Immunity For You Further detail on each material: Iron: The type of quarters rescued slaves are placed in could affect how much the faction rewards you upon completion. Working with pirates you would be able to deliver slaves for them to other factions or ships; or find out where those slaves came from and return them home (betraying the pirates). Titanium: Prisons might need to be a new station? Naonite: Crew transports already exist - and NPCs (and player) could complete quests to re-crew station personnel after types of crew are depleted from the Hire Crew action. Trinium: Passengers may leave Habitats, Casinos and visit certain consumer goods factories (wine, coffee and chocolate factories come to mind), as well as biotopes and/or other types of leisure stations. Xanion: Merchants with these ships may carry other information that you might normally get; including statements about a good in high-demand but no supply or a local good that is in high supply or high demand. Oganite: Cruise ship quarters would involve scenic missions to sectors that might spawn with extra & and rare features and while the quests are high-paying, the planned routes set to a schedule. Guarantees at least one sector on the route that will have some kind of a special feature (beyond the the norm), such as being a binary or trinary; remnants of a resource-rich planetoid (multiple big asteroids of a material plus many smaller resource asteroids form most of an entire cluster of spawned asteroids), inclusion of a periodic (and rare) comet that can be seen moving across the sector from afar (more distant than the in-sector planet), fabled ruins of a bygone faction, or other ideas. Avorion: You carry an Ambassador (and entourage) from one faction HQ to another. If the Ambassador dies or is captuerd, the faction from which they came declares war on you and the faction who was going to receive the Ambassador loses 100k points of Diplomacy and potentially other harmful side effects. This is the highest-paid gig; factions may declare or end wars on one another through these diplomatic proceedings or become allies with one another.