Forums » Suggestions
Tender Module
I was thinking that a nifty device to have would be a tender module.
It would take a large slot, and be fairly heavy. It allows you to re-load friendly ships.
it would work like a mining beam, so you would have to be within 100m, and it would take time, not an insta-reload.
Also, you would have to be carrying the correct ammunition as cargo.
I think it would be a great addition to the repair gun, and would encourage teamwork.
and it would give you a new level to tactics.
It would take a large slot, and be fairly heavy. It allows you to re-load friendly ships.
it would work like a mining beam, so you would have to be within 100m, and it would take time, not an insta-reload.
Also, you would have to be carrying the correct ammunition as cargo.
I think it would be a great addition to the repair gun, and would encourage teamwork.
and it would give you a new level to tactics.
actually i quite like the idea, would help add a little flavour to the game
only problem is we can't currently carry ammo as cargo
(plus if we made it so stations had only certain stocks levels of certain ammo types, much like the S&D driven economy ..... but no ones gonna like that idea ;) )
Doossik
only problem is we can't currently carry ammo as cargo
(plus if we made it so stations had only certain stocks levels of certain ammo types, much like the S&D driven economy ..... but no ones gonna like that idea ;) )
Doossik
In combination with a small port repair beam, this idea would allow real support ships haning out in the backlines of battle. I really like this idea, and once the economy gets a face lift it would be really cool to look at these two ideas.
Maybe it's just me, but perhaps the reason we don't see a lot of support type equipment is because the devs are waiting for the middle sized ships with docking ports, like the trident, to get in-game. Then you can have a few of those around a sector and people can dock, and hopefully resupply there ships.
I do think that there needs to be a small port repair _beam_ to complement the large port repair charge cannon. Both have there usefulness in my eyes.
I'd also like to see a ship model designed specifically for the role of a repair ship, having no real tactical advantages, and perhaps even repair equipment that is not exchangable, but permanently attached to the ship. Just a thought though.
I do think that there needs to be a small port repair _beam_ to complement the large port repair charge cannon. Both have there usefulness in my eyes.
I'd also like to see a ship model designed specifically for the role of a repair ship, having no real tactical advantages, and perhaps even repair equipment that is not exchangable, but permanently attached to the ship. Just a thought though.
I think that's correct, John. It's a good role for the larger ships.
And may I be the first to say: "mmmm... tender modules"
And may I be the first to say: "mmmm... tender modules"
as I said ingame Rhiado, I think it is a great idea. As long as it is heavy and bulky it actually makes sense to have a large support ship to things like nation war
I dont think it makes sense to have an energy beam replenish ammo.
On the other hand, carrying ammo in cargo would make sense. You drop some in front of someone who wants to reload and bing.
Better yet, provided they dont "dissolve" in space too quickly, some attack group could stockpile a bunch of ammo in a nearby sector.
On the other hand, carrying ammo in cargo would make sense. You drop some in front of someone who wants to reload and bing.
Better yet, provided they dont "dissolve" in space too quickly, some attack group could stockpile a bunch of ammo in a nearby sector.
If ammo was cargo, perhaps allow people to put ammo as cargo on a Trident. Then you could rearm from the cargo bay. :-)
I have a MUCH BETTER idea...
Simply give ammo mass (this has been suggested for a while) while reducing the mass of the launchers so it evens out, and then give the option to jettison (without arming) ammo from the launchers in flight and make it recoverable.
I *really* want my big red stores jett button... and perhaps selective jettisoning of ammo as well (though selective jettisoning really isn't necessary as long as the ammo can be picked up selectively - each weapon drops its own ammo box - and redistributed)
You could jett it to lighten the load and run, give you a weight redux so you can fight something more effectively with energy, or for any number of other things, but primarily, you could jett your ammo and let someone else pick up and load it.
It would also bring a new level to medic/support craft, by allowing them to carry not only repair modules but extra tubes of flares and such with which to reload friendly craft... and they could charge for the reloading service (people will pay).
Simply give ammo mass (this has been suggested for a while) while reducing the mass of the launchers so it evens out, and then give the option to jettison (without arming) ammo from the launchers in flight and make it recoverable.
I *really* want my big red stores jett button... and perhaps selective jettisoning of ammo as well (though selective jettisoning really isn't necessary as long as the ammo can be picked up selectively - each weapon drops its own ammo box - and redistributed)
You could jett it to lighten the load and run, give you a weight redux so you can fight something more effectively with energy, or for any number of other things, but primarily, you could jett your ammo and let someone else pick up and load it.
It would also bring a new level to medic/support craft, by allowing them to carry not only repair modules but extra tubes of flares and such with which to reload friendly craft... and they could charge for the reloading service (people will pay).
The reason for the "beam weapon effect" is this. you are not just picking up cargo, you are re-arming a weapon system. This is not the same as just sucking up stray cargo. The beam and time delay reflect the time it takes to re-load the system as opposed to picking up stray ammunition.
I still fail to see how that's supposed to be a good thing...
as for time, sure, it should take time after you pick up the ammo before your weapons finish re-loading and chambering the rounds.
as for time, sure, it should take time after you pick up the ammo before your weapons finish re-loading and chambering the rounds.