Oh I would totally abuse orbital mechanics for stealth attacks. In fact, if it’s possible, I want to make a flight computer, as a mod, that will plot trajectories for this very purpose . I can’t be guesstimating these things I require precision!
Edit: Please create MFD for the cockpits. All of my yes. >.>
So, something else that would be cool is a tactical/navigation map and short range sensor sharing. If you are near to some huge sensor array (friendly or hacked), you can see what it sees on your map. Also sensor modules for ships as a way to provide support to other ships in your squad by extending everyones range/resolution.
Another alternative in that same vein:
Logistics data could be shared in one and/or multiple ways (each scheme would have pros/cons). E.G. laser (line of sight, diffraction limit… ?), radio (easier to intercept/jam, but cheaper?), etc. You could have a ship more or less dedicated to providing intel data, fire control, or whatever. Either as the actual source of the data, or as a relay (more chess pieces that way).
And for low detection propulsion - tethers could be an alternative? I presume their usefulness would have a strong inverse correlation to ship mass.
Will there be a ticket system where dev-backers can make suggestions and report issues?
Maybe with an up/downvote button to sort by priority, so important things can be addressed?
Resource transport ships is a bit much… I wouldnt mind people fielding resupply/repair vessels (not the eve kind where you shoot heal lasers), and perhaps placing turrets around bases, stuff like that. Simply shifting resources around will not be fun, though. it’s one thing to do it in the context of trade, playing markets or else, but if “resource hauler” becomes a vital role im imagining it will seriously hurt enjoyment of the game.
I’m very interested in this line of thought. Will it not be fun because players are forced into hauling resources? Because players will be waiting for an inept resource hauler pilot who is slower than the AI? Because there will be griefers who grab the haulers and drive them into the destination at high speed?
Mainly the first one, but the other two can also be factors. I just dont think it will be any fun to fly a truck back and fourth in a combat oriented game, its not truck similator. maybe if players must escort an AI hauler, that would be different.
I don’t want you to fly a truck back and forth. I want ME to drive a truck back and forth. That’s the bulk of what I do in ARMA 3, making it a transport helo, tank and truck driving simulator for me. And I have an absolute ball with it.
In cases where I’m not online, I want the game to provide AI haulers so you still don’t have to fly a truck back and forth.
Note that you will likely need to escort the haulers. In fact, that’s why the haulers exist in the first place - to give you a mobile battlescape. That means that you’ll fly up from the surface, across interplanetary space, and on to a space station or another surface installation somewhere. At any time, the enemy could jump the hauler and try to destroy it, depriving you of essential resources.
I’ve tried valiantly and fruitlessly through the years to explain to combat-centric players why non-combat roles can be so much fun, but I don’t really care anymore. It suffices to say that they are and that it’s a fact of life. The more non-combat roles the developers allow for, the more casual gamers that will buy their product.
It also gives that cargo ship more value from the combat players’ POV, than if it were an AI bag of of bricks in the pilot seat. You’re actually defending a person, and however small their contribution, they can respond to your questions and commands – “we’ve managed to funnel the enemy down this corridor, so they will get just one high speed pass at you; be ready and jink on our mark”, or whatever.
I really like this idea… the image in my mind is of a small, nimble repair craft, clinging to the hull of a hulking cruiser as would a Remora (suckerfish) to a whale, occasionally detaching and flitting back or forth to a new section of hull breach. Perhaps its “repair lasers” only work when the vessel fires them from outside the capital ship’s shield bubble, requiring the repair vessel to expose itself to danger in order to conduct repairs. When things get too hot, it ducks below the protective overshield of its mothership, activates mag-clamps, and hunkers down until the threat dissipates.
It cerianly simplifies the system - using existing assets (haulers) and gameplay mechanics (flying/docking) vice creating new ones, but feels a bit too simple for my tastes. You’re not an engineering ship, you’re a delivery ship. So I’d prefer to see both roles distinguished in some way. Though consumable repair parts for capital ships is an interesting different subject. Of course I think this is too much to ask for at the moment… I’d be happy with PC Haulers to begin with.
I was also interested in staying away from the laser repair trope. It requires that I think of lasers doing the repairs, when hiding the actual repair process allows my imagination to introduce a more realistic process.
One way of doing that is to give repair ships some articulated bits and pieces sufficient to allow the repair ship to mate with the exterior of the larger ship. The point of interface (which is almost completely hidden) can have sparking and lasers and moving bits and such visible on the periphery, but the overall visual would suggest that far more is happening at the site of the mating. It would also allow gameplay to evolve into anything desired because there is no statement about what’s going on there.
Lastly, if the game ever supports modular damage, then the repair ship would be obliged to detach and reattach to each repair site in turn. Also, multiple repair ships would have a clear opportunity to speed the work. If the repair process ever turns into a skill game then the best repair guys would be directed to the most critical damage.
Imagine a swarm of corvettes rushing to field repair the damaged battleship.
I can imagine a space dock being a set of mechanical slices that conform to the shape of the ship from stem to stern, encasing it in heavy repair machinery.
I’m not terribly fond of laser-repairs myself (although that produces another sort of role, shield-battery). I was thinking more along the lines of the ship attaches itself and then produces an area that is atmospheric for working. This could be an atmosphere-containment field, some sort of inflatable system, a fluid that solidifies, etc.