So....docking two ships together does not do what I expected.
Docking is NEAT. The expansion possibilities here to essentially give a mothership "subsections."
A second type of docking would be fantastic, as well, parasite dock, so that way we wouldn't accidentally undock everything
Edit: Another note---By Parasite Dock, I mean "until a human clicks a button to undock." When I tell one of my stations to repair me and it says "well, I better undock the other stations attached to me to do this." It makes zero sense.
Suggestion: Further improve the mechanics around docking ships together.
Presently, if you dock two ships together, the parasite ship's turrets are not functional unless the mothership has enough control links to operate them on its own. This doesn't make sense. Links for engines, gyros, thrusters work, but it all stops there. I attempted to tell my docked ship to mine, but it doesn't have a captain. So I added a captain and told it to mine. It undocked instead. Parasite dock should be a thing. I don't want them to undock, I want them to have a specified purpose. Yet, the larger ship can be ordered to go mine things (with fighters) without undocking from the parasite.
So I suppose I'm suggesting two things. Better docked ship control, and/or better docked ship integration.
I understand the potential balance issue with this suggestion, that's why I'm also suggesting limits.
DOCKED SHIP INTEGRATION
Core Systems
All excess energy produced by parasite is fed into mothership at 25% loss.
EG: Parasite has 100MW available not in use, 75MW gets transferred into the Mothership
Engines, Thrusters, Gyros, all operate as if the parasite is part of the mothership.
Shielding transfers at a 25% loss
1000sp = 750sp
Academy and cloning no loss
Torpedoes--torpedo storage transfer only
There is potential for serious torpedo boat here, but I think that could have undue effect on server performance, so no 9-parasite 100 torpedo salvos.
Crew
The crew should act as one as though they're all part of the same crew. Captains would of course stay connected to their ships.
Installable Subsystems
Ratios of Power Loss/Gain for interconnectivity to the mothership, interconnectivity ratio.
I wanted to cover the concept with mass generalizations instead of offering an idea that the quality of the subsystem improves it. I figured that would be cool, but something for later. For now just the basics.
Most of the idea is that anything that is "Data" related would carry over with only the cost of power. Anything "Energy" Related like shields/batteries would have a loss in transfer. Anything that directly upgrades a specific system (like engines) would not carry over, and anything that is unique/storybound would be required on the mothership (like botton drive smacker thingy).
Radar 1:1 50% increased power cost
1:1 meaning that mothership gains the bonuses that the parasite ship has directly, like increased radar range
Object Detection 1:1 50% increased power cost to mothership
Scanners 1:1 50% increased power cost to mothership
Chameleon 1:1 50% increased power cost to mothership
Mining Scanner 1:1 50% increased power cost to mothership
Sphinx 1:1 50% increased power cost to mothership
Tractor Beam 1:1 50% increased power cost to mothership
Tractor beamed items go to the mothership's cargo bays, since the cargo is connected.
Shield Reinforcer 1:4
If a reinforcer offers 100% increased shields, it only applies a 25% bonus to the mothership's shields.
Shield Ionizer 1:4
Shield Polarizer 1:4
Energy to Shield Converter 1:4
Internal Defense 1:4
50 guns becomes 12 guns (always rounded down)
Battery Module 1:2
Engine Upgrades 0:0
No engine upgrades from a parasite ship may effect a mothership, its a physical upgrade, not electrical
Velocity Upgrade 0:0
XSTN - Artifacts all vary
XSTN I - Mothership only
XSTN II - 1:2
+4 unarmed or armed turret slots
XSTN III - 1:2
+5 armed turret slots
XSTN IV - 1:2
+5 unarmed turret slots
XSTN V - 1:2
+15% generated energy
+12% battery recharge
+1 Armed Turret slot
+1 Unarmed Turret slot
+12% Shield Durability
+1 Jump Range
-7% Rechage Energy
+15% Cargo Hold
+15% Velocity
+0.05 Km Loot Collection
+1 Deep Scan Range
+2 Radar Range
XSTN VI - Mothership only
XSTN VII - 1:2
+100% Energy Production
+60% Battery Recharge
XSTN VIII - 1:5
+2 Hyperspace Jump Range
-10% Hyperspace Cooldown
-15% Recharge Energy
Hyperspace: 1:5
EG If a hyperspace booster offers +20 Hyperspace Range and -40% cooldown, that becomes +4 Range and -10% cooldown. Any other effects tied to the device like radar range would also be effected by 1:5 instead of 1:1 that radar has on its own.
Sales 1:1 - If a parasite ship has data, it can transfer it to the mothership
Unique upgrades will not carry over and must be on the mothership
DOCKED SHIP CONTROL
Simply put, adding in a second docking method "parasite dock" that locks the parasite to the ship period. That ship no longer has control over its control systems but has control over its turrets, fighters, shuttles, torpedos, etc.
Suggestion
AvorionCraft
So....docking two ships together does not do what I expected.
Docking is NEAT. The expansion possibilities here to essentially give a mothership "subsections."
A second type of docking would be fantastic, as well, parasite dock, so that way we wouldn't accidentally undock everything
Edit: Another note---By Parasite Dock, I mean "until a human clicks a button to undock." When I tell one of my stations to repair me and it says "well, I better undock the other stations attached to me to do this." It makes zero sense.
Suggestion: Further improve the mechanics around docking ships together.
Presently, if you dock two ships together, the parasite ship's turrets are not functional unless the mothership has enough control links to operate them on its own. This doesn't make sense. Links for engines, gyros, thrusters work, but it all stops there. I attempted to tell my docked ship to mine, but it doesn't have a captain. So I added a captain and told it to mine. It undocked instead. Parasite dock should be a thing. I don't want them to undock, I want them to have a specified purpose. Yet, the larger ship can be ordered to go mine things (with fighters) without undocking from the parasite.
So I suppose I'm suggesting two things. Better docked ship control, and/or better docked ship integration.
I understand the potential balance issue with this suggestion, that's why I'm also suggesting limits.
DOCKED SHIP INTEGRATION
Core Systems
Crew
The crew should act as one as though they're all part of the same crew. Captains would of course stay connected to their ships.
Installable Subsystems
Ratios of Power Loss/Gain for interconnectivity to the mothership, interconnectivity ratio.
I wanted to cover the concept with mass generalizations instead of offering an idea that the quality of the subsystem improves it. I figured that would be cool, but something for later. For now just the basics.
Most of the idea is that anything that is "Data" related would carry over with only the cost of power. Anything "Energy" Related like shields/batteries would have a loss in transfer. Anything that directly upgrades a specific system (like engines) would not carry over, and anything that is unique/storybound would be required on the mothership (like botton drive smacker thingy).
DOCKED SHIP CONTROL
Simply put, adding in a second docking method "parasite dock" that locks the parasite to the ship period. That ship no longer has control over its control systems but has control over its turrets, fighters, shuttles, torpedos, etc.
Edited by AvorionCraftnerp
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