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Post by resistor on Aug 15, 2019 2:11:55 GMT -5
A large hangar component that can hold 2 craft, but does not include a launch bay would be a great addition. It would make mid-sized carriers (such as the Strikecarrier) more viable, since mid-sized ships often have a spare large slot but are short on medium slots.
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Post by fallen on Aug 15, 2019 10:56:31 GMT -5
A large hangar component that can hold 2 craft, but does not include a launch bay would be a great addition. It would make mid-sized carriers (such as the Strikecarrier) more viable, since mid-sized ships often have a spare large slot but are short on medium slots. Thanks for the suggestion! Not something we will add to STF however.
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Post by resistor on Aug 16, 2019 13:47:16 GMT -5
How about a Bridge upgrade type that can store one craft for Medium/Large bridges?
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Post by Cory Trese on Aug 16, 2019 15:33:41 GMT -5
How about a Bridge upgrade type that can store one craft for Medium/Large bridges? Combo decks sound interesting but I'm not sure a Bridge would be my first choice for the other side of the hybrid.
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Post by drspendlove on Sept 2, 2019 11:07:30 GMT -5
Image listed for comparison Cargo Warp-Hold 4 Stores 45 Cargo, Adds 60 Fuel Capacity, -8 Jump Cost, +4 Ship Ops, +1 Navigation, Faction Restriction: Alta Mesa Dampened Hold 4 Stores 40 Cargo, Adds 65 Fuel Capacity, +4 Ship Ops, +2% Shielding, 540 Mass (85 Mass Savings), Faction Restriction: Rychart
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Post by drspendlove on Sept 3, 2019 8:31:18 GMT -5
Compare to the above ^^ Regal Armoring 4 +35 Void Resist; +30% Armor, +8% Shielding, +8 Jump Cost, +20% Patrolling Rewards, 325 Mass/Medium Faction Restriction: Thulun
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Post by drspendlove on Sept 7, 2019 15:23:57 GMT -5
Siege Deck (Faction locked?)
+8 Ship Ops, +5 Pilot, +55 Boarding, +10% Armor, +5 Jump Cost, large slot, 575 mass, Very expensive.
Compare to Ship Boarding Module 4 (SSC locked)
+3 Ship Ops, +3 Pilot, +30 Boarding, 150 Mass, small slot
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Post by vasvary5050 on Sept 8, 2019 7:17:20 GMT -5
How about a component for allowing you to transport large numbers of "regular" people. The exact number of people isn't necessarily important (it could just be something like 100 units of passengers as opposed to 100 units of cargo). This could allow for a few new mission types, from high risk rescuing/transporting refugees from planets being blockaded or with a medical crisis, to simply providing a low-risk low-reward "bus" service from A to B (e.g. maybe an addition to buying/selling cargo, there would be an option to take on passengers). They could also be a transport barracks for moving faction troops from one planet to another (i.e. army transport). If you really wanted to get into dark territory, you could also transport slaves or indentured workers (not sure how this fits in with the lore, but you have pirates, and gang-pressed crew, so maybe). Now if you wanted to add a risk element to this, you could add morale for the passengers (with indentured workers starting with lower morale), and if their morale gets low (because of radiation storms, xenos in the quadrant, getting attacked, etc), they could mutiny and try to take over the ship. Hmm, maybe cages for transporting captured xenos from CC (transport to secret military science lab for testing (think Aliens: Resurrection) ... okay, maybe now I'm just getting silly.
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Post by fallen on Sept 8, 2019 11:38:40 GMT -5
How about a component for allowing you to transport large numbers of "regular" people. The exact number of people isn't necessarily important (it could just be something like 100 units of passengers as opposed to 100 units of cargo). This could allow for a few new mission types, from high risk rescuing/transporting refugees from planets being blockaded or with a medical crisis, to simply providing a low-risk low-reward "bus" service from A to B (e.g. maybe an addition to buying/selling cargo, there would be an option to take on passengers). They could also be a transport barracks for moving faction troops from one planet to another (i.e. army transport). If you really wanted to get into dark territory, you could also transport slaves or indentured workers (not sure how this fits in with the lore, but you have pirates, and gang-pressed crew, so maybe). Now if you wanted to add a risk element to this, you could add morale for the passengers (with indentured workers starting with lower morale), and if their morale gets low (because of radiation storms, xenos in the quadrant, getting attacked, etc), they could mutiny and try to take over the ship. Hmm, maybe cages for transporting captured xenos from CC (transport to secret military science lab for testing (think Aliens: Resurrection) ... okay, maybe now I'm just getting silly. It's a cool concept but it isn't something that fits well with the lore of Star Traders, small ships with small crews and not a lot of capacity for human overhead.
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Post by sparda4 on Sept 8, 2019 11:56:03 GMT -5
And they would need spice to keep them healthy from the effects of the void engine right fallen ? And isn't a comp like that fit more in line with a Hive Ship then a star trader vessel ?
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Post by resistor on Oct 11, 2019 11:42:33 GMT -5
Craft Storage Bay Large Component Counts as a Launch Bay, stores 1 craft, +15 cargo, +30 fuel, counts as a cargo component
The idea is to have a Launch Bay type component that also counts as cargo storage, which may give more options for building mid-sized carriers.
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Post by drspendlove on Oct 11, 2019 13:16:41 GMT -5
Craft Storage Bay Large Component Counts as a Launch Bay, stores 1 craft, +15 cargo, +30 fuel, counts as a cargo component The idea is to have a Launch Bay type component that also counts as cargo storage, which may give more options for building mid-sized carriers. I like this. I'd augment it with +15 Jump Cost (to match up with and slightly exceed the other components' jump costs. I'd also state it should give some Ship Ops, perhaps +3 to be just one less than the others. It should grant +1 or +0 Electronics for balance. (Others all grant at least +2). It should not give shielding or armor, as per Resistor's original post. I would propose a cost of $415k to be slightly less than the advanced launch bay (425k) but more than the others. Alternatively, it could cost 700 Mass instead of 650 like the other large launch bays. In this case, Drop the jump cost to +8 (like the advanced bay) and let the ship ops be +4. I would raise the price to $425k in this situation.
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Post by drspendlove on Oct 11, 2019 13:24:16 GMT -5
Reactive Hanger Bay:
Thulun Faction locked Holds 1 Small Craft Medium Component 310 Mass +4 Ship Ops, +1 Electronics +10 Fuel, +7 Jump Cost +4% Chance to Dodge Small Craft Attacks (for the mothership) $255k credits
Notes: 10 extra mass, -2 electronics, +1 jump cost penalty, costs roughly 20k more credits, all in return for the sweet +4% small craft dodge and 1 extra point of ship ops. Doesn't give shielding nor armor like comparable hangers.
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Post by pendell on Oct 11, 2019 13:57:37 GMT -5
Custard Pie Launcher Large Slot weapon Inspired by the classic Sci-fi short story Mr. Jester , inflicts -20% accuracy for 3 turns. Tongue-in-cheek, Brian P.
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Post by drspendlove on Oct 29, 2019 8:34:17 GMT -5
Mass Distorter:
(Unlockable via Story Era/Vignette?) Small Component, -300 Mass +3 Ship Ops, +2 Navigation, +6 Jump Cost $220k credits Encounters are 4% more likely
Compared to the Mass Dampener 4 it reduces 60 more mass for the same slot size and gives/requires another point in Ship Ops. It matches the navigation pool and jump costs. The cost for this is almost triple the credits and an increased encounter rate, something no component does yet.
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