|  Ugleb
 Khumatari Holdings
 Ushra'Khan
 
 
       | Posted - 2007.02.14 16:16:00 -
          [1] 
 Edited by: Ugleb on 14/02/2007 16:16:37
 Economic capital ships - floating refinery is the most obvious to help deep space mining to kick start some 0.0 economies.
 
 I also want something to move larger amounts of cargo from a POS to a station for fuel runs and for ore. Miners in outpost systems tend to find pirates/hostiles cripple their productivity but the frther away from the outpost you move the worse the hauling issues become until you end up spending as long hauling the rocks as you did mining...something is wrong here.
 
 Maybe its a quarter-size freighter with either a short range jump drive or better defences for the hauling run. I don't mind the risks of hauling home, I just don't like having to make 30 round trips. I only get so much play time, spending it doing the same trip over and over is not fun.
 
 What about a ship transporter? Probably my main gripe with carriers is just how few ships they can carry. I had imagined being able to bring a number of spare ships into a battle zone so that if your first wave gets chewed up you can get people turned around and back out in ten minutes instead of getting all the pods 10 jumps home then coming back again. Maybe it could sacrifice on fighter compliment to accomodate more spare ships.
 
 Bit out there but others have mentioned it, a mobile ship yard for forward support during offensives. Maybe limit it up to medium sized ships, that way a supply of anything up to cruisers and fighters can be turned out providing minerals are availiable and - the risk - that bpc or even bpo's are on board to build from. It could be cool if the attacking (even defending) side had to establish a 'safe' zone to run forward re-supply from. Big target for the other side to strike at too.
 
 A capital ship that isn't afraid to sit on the front line getting hit. Maybe it needs a high power capactitor to survive the invariable nos doom. Better tracking than a dread but still poor enough not to be up to much against cruisers. The trick is making this good enough to put into a fleet but not good unsupported.
 
 More faction ships. Starting with any faction without one and working through until we have a frig, cruiser, and BS for each. The more funky abilities (like Blood Raider nos bonuses) the better.
 
 Tier 2 destroyer, heavier built for point defence. Tech 2 model made pointier.
 
 Science ships, built tough for rough and ready exploration.
 
 Salvage ships. Chunkier barges?
 
 Heavy duty Logistics ships.
 
 
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