(05-21-2013, 02:56 PM)jammi Wrote: That'd be because docking modules decide what can dock based on the size of their cargo bay and not their ship type. Having something docked with a bigger cargo bay than the space taken up by the module itself is problematic for obvious reasons.
Of course, this does also mean there are some other... Funny situations that result from this.
Fair enough, it's problematic for logical reasons. But for gameplay reasons?
Say I'm carrying one or two freighters in my liner, carrying the same cargo I am to the same destination.
If I have two fully loaded freighters that's maybe around 500 extra cargo being transported when the size of the docking bays is discounted.
So for the cost of purchasing/manufacturing two docking bays and having notably lower cargo space most of the time, I can effectively take two people along for a slightly larger profit that will be split between three?
Doesn't seem problematic to me.
If anything, it could be problematic with cloaking ships, particularly battleships/carriers carrying along freighters with extra fuel.
But even then.....isn't a docking bay supposed to provide an advantage?
Seems like a fair enough tradeoff for all the effort involved.
The docking bay available now can house a fighter or bomber for 300 cargo. Largest freighter has 650 hold. Docking modules capable of housing a freighter definetely will need more hold space. If we calculate with a 500 cargo hold need, the extra space you can get is 150 per module + freighter (250 if the larger module needs 400 hold space), plus the profit is split between the 2 or 3 ships. That's plus 50 cargo unit/per player (half - one million credits if we calculate the most profitable commodities). I think this does not make a very huge difference.
Other use of freighter-housing docking modules might be helping the lower level players transport their cargo more safely.
(05-21-2013, 02:39 PM)AeternusDoleo Wrote: A "resupply ammo and bots/bats here" role would be nice yes. Will talk to Matt about it since he's the one who'll have to program this... For the moment, it'll have to remain as-is though.
I was under the impression that we wanted quicker snub fights. Wouldn't this idea contradict that line of thought?
I like the idea, but I cringe at the thought of snub pews lasting even longer than they already do.
Docking Modules would be awesome if snubcraft couldn't traverse long distances and couldn't jump between systems, as it often is in space sci-fi.
Our snubs are too capable to make docking modules anything more than a novelty at the moment.
How about giving Carriers 6 Docking modules? Because they're after all "Carriers" I mean comon, usual Carriers in all Sci-Fi have more than 20 Snubs inside, there are also some with 50 Fighters... Some overdid it and there are like 100 fighters xD thats overdoing... But 6 docking modules would be perfect, it would make the Carrier more usefull and it would differ it from other Capital Ships, it would actually be a "Carrier".
(05-25-2013, 02:46 AM)Snake Wrote: How about giving Carriers 6 Docking modules? Because they're after all "Carriers" I mean comon, usual Carriers in all Sci-Fi have more than 20 Snubs inside, there are also some with 50 Fighters... Some overdid it and there are like 100 fighters xD thats overdoing... But 6 docking modules would be perfect, it would make the Carrier more usefull and it would differ it from other Capital Ships, it would actually be a "Carrier".
I like this idea.
At least uncloaking a carrier in a system would let one unleash some real mayhem, instead of a dude or two.
It would also make carriers into something more valuable than the midrange cap ships they seem to be now.