Forums » Suggestions
60cu gap
Currently, there is nothing to fill the gap between 60cu and 120cu cargo vessels. I propose a ship to fill that void.
By purposefully building less capacity into the cargo area of their moth, Aeolus was able to lighten the vessel- combined with cutting some corners in other ways- enough to increase its speed.
Aeolus Light Behemoth
License: -/-/-/5/- and Basic Trader III
Armor: 15000
Cargo: 80
Ports: 1L
Mass: 28000 kg
Thrust: 550 N
Speed: 65 m/s
Spin torque: 19.0 Nm
Turbo: 180 m/s
Turbo energy: 50/s
By purposefully building less capacity into the cargo area of their moth, Aeolus was able to lighten the vessel- combined with cutting some corners in other ways- enough to increase its speed.
Aeolus Light Behemoth
License: -/-/-/5/- and Basic Trader III
Armor: 15000
Cargo: 80
Ports: 1L
Mass: 28000 kg
Thrust: 550 N
Speed: 65 m/s
Spin torque: 19.0 Nm
Turbo: 180 m/s
Turbo energy: 50/s
Does it have to be the behemoth? Wouldn't a maud variant be better suited to this role?
Added it as a behemoth.
does it even need to be a modified ship ? why not a new ship all together?
hoov456 did you not see the "added it as a behemoth" comment by incarnate its already in the game
why not a new ship all together?
Adding a "new ship" (i.e., totally new model that doesn't look like any existing VO ship) would take far more time than it's worth.
Adding a "new ship" (i.e., totally new model that doesn't look like any existing VO ship) would take far more time than it's worth.
lol it's been ingame for almost a year and now you say something hoov?
cmon lecter, i expected to see you rip on him for that.
cmon lecter, i expected to see you rip on him for that.
I was trying to be respectful of his obvious mental retardation.
I was thinking the other day that pirates currently have it too easy. Why not add a little spice to the game for both traders and corsairs by having available a Moth which has turrets that can be upgraded. A Q-ship moth so to speak. It could be given high license requirements/cost to ensure that there wouldn't be very many of them flying around, but it would add to the fun for true corsairs, make it a little less fun for griefers, and add something new for traders. I think it goes without saying that one would have to recruit a crew for the turrets. Should be doable using the code for regular large ports as we already have gatling turrets, combine that with the code from turrets on cappies so they can be manned and airmed, and you have it.
Too many of them in game would reduce the uncertainty factor for predators and, I think, the fun. What do you Corsairs think?
Too many of them in game would reduce the uncertainty factor for predators and, I think, the fun. What do you Corsairs think?
Further thoughts - the more I think about it the more important I think it would be to limit the number of these in operation at any one time. My thought is not to eliminate pirates. It is to give traders a new activity, and make pirating a little more exciting. Most pirates I've met enjoy PvP and this adds a different combat aspect to the game, PvP but in teams, as it would make a good pirate ship too, and not quite as large scale as NW.
pirates currently have it too easy
I'm very sorry you're confused, please allow me to expand your narrow point of view on this oh-so-important issue.
Traders have a wide range of options when it comes to moving cargo.
Nearly 100% Assurance of Safe Arrival: For maximum security, they can move one or two units of cargo in even the fastest, most heavily armed and armored fighter ships in the game, or can opt to transport up to 40 cargo units in a still-very fast and exceedingly heavily armed and armored prom. In a similar vein, they can transport up to 8 cargo units in the very fast, infiniboost Warthog Mk II--practically uncatchable, even if not the most capable combat ship**; a step up from this is are the various upgraded Atlas class ships, including the infamous TPG Atlas X. The drawback to these practically untouchable modes of trader conveyace is their limited cargo capacity per trip -- you can be assured that you'll be safe on your 5-10 trips, but it will take that many to move a significant amount of cargo.
Balanced Options: Cautious traders who have their eyes on the bottom line and are moving more fungible goods where some risk of loss is acceptable have a wealth of options available to them in the Centuar and Marauder class ships. Boasting between 40 and 60 cargo units of space, these ships still have significant acceleration and top speed statistics, usually in the 200m/s + range, and many offer the extra security of infinboost. Added to this is the addition of numerous ports, including at times one or two L ports capable of deploying mines or heavy rockets/missiles, and usually more armor. Particuarly with heavy loads, however, these ships are slower than their untouchable counter parts.
Maximum Potential Profit Per Second When a trader is willing to put more capital at greater risk at once, in exchange for the chance to make more money in a given amount of time than a Goldman Sachs executive, there is only one choice -- the Behemoth class. In these ships, we see the opposite end of the spectrum from the Untouchables: they are slow to accelerate, have sub-200m/s top speeds, and have sacrificed much of their armor in pursuit of extra cargo capacity. Most are still able to mount multiple mine launchers, although for those willing to be entirely defenseless in their reckless chase after profits, the XC class, at 200 cargo units and unable to mount any weapons at all.
In sum, traders have a simple and reasonable choice to make: make maximum profits per time unit by moving a lot of stuff per trip, be 100% assured of their safety from potential piracy, or somewhere in between. The obvious trade off is credits per hour versus risk of loss. The fact that the biggest cargo ships are easy to kill does not, particularly in this sparsely populated game, mean that "pirates have it too easy." Indeed, when I came into VO, the behemoth had not yet been released ... I honestly think the game might be better without it.
You can have fast or safe, but not both.
**Unless it's my hive/mega posi hog, in which case the Void most assuredly awaits you.
I'm very sorry you're confused, please allow me to expand your narrow point of view on this oh-so-important issue.
Traders have a wide range of options when it comes to moving cargo.
Nearly 100% Assurance of Safe Arrival: For maximum security, they can move one or two units of cargo in even the fastest, most heavily armed and armored fighter ships in the game, or can opt to transport up to 40 cargo units in a still-very fast and exceedingly heavily armed and armored prom. In a similar vein, they can transport up to 8 cargo units in the very fast, infiniboost Warthog Mk II--practically uncatchable, even if not the most capable combat ship**; a step up from this is are the various upgraded Atlas class ships, including the infamous TPG Atlas X. The drawback to these practically untouchable modes of trader conveyace is their limited cargo capacity per trip -- you can be assured that you'll be safe on your 5-10 trips, but it will take that many to move a significant amount of cargo.
Balanced Options: Cautious traders who have their eyes on the bottom line and are moving more fungible goods where some risk of loss is acceptable have a wealth of options available to them in the Centuar and Marauder class ships. Boasting between 40 and 60 cargo units of space, these ships still have significant acceleration and top speed statistics, usually in the 200m/s + range, and many offer the extra security of infinboost. Added to this is the addition of numerous ports, including at times one or two L ports capable of deploying mines or heavy rockets/missiles, and usually more armor. Particuarly with heavy loads, however, these ships are slower than their untouchable counter parts.
Maximum Potential Profit Per Second When a trader is willing to put more capital at greater risk at once, in exchange for the chance to make more money in a given amount of time than a Goldman Sachs executive, there is only one choice -- the Behemoth class. In these ships, we see the opposite end of the spectrum from the Untouchables: they are slow to accelerate, have sub-200m/s top speeds, and have sacrificed much of their armor in pursuit of extra cargo capacity. Most are still able to mount multiple mine launchers, although for those willing to be entirely defenseless in their reckless chase after profits, the XC class, at 200 cargo units and unable to mount any weapons at all.
In sum, traders have a simple and reasonable choice to make: make maximum profits per time unit by moving a lot of stuff per trip, be 100% assured of their safety from potential piracy, or somewhere in between. The obvious trade off is credits per hour versus risk of loss. The fact that the biggest cargo ships are easy to kill does not, particularly in this sparsely populated game, mean that "pirates have it too easy." Indeed, when I came into VO, the behemoth had not yet been released ... I honestly think the game might be better without it.
You can have fast or safe, but not both.
**Unless it's my hive/mega posi hog, in which case the Void most assuredly awaits you.
If pirates had it easy I wouldn't be able to flip them off and laugh as I zipped through their space dropping conc mines and happily escaping as they got flopped about
You traders that die are just too lazy to try and live.
You traders that die are just too lazy to try and live.
Note that CS chooses to fly a Centuar Mk III, which affords him the protection necessary to sometimes survive a pirate encounter. He also avoids carrying any cargo that might weigh him down. Not that he carries light cargo, mind you -- he carries nothing :P
What he does not do is fly a behemoth and then whine about how easy they are to catch and kill.
What he does not do is fly a behemoth and then whine about how easy they are to catch and kill.
I carry cargo sometimes, at random so my true state is never known.
Tip: When being chased plot a random 5 point nav path through empty space
Advanced tip: Carry jackhammers and just before you warp out of each empty sector fire them into the exit point of the pirate
^ killed a valk that way bwa ha haaa
Tip: When being chased plot a random 5 point nav path through empty space
Advanced tip: Carry jackhammers and just before you warp out of each empty sector fire them into the exit point of the pirate
^ killed a valk that way bwa ha haaa
Since this thread is alive again:
Light Moth should have 800 Thrust. The loss of cargo and a L Port make it a cripple as it is. I NEVER see it flown. With the extra thrust, heavy cargo handling would be much more pleasant.
Light Moth should have 800 Thrust. The loss of cargo and a L Port make it a cripple as it is. I NEVER see it flown. With the extra thrust, heavy cargo handling would be much more pleasant.
I second the buff for the thrust... maybe a tiny bit less tho