Ship Classes

Joined
Mar 9, 2022
Messages
10
#1
As the title says, a system that brings classes for ships like the one we have for stations and caps.

Why does it matter?
During the past siege events I noticed that torpedo ships are designed in a way, that they deal the most damage but cost as lite as possible. Typical min max war ship.
I think that's a unbalanced and shouldn't be possible the way it is currently.
To balance that there should be classes that limit the amount of warheads.
For clarification the ship designs hat are targeted are max torpedo ship with basically no armour and fighter that have 30 auto, plasma, laser, rail weapons. In my mind those weapon amounts are only allowed on large multi crew ships.

How could it get implemented?
Would say the same way as on stations and caps. That the class is based on how much kv a ship has.
For the amount of classes, maybe 7 because it's a good number. (Could also be less classes) Class 1 should have a warhead count of 1 to allow having 1 torpedo and a weaponry count of 8 to allow having 2 weapons. And class 6 maybe the current warhead/ weaponry limit.
The class should also be updating if a huge chuck of the ship is removed (unbolting, explosion). To prevent player from just adding a huge cube to their bp to get the wanted class and then unbolt it after printing.

What impact would it has?
It would prevent player from building one-way ship that are unbalanced, there are likely still going to be one-way ships but with way less torpedoes.
The need to get to a certain class if a certain amount of weapons/torpedoes is desired could support adding more plating to the ship or build a larger ship in general.
With larger ships there might be multi crew ships.
Also with having less weapons, fights might take longer and multi crew ships wouldn't be crushed that fast.

~ OrchideeFan944
 
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