|
Post by fallen on Sept 25, 2020 15:20:48 GMT -5
Navigator's Office Medium Slot, same mass as two officer component Space for 1 officer, +2 Navigation -3 Fuel Cost per jump Same price as two officer medium component. Did some work on including this one, Navigator's Officer is an awesome component with some new unique effects. Also added Deck Officer's Cabin which has similar cool unique effects, same idea -- one officer in a medium.
|
|
|
Post by jamesthesecond on Sept 25, 2020 17:51:42 GMT -5
Smuggler's hold anyone?
|
|
|
Post by fallen on Sept 26, 2020 10:31:38 GMT -5
:thumbsup:
|
|
|
Post by sparda4 on Sept 26, 2020 12:14:46 GMT -5
fallen That smuggler hold could work like a combo of -ship encounter and around medium cargo hold and a smidge more fuel but less then fuel cargo
|
|
|
Post by drspendlove on Oct 12, 2020 10:17:09 GMT -5
Stealth Bridge 5 (Rychart Exclusive)
+6 Ops, +10 Electronics +10 Navigation +9 Piloting
9% Reduction in Ship Encounters 10% Reduced Mass (So 600 Mass -> 540 Mass) Includes Captain's Quarters
|
|
|
Post by drspendlove on Oct 12, 2020 10:19:52 GMT -5
Deep-Void Bridge 5 (Javat Exclusive)
+7 Ops, +11 Electronics +10 Navigation +10 Piloting
+25 Void Resist -10 Hyperwarp Jump Cost Includes Captain's Quarters
|
|
|
Post by resistor on Oct 12, 2020 14:17:41 GMT -5
Stealth Bridge 5 (Rychart Exclusive) +6 Ops, +10 Electronics +10 Navigation +9 Piloting 9% Reduction in Ship Encounters 10% Reduced Mass (So 600 Mass -> 540 Mass) Includes Captain's Quarters Rychart has a stealth bridge for small bridges
|
|
|
Post by drspendlove on Oct 13, 2020 17:31:11 GMT -5
It's been too long... I need to play more and suggest less. Thank you resistor
|
|
|
Post by resistor on Oct 13, 2020 23:47:07 GMT -5
It's been too long... I need to play more and suggest less. Thank you resistor Think of it this way: your suggestion was so good, the TBs didn't even wait for you to finish posting before implementing it
|
|
|
Post by drspendlove on Oct 20, 2020 13:39:11 GMT -5
Inverter Storage Hold
Medium Slot 210 Mass (Down from 325 Mass) +4 Ship Ops (up from +3 Ops) Stores 25 Cargo, -3 Range Change Cost $64k (Up from $42k)
Requires Starport 8+
Give an interesting cargo option to captains that don't mind letting the opponent dictate their position, or are so confident in their own range change that they'll drop 3 strong dice for a 115 mass savings. Note that this is a significant mass reduction but the medium slot storage needs some love as they aren't very attractive yet.
|
|
|
Post by drspendlove on Oct 20, 2020 18:18:10 GMT -5
Easy one: Pilot Assist Module 5, Alta Mesa Exclusive Costs about 135k (the image above is with a 19% discount or something) +3 Ship Ops, +8 Pilot, +6% Evade Craft Attacks, +5% chance to completely avoid Xeno Spores and Meteor Storms (max 15%) when encountered
|
|
|
Post by drspendlove on Oct 21, 2020 9:50:44 GMT -5
Void-Charge Integration 1 Cost: ~$20k, 125 mass/small +2 Electronics, +2 Gunnery +15% Void damage, -2% Critical Void-Charge Integration 2 Cost: $25k, 125 mass/small +2 Electronics, +3 Gunnery +25% Void damage, -4% Critical Void-Charge Integration 3 Cost: $40k, 125 mass/small +2 Electronics, +4 Gunnery +35% Void damage, -6% Critical Void-Charge Integration 4, Zenrin Faction-locked Cost: $62k, 125 mass/small +3 Electronics, +5 Gunnery +40% Void damage, -8% Critical, +5 Void Resist Compare to Interlocking Sensor Matrix: (Image has a 19% discount active) The new comp offers void specific damage boosting that will only work with railguns and torps. It reduces critical hit chance which is both a drawback and a blessing. Total damage isn't helped by a lower critical chance, but proportional component and crew damage IS helped, increasing the odds of disabling a ship rather than cracking a hull as void damage doesn't benefit from critical hits. Note that it doesn't impact Jump Cost and has a bit more gunnery benefit for accuracy than the ISM. It's also slightly cheaper. However, it lacks a single electronics die compared to ISM. Finally, the final tier gives a minor themed bonus to void resistance which is a small defensive perk for a faction-locked component.
|
|
|
Post by drspendlove on Oct 21, 2020 10:05:27 GMT -5
(Image has a 19% discount) Hazard Fuel Tank (tier 4), De Valtos faction locked Cost $38k 130 mass/small +5 Ship Ops, +2 Navigation Adds 36 Fuel Capacity, +12 Radiation Resist, 3% Reduction in crew/ship damage from radiation and ion storms. (Stacks with no limit) Gives no electronics, no armor, no void resist. Has almost the fuel capacity of a tank 4 but at a higher price and higher ship ops (which is both blessing and curse.) It does have a strange tradeoff for navigation, which would be unique to it for a fuel tank. It is also slightly larger than the other fuel tanks, which is mostly a detriment. It has strong radiation resist and gives a unique mitigation for radiation and ion storms. The lack of a jump cost could make this an appealing alternative to the AM option.
|
|
|
Post by drspendlove on Oct 21, 2020 10:27:57 GMT -5
(Image has 19% discount) Hardened Mass Dampener 5 -255 Mass/Small (Javat Exclusive) Cost: 97k +4 Ship Ops, +2 Navigation, +9 Jump Cost, +2% Armor Comes with a large spike in jump cost, a slight but meaningful edge in mass reduction, a decent increase in price, a single point more of ship ops (good and bad), and a minor armor bonus. To be competitive with the Mass Reducer series which gives some seriously helpful dice pools (electronics AND piloting without increasing reliance on crew dogs at all!) we need the extra mass reduction difference that a fifth, pretty linear entry in this series represents. But the jump cost going up by 3 will be concerning to small ships trying to run a lean operation. But if they want that extra 15 mass to squeeze in their optimal build, and they only have a small slot to spare, this may be their option... supposing they're friendly enough with Javat.
|
|
|
Post by drspendlove on Oct 26, 2020 8:43:07 GMT -5
Analysis Lab
300 Mass/Medium +2 Ship Ops, +3 Electronics 2 Medical Rating +15% Scientific Intel found from Exploring or Salvaging (does not stack; damaged on use) Cost: $56k
Advanced Analysis Lab 300 Mass/Medium +3 Ship Ops, +4 Electronics 3 Medical Rating +20% Scientific Intel found from Exploring or Salvaging (does not stack; damaged on use) Cost: $118k
Note: Repair times should be modest given how this is damaged upon use. Repair cost can continue to be proportional to the component cost.
Compare to: Basic Mecial Bay Cost: ~$32k 325 Mass/Medium 4 Medical Rating 2 Ship Ops, 2 Electronics
Compare to: Surface Scanner Cost: ~12k Mass 125/small +1 Electronics Intel from exploring 15%
|
|