Jump to content
  • 0

Variable Functionality (Ship & Fighter)


AvorionCraft

Suggestion

Fighters are traditionally supposed to be much faster than their host ships. An F18 for instance, isn't going to get outrun by the aircraft carrier. Part of the problem I've noticed is that fighters only have the ability to go at their speed typically, which makes docking procedures a royal pain sometimes (spazzing pilots just bouncing around the edge of a hangar bay).

Put in passive zones. 

  • < 0.25km Fightercraft slow to 50m/s
  • < 0.50km Fightercraft slow to 200m/s
  • > 0.50km & < 1km Fightercraft operate at their design speed
  • > 2km Fightercrafter operate at 2x their design speed (unless they are doing a specific operation that lowers their throttle)
    • This is so that when the carrier itself is moving, the fighters do not get left in the dust
  • > 10km fightercraft "supercruise" and operate at 5x their design speed
    • This would help alleviate the Dumb Captain bug where a host ship can mysteriously decide to fly backwards for hours. Having to wait an hour for fighters to return (especially ones that cost 65000+ avorion/each) is not fun.

 

For ships,  all systems are exactly as they are. 

Variability would be very useful for a variety of options.

For instance, transporter range / salvage\mining fighter tether. If you take power away from the engines or thrusters (or something), you can put it into teleporter range and allow your fighters to increase their envelope. This would allow a single ship to take a solid position with a couple of guards and allow fighters to mine an entire area of an asteroid field without having to risk bumping into rocks. You would not necessarily need to take power away from another system--just have enough reserve power.  A potential downplay to this would be that stressing the system would incur a cooldown depending on how long the system is run over 100%. This would be a wonderful tradeoff however. A secondary would be that it only increases the "reception" range of the transporter, not the outbound range. 

Same general principle could be applied to other systems.

  • Tractor Beams (Should actually go away and just use transporter range)
  • Thrusters
  • Clone & Academy
  • Hyperspace (Emergency spin up)
    • "It's an Ambush Cap'n! --- Full power to engines, helm to 108!"
    • "HELM 108!"
    • "Revert all available power to the hyperdrive and get us the bloody %!)^ out of here!"
  • All ship systems ----which should be given their own window for power consumption
  • Guns - Allow temporary overpower of guns. Guns fire at an increased rate or power or range (three variables) but incur a heavy increase in overheating or battery usage
  • Life Support - Temporary Boost in power if having to pick up pilots in a small ship or something to that effect
Link to comment
Share on other sites

0 answers to this suggestion

Recommended Posts

There have been no answers to this suggestion yet

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...