The idea wouldn't be for force multiplication, but for utility.
Build a 3 slot ship that's say (in the scenario I'm thinking) made entirely for mining or salvaging that has no real jump capability that docks to a mothership.
It works in two parts:
Command Module-Goes on the mothership
Command Module also acts as a fighter pickup teleporter.
Subordinate Module-Goes on the small ship
Subordinate Module also acts as a fighter outbound teleporter.
The small ship links to the command module upon docking the first time with a regular dock.
In theory (for single player at least) you could have a dozen or dozens of them.
For multiplayer it would be significantly less due to server limitations.
Hard limits:
Command Module will not work with a ship with less than 12 slots.
Command Module can only control command ship slot count / 1.5--max 10 maybe?.
Subordinate Module will not work on a ship with 4+ slots.
It would require a special docking block--parasite dock.
I see a possibility of a main fleet rolling through a system and departing, while a large ship with several wings of salvage fighters rolls in and undocks 3-7 ships and drains the system of resources like a plague of locusts. With enough tech, these could be quite formidable in certain aspects, and potentially even formidable in battle scenarios.
Alterations to the idea could also be differing grades of the modules:
Command Module
Petty (Requirement, 12 slots)
Command Module Acts As a fighter pickup/teleporter
Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership
+0 Parasite
+1 Parasite Perm
+0.5km pickup range (Does NOT function as a transporter!--but transporter module enhances this)
+0.5km Perm
Common (Requirement, 12 slots)
Command Module Acts As a fighter pickup/teleporter
Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership
+1 Parasite
+1 Parasite Perm
+0.75km pickup range
+0.75km Perm
Uncommon (Requirement, 12 slots)
Command Module Acts As a fighter pickup/teleporter
Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership
+2 Parasite
+1 Parasite Perm
+1.0km pickup range
+1.0km Perm
Rare (Requirement, 12 slots)
Command Module Acts As a fighter pickup/teleporter
Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership
+2 Parasite
+2 Parasite Perm
+1.5km pickup range
+1.5km Perm
Exceptional (Requirement, 12 slots)
Command Module Acts As a fighter pickup/teleporter
Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership
+3 Parasite
+3 Parasite Perm
+2.0km pickup range
+2.0km Perm
Exotic (Requirement, 12 slots)
Command Module Acts As a fighter pickup/teleporter
Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership
+4 Parasite
+4 Parasite Perm
+2.5km pickup range
+2.5km Perm
Legendary (Requirement, 12 slots)
Command Module Acts As a fighter pickup/teleporter
Linked Subordinate Module Equipped ships can swap out equipment as if the mothership was an equipment dock while docked with the mothership
+5 Parasite
+5 Parasite Perm
+3.0km pickup range
+3.0km Perm
Subordinate Module
Petty
Acts as a fighter outbound teleporter
Allows link to Command Module
(Must be permanently installed, can not be removed once command link completed while command module is active)
Removes ship from ship count once command module is active
Now counts as a fighter
Boost hull and shield by 25%
Uncommon
Acts as a fighter outbound teleporter
Allows link to Command Module
(Must be permanently installed, can not be removed once command link completed while command module is active)
Removes ship from ship count once command module is active
Now counts as a fighter
Boost hull and shield by 25%
+2 Defensive Slot
Uncommon
Acts as a fighter outbound teleporter
Allows link to Command Module
(Must be permanently installed, can not be removed once command link completed while command module is active)
Removes ship from ship count once command module is active
Now counts as a fighter
Boost hull, shield, and energy generation by 30%
+2 Defensive Slot
+2 Unarmed Slot
Rare
Acts as a fighter outbound teleporter
Allows link to Command Module
(Must be permanently installed, can not be removed once command link completed while command module is active)
Removes ship from ship count once command module is active
Now counts as a fighter
Boost hull, shield, and energy generation by 35%
+2 Defensive Slot
+2 Unarmed Slot
+2 Armed Slot
Exceptional
Acts as a fighter outbound teleporter
Allows link to Command Module
(Must be permanently installed, can not be removed once command link completed while command module is active)
Removes ship from ship count once command module is active
Now counts as a fighter
Boost hull, shield, and energy generation by 40%
+2 Defensive Slot
+2 Unarmed Slot
+2 Armed Slot
+4 Auto-Turret
Exotic
Acts as a fighter outbound teleporter
Allows link to Command Module
(Must be permanently installed, can not be removed once command link completed while command module is active)
Removes ship from ship count once command module is active
Now counts as a fighter
Boost hull, shield, and energy generation by 45%
+3 Defensive Slot
+3 Unarmed Slot
+3 Armed Slot
+6 Auto-Turret
Legendary
Acts as a fighter outbound teleporter
Allows link to Command Module
(Must be permanently installed, can not be removed once command link completed while command module is active)
Removes ship from ship count once command module is active
Suggestion
AvorionCraft
Idea for corvettes.
The idea wouldn't be for force multiplication, but for utility.
Build a 3 slot ship that's say (in the scenario I'm thinking) made entirely for mining or salvaging that has no real jump capability that docks to a mothership.
It works in two parts:
The small ship links to the command module upon docking the first time with a regular dock.
In theory (for single player at least) you could have a dozen or dozens of them.
For multiplayer it would be significantly less due to server limitations.
Hard limits:
I see a possibility of a main fleet rolling through a system and departing, while a large ship with several wings of salvage fighters rolls in and undocks 3-7 ships and drains the system of resources like a plague of locusts. With enough tech, these could be quite formidable in certain aspects, and potentially even formidable in battle scenarios.
Alterations to the idea could also be differing grades of the modules:
Command Module
Subordinate Module
Rarity:
Cannot spawn outside of core.
Edited by AvorionCraftLink to comment
Share on other sites
2 answers to this suggestion
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now