aurelcourt wrote: ↑Fri, 29. Jan 21, 10:21
Betelgeuse97 wrote: ↑Fri, 29. Jan 21, 07:04
With no more boarding, how will we get capital ships in 3.8+ in the early game? Or will it be back to the old-old way where the only way is through research?
Buying from factions with reputation too!
M7 come at 12 loyalty I believe, not too hard to reach
Oh yeah I forgot about that. Unfortunately it takes a very long time to build those ships.
EDIT: In place of a boarding system, I was thinking of something like so to give rewards for destroying ships similar to Stellaris's debris mechanics, especially useful for early game:
Upon destroying ships (any class), there is a chance to drop debris. A container is enough (option 1), but if the game allows then a ship debris can spawn instead (option 2). Both the player and NPC factions can take part in the event.
- If the container option were to be implemented, then the container contains debris equal to a fraction of the maximum research value of the destroyed ship (let's say 20%). it's as simple as picking up the container, dropping it off at the research station, and then select that container for research. Upon successful research of that container (all containers cost the same amount of research time regardless), the container is identified. At this point, the player can either convert it to research points for storage (see below) for future research of that particular ship or sell the identified container to factions (if rep is high enough, say +7) for money. To sell the container, there can be an option to put the container for sale so that NPC traders can buy it.
- If the ship debris option were to be implemented, then an M5 could fly near the ship debris and scan it using a data scanner (this makes data scanner more useful for other player-controlled ships instead of restricting it to the player's current ship). A fraction (let's say 20%) of the research value of the ship is then stored for researching that particular ship. If the player's reputation is high enough with a faction, the player can opt to sell the research points to factions for money instead of uploading the research points to the research station(s).
Example for case 1: Your only research station researches at a normal rate of 10 points/cycle. A ship requires 500 research points in total to get the blueprint. This ship is destroyed during a battle and it generates a container. Your M5 collects this container (option 1) and drops it off at your research station. Your research station (and only the station that has the container can research that container) researches it and finishes the research, giving 100 research points for storage. To put the container up for sale, the player puts it up for sale under the "logistics" tab.
Example for case 2, using the same research station and ship example: The destroyed ship turns into ship debris (option 2) upon destruction. Your M5 scans this debris, giving 100 research points. The player has a choice to put it in storage or sell the 100 research points for money.
In both cases where the player chooses to keep the points, your research station can then select the ship you salvaged for research; rather than giving 100 points right away, it will double the research rate from 10 points/cycle to 20 points/cycle while consuming 10 points per cycle from the pool of 100 points until the 100 points run out. In other words, it'll take 10 cycles for that station to get rid of the 100 points before returning to 10 points/cycle.
If the player sells research points, that faction can build that ship if enough points are sold/acquired. (This could be expanded into a research market so that factions could sell research to the player at +8 rep or higher; naturally the research points would cost more than buying their ship.)