In a different thread, Lauri wrote
This thread is to keep that thread separate. So here are roles that large ships could fit, if they had either the parts (e.g. plate size for higher armor values) or the technology (e.g. sensors or other utility). It might also be prudent to talk about limits large ships could have to balance out e.g. the fact that with the current damage model larger parts may be impervious to ship weapons, with the exception of explosives like torpedoes.
For large ships to have a niche they should be able to fill combat and civilian roles. Not necessarily at the same time, but more that they as a size class shouldn't be purely seen as combat ships or civilian ships.
For that purpose I propose to not sort by combat or civilian means but by what would be needed to generate a role and the implications for both combat and civilian use.
Baseline Survivability
I've heard that one can make a large ship very durable with enough and well placed redundancies. However, to do so takes quite a bit more effort than to design a smaller size combat ship. Therefor, my first suggestion is to improve the baseline survival of large ships, e.g. by introducing larger plates, shields (I know, some people don't like this but it is an option), or some other means. With a higher baseline survivability, the risk to invest into making a larger ship is lessened, as both the cost (time complexity for making a minimum viable design) and the risk (critical damage in the field) are lowered. This should fit large ships in general, though its impact would depend on how that survivability is achieved, as it may benefit combat ships or civilian ships more. It could however also be applicable towards smaller ships and could therefore be not as effective in promoting the making and usage larger ships.
Utility
This area fits more into how large ships could benefit a fleet, though depending on utility it may even benefit solo play.
To start with one utility that could make it useful for solo and group play: carrier functionality. If one can carry one or more ships, one has an impetus to build a ship that can do so effectively. This can be used for group play, having all the pilots on the mothership until they're needed, thereby saving on operating costs and extending the operational range of the carried ships. And it can be used for solo play, by allowing the transport of a set of specialist ships.
Another utility can be sensors, whereby one ship in the fleet is hyper specialized, maybe even with very large contraptions, towards sensing incoming danger and opportunities in the area. How useful this is towards increasing the size of ships would depend on the usefulness of the sensor-data, which itself depends on the population of the game, but would be useful for both civilian and combat ships.
I end it here for now, even if I didn't really go into the roles a large ship could play except maybe as a carrier. In the end though, I really believe whatever roles large ships will fill, they need to be supported by survivability and utility, whilst smaller ships find their place in the game in their specificity and low risk nature (relative low cost in design time and materials).
PS: since it came up, this thread should focus on large ships as in the size class. If, as XenoCow pointed out you mean multi-crew ships, you should point that out.
Viable large ships have been a dream of mine ever since SB development started. I'm not giving up on them, but admittedly there are certain challenges. I don't want to create a situation where multi-crew is required nor a situation where single seat fighters are obsolete, so large ships need a specific role(s). I'd say it's better to first come up with the ideas about the roles, as how to achieve that can be thought afterwards.
For large ships to have a niche they should be able to fill combat and civilian roles. Not necessarily at the same time, but more that they as a size class shouldn't be purely seen as combat ships or civilian ships.
For that purpose I propose to not sort by combat or civilian means but by what would be needed to generate a role and the implications for both combat and civilian use.
Baseline Survivability
I've heard that one can make a large ship very durable with enough and well placed redundancies. However, to do so takes quite a bit more effort than to design a smaller size combat ship. Therefor, my first suggestion is to improve the baseline survival of large ships, e.g. by introducing larger plates, shields (I know, some people don't like this but it is an option), or some other means. With a higher baseline survivability, the risk to invest into making a larger ship is lessened, as both the cost (time complexity for making a minimum viable design) and the risk (critical damage in the field) are lowered. This should fit large ships in general, though its impact would depend on how that survivability is achieved, as it may benefit combat ships or civilian ships more. It could however also be applicable towards smaller ships and could therefore be not as effective in promoting the making and usage larger ships.
Utility
This area fits more into how large ships could benefit a fleet, though depending on utility it may even benefit solo play.
To start with one utility that could make it useful for solo and group play: carrier functionality. If one can carry one or more ships, one has an impetus to build a ship that can do so effectively. This can be used for group play, having all the pilots on the mothership until they're needed, thereby saving on operating costs and extending the operational range of the carried ships. And it can be used for solo play, by allowing the transport of a set of specialist ships.
Another utility can be sensors, whereby one ship in the fleet is hyper specialized, maybe even with very large contraptions, towards sensing incoming danger and opportunities in the area. How useful this is towards increasing the size of ships would depend on the usefulness of the sensor-data, which itself depends on the population of the game, but would be useful for both civilian and combat ships.
I end it here for now, even if I didn't really go into the roles a large ship could play except maybe as a carrier. In the end though, I really believe whatever roles large ships will fill, they need to be supported by survivability and utility, whilst smaller ships find their place in the game in their specificity and low risk nature (relative low cost in design time and materials).
PS: since it came up, this thread should focus on large ships as in the size class. If, as XenoCow pointed out you mean multi-crew ships, you should point that out.
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