Concept breakthrough 2:
So, no one spitted on my ideas (so far), so I have next generation of ideas.
RP: KEEP IT SIMPLE
but results may vary
Good, bad and evil, simple as that.
When starting new Char, player must set will it be lawful, pirate or nomad. That's all, no more complicated diplomacy on start. So, depending of choice, your new Char starts in NY, Tortuga or Nomadland. Faction start relations:
- if lawful than lawfuls=white and pirates=red
- if pirate than lawfuls=red and pirates=white
- if nomad than lawfuls=red and pirates=red and fugitives=white
Fugitives are senseless terrorists, but their base clearance and reputation could be earned by killing everybody else a lot, lot of times. I will explain it later.
Reds should stay red, no bribes can change that.
Nothing can! But white and green one changes according to FL standard diplomacy. If you are pirate and kill a lot of lawfuls, Mollys, Outcasts and Hessians, your Corsair reputation will go faster up to green. Hessians will stay white, except ones you shooted at.
It's all about base clearance and reputation, a) and b).
a) Base clearance: on bases we buy ships we live for, weapons and goods. But there is no way that Char can land on red base. So we will not see any more Police chars in space with Tizona guns and Pirate Armor mounted. Nope. Or lawful trader smuggling full load of Slaves or Stolen Art. Oh, big big nope. He simply can't never ever dock on any pirate planet to buy slaves with really profitable price.
Freeports are excused, Zoners are ALWAYS white to everyone except to Nomads and Fuggies. No bribe or doing bad/good deeds can change that. But Zoners offer just civil equipment and all kinds of goods at medium prices. They just deal stuff.
But Zoners can hack your reputation for big money (10 million or more), so you can buy guns or guns from anyone else IN YOUR AFFILIATION GROUP. Not even Zoners can make pirate become lawful or lawful become pirate. They simply never offer you that. That will save us from many metagaming, changing coats and other trouble.
b) reputation makes things available when docked on base. With white rep. you can buy basic LF and entry level equipment on that base. Owner faction don't trust you and denies selling you good stuff. Same thing could be with goods: you can always buy water and oxygen, but for bananas, machines or slaves you must be respectful trader/smuggler (green to salesman's faction).
But be careful who you kill. Being green to one corporation makes you whiter to their competition. They will than refuse to sell you good stuff. If you are lawful and kill for example Samura for GMG missions, three things will happen:
- GMG gets greener, Samura stays (or goes) white
- if you kill even more Samura, GMG gets more green, but Samura allys will get white too
- when you are lawful and kill good enough lawfuls (really lot of), you'll get red to all except Fugitives.
I mean, you killed many nice people and still wanna work with them? Nope. You are more terrorist than and Fugitives gonna open their bases to you. You can monitor that process by checking your relations with Fugitives. Getting to 0 Fug. rep. makes you red to all and white to Fugitives. Same story goes for pirates: kill tons of Mollys and Hessians for Corsairs and you will become Fugitive terrorist and red to all Universe.
Killing opposite affiliation group don't makes you Fugitive. It's your job to kill them. Just being pirate that kills pirates or lawful that kills other lawfuls makes you terrorist.
Some consequences of my good, bad, evil concept:
- you can't buy enemy's equipment. You can win it in battle, but you can't mount it, maintain it or power it. You can't aim with it. It's not known technology to service staff at bases you can dock on. So, bye-bye Nomad Cannons if you are Human. And bye-bye Tizona Cannons if you are not very green to Corsairs.
- no more exotic chars like Kusari trader that can dock on Crete and Malta. Or Outcast smuggler that supplies Berlin. Exotic chars make confusion and envy anyway, imo.
- ID Licences would define what ship your char can fly and what must do.
c)
Lawful Licences:
- police: fly fighters only. Must hunt pirates and smugglers. Can escort other lawfuls. Must prevent lawfuls from doing bad things by fining or killing them.
- navy: all like police + able to fly capital ships. Can't use TRADE LANES! (more about rules for capitals later)
- trader: can fly freighters and transport ships. Buying contrabands from freeports is serious crime.
- miner: can fly miner ships
- order: no, no need. Use any char to kill Nomads. Orders than will let you buy Order stuff. Because Order does just that anyway: kill Nomads. We can make Order clan with navy or buccaneer licences later, if we need it. They would fly just Order ships.
- bounty hunter: no. No reason for that too. Any policeman will be rewarded for hunting bounted persons. Maybe one day we can have BH clan with Police Licences, but that's all. They will be allowed to fly BH ships only, by their own choice. One day.
Pirate Licences:
- renegade: intercept lawfuls and robs them. Fighters and freighters.
- buccaneer: all like renegade + able to fly pirate capital ships. Can't use TRADE LANES! (more about rules for capitals later)
- smuggler: can fly freighters and transport ships. Selling contrabands to freeports is serious job.
You can't buy a ship without having proper Licence. New players can buy basic civil ships and equipment from starting systems and freeports. Doing hard missions in minefields will be challenging for them! Nomad players will buy ... nice Nomad stuff.
SHIPS: DIVERSITY
but with less work.
We don't need new ships. We just need to use existing ones. And some ships are useless. So make use of them. Keep all like it is, just boost them to carry class 9 and class 10 weaponry. And that 9 or 10 class should get better names: light guns and heavy guns. And simple too.
WEAPON CONCEPT:
Light and heavy cannons only. Light would be like class 8 damage, maybe little better. Heavy ones are like class 9 and better just for Nomads. Light cannons should have models 4 to 8.33 rate and heavy ones should shoot 2-5.88. But heavy ones should have more range. There should be some missile and mine model that rapes shields only. Torpedoes should have focused explosion for surgical strikes on capital subsystems, like guns and even shield generator (which can get kicked with right angle approach only, angle covered with most turrets, hehe). And bombs... BULKY dummy antimatter mines with no propulsion or guidance. They just roll on forward when dropped. It's space, you now. No air. No gravity. Just inertia.
Capital weapons:
- light turrets for defending from fighters. Fire rate 3.03, dmg 750, speed 1500, range 3000.
- heavy turrets for shooting other capitals. Fire rate 0.5, dmg 7500, speed 500, range 5000.
- front cannon for raping capital shields down, GB only, slow
- light torpedoes
- heavy torpedoes (bulky)
SHIELD/ARMOR CONCEPT:
Shield generator is heavy and needs cargo space. Same with armor. Just 2 shields for fighters: light and heavy one. Same for capital ships. Same with armors: light one and heavy one, for fighters and same for capitals. Capital shield/armor can't fit to fighter/freighter, simply no space for that. Heavier ships can carry better shield/armor, as simply having more cargo space. There would be no other limitations.
Maybe there could be super-heavy armor 400%, but must be exotic and too expensive to even think about it. So everyone will think just about that
FIGHTER CONCEPT:
Fighter models may vary a little for different factions, as they are not all the same shape. Low profile ships are harder to hit, so they need less hull and than may carry less equipment. Keeping existing models is mandatory. Maybe we need 3 or 4 types per faction only, let's see:
LF
very agile
4 light cannons (3 for basic crazy agile LF)
5000 hull
thrust speed 250m/s (just for LF, so it can intercept torpedoes and bombs)
low cargo to support light armor and shield
CD, CM, M
HF
agile
4 heavy cannons
7500 hull
cargo to support light armor and light or heavy shield
CD or T, CM, M
VHF
not agile
6 heavy cannons
12500 hull
cargo to support heavy armor and heavy shield. More shield/armor gets you less torpedoes, though.
CD, T, CM, M
SHF (super heavy, or simply RAZORBACK. Great ship for bomber tasks. One model for all Sirius houses/pirates would be fine. I said no big work and I mean it)
clumzy. Brick.
4 heavy cannons + 2 gattlings. Or 4 gattlings + 2 light cannons. Idk, 4 gattlings sounds like a good chance for that brick to get very popular.
15000 hull
cargo to support heavy armor and heavy shield and full load of torpedoes
CD, T, CM, M, BOMBS
CAPITAL SHIPS:
MANDATORY: capitals are combat ships. They are not designed to massacre traders or smugglers. If you had bad day and need to blow someone's head up, do it on other server. I can recommend you one at least.
1. So, for any case, capitals can't use trade lanes. Lanes are for trade and traders. Your navy licence gives you green light to buy big nasty ship, but gives you red light to use trade lanes. Fair capital fleets will battle mostly in remote worlds anyway, far from civilians and lanes. So, some navy bases should be close to enemy systems, with mooring fixes for capitals.
2. Thrust speed remains at 140, so traders can escape (except train. So, guard your trains. Cover them well).
3. Cruse engines should take quite a time to charge up, so traders can escape.
4. More than one disruptor is needed to slow a GB down from cruise and maybe even 5 to disrupt a BS. So, they can escape too!
GUNBOATS:
are build around one big gun. It rapes shield on other ships. Or is big gattling cannon. It's heavy and powerful, but it shoots in just one direction - exact direction of the ship.
agile
6 light turrets
30000 hull
cargo to support ligt cap. armor and ligt cap. shield.
no CD, CM, T, M...
CRUISERS:
is multipurpose assault capital ship. Depends how you set it.
not agile
6 light or heavy turrets
60000 hull
cargo to support ligt cap. armor and ligt cap. shield, or one of two heavy. More shield/armor gets you less antifighter torpedoes, though.
just light antifighter torpedoes, no CD, CM, M...
BATTLESHIPS:
is flagship capable to take care of itself. But it can specialize, depends how you set it.
brick agile
12 light or heavy turrets
150000 hull
cargo to support heavy shield/armor. More shield/armor gets you less torpedoes, though.
light antifighter torpedoes, heavy bulky torpedoes, no CD, CM, M...
TRADERS:
- freighter: up to 500 cargo. Fighter shields/armor can fit only. Existing models. Thrust 200m/s.
- transport: up to 1000 cargo. All kinds of shields/armor. One model for all companies, with up to 8 turrets. No need for diversity here. It just suppose to survive encounter with one lonely fighter. Thrust speed 180 or 200m/s, I'm not sure.
- train: up to 5000 cargo! Up to 8 light capital turrets! All kinds of shields/armor. No cruise. (hehehe) This ship is mini-event it's self. It's not a battleship, as it's hull is not designed for combat. Will provoke pirates to intercept it in house space, in systems with trade lanes where it moves fast. And it will provoke traders to take a big risk by taking shortcuts via some problematic worlds. Oh, that would be a great ship to haul nice things for miners. But all known mines are so close to pirates, hehehe. Maybe pirates shouldn't have their model of train, idk, it's not up to me.
MINERS:
they mine gems, precious metals and noble gases (that can be sold for 15000 credits!). There would be 3 places with mining clouds: Omegas, Taus and Sigmas. Miners do just that - mining. Cargo is 200, use ugliest freighter model you have, dear Admin, extractors will make it ugly anyway. They can mount up to 4 ore extractors, as each takes 50 cargo. Or they can mount one and use other slots for guns. So 150 cargo would be available for load. But having more extractors means faster mining. And faster is betters with pirates so close. Load up your friend trader in 10-15 minutes and split!
I hope no one reads all this. But thanks if someone does. You must be crazier than me, so avoid seeing your doctor for a while. He'll expose you right on.