[delta_v] "really new" outfit/ ship types

Zye delta_v@AmbrosiaSW.com
Mon, 20 May 2002 20:55:20 -0700


1) While having escorts can be nice for intimidating pirates and other
baddies, they do take-up a Lot of weapons/former-cargo space. And you
lose your investment if they get too shot-up in battle. Now, if you want
to retain cargo space And not lose your investment, why not try...
    Holographic escorts.
    Say, 40 tons and $2M for the basic equipment, but buy Modules for
each of the various escort types. The modules would not take-up any
space, would cost about an extra $1M each, would have to be bought from
the homeworld of that ship type, and would be user-selectable from the
Secondary Weapons array. BTW, these virtual-ships show-up as targets on
enemy radar, but cannot fire and cannot be injured in combat, although
they Can follow all the fleet commands possible in EVN.

2) My Mod Starbridge has 89 tons of weapon space. Unfortunately, just
adding the Weapon Mounts package does not give me any additional Space
to add-on weapons. It seems any serious upgrade has the undesirable
feature of detracting from my weapon space. Except if you happen to meet
a Pirate ship;  the Pirates seem to selfishly guard the ability to take
ships like the Leviathan and turn them into Manticores. Wouldn't it be
nice if there were a place in the galaxy, like the DTE Unit in Frozen
Heart (EVO), where you could Engineer, or Reverse Engineer, ANY ship
type? -based on certain rules of physics of course. A ship could only
accomodate so many engines before the vibration tore the hull plating
apart. Similar for only certain combinations of weapon/cargo space, so
as not to interfere with Hyperdrive travel. Or suffer an electrical
overload from too many weapon mounts. And the cost would be Frightful.
But just think of the possibilities of grafting two ships together...

 z