First, some general thoughts:
- some stock ships have fatal flaws which IMO
should be fixed by
patching stock Designs.txt by
every player; might provide
my view later.
- most stock ships can be rearranged using those same modules/armor to increase their survival rates;
- some stock ships have what I'll call
flawed doctrine (weapons set, armor, propulsion) - this needs more user input
per ship;
- hard to persuade oneself to only use stock propellant tanks; c'mon, creating new
size variety of pill tank is no rocket science... or is it?
- for me personally it looks like origin faction/celestial body of stock ship should dictate its propellant; unfortunately I'm far from making my mind clear about that.
- I, for one, am
not convinced that material prices in game are at all fair. Most probably public pass over their cost is due, but I guess this would take quite some time.
- in future I'd like to see some working benchmark methodology (and standard designs) to test armor layering (e.g. number of layers) vs. simulation speed. Thoughts?
- it seems that for now, to fix coilgun stages bug and collision speed/tick bug, disassembly and binary patching would be needed - historically my experience was limited in this field :(
So, the
gradations of stock ship modification seem to be,
progressively:
0. Fix
fatal flaws only, leave every other thing as it was;
fixed gun designs need to be decided about;
1. Using
practically same stock modules (maybe except overall tank count)
and armor profile, rearrange the ship to fulfill its intended role better, staying in mass budget (and cost if possible);
2a. Using stock modules
except custom stock-like(?) tankage, rearrange the ship to fulfill its intended role better, without changing its propellant, mass budget or armor profile;
2b. Using stock modules
only, rearrange the ship
and its armor to fulfill its intended role better, without changing its propellant, while staying in mass budget (and cost if possible);
3. Using stock modules
and stock tankage
only, rearrange the ship
and its armor to fulfill its intended role better,
switching propellant if needed to correspond with faction origin;
4. Using stock modules
but custom stock-like(?) tankage, rearrange the ship
and its armor to fulfill its role better,
switching propellant if needed w.r.t. faction origin as above;
5. Using
custom modules only where it is needed most, rearrange the ship
and its armor to fulfill its role better,
switching propellant if needed w.r.t. faction origin as above;
6. Using
custom modules only where it is needed most, create
new ship role, for selected faction -
this needs lore 'work', and maybe world-building too.
7. Using
custom modules as one sees fit, create a ship to fulfill
existing role, for selected faction.
8. Using
custom modules as one sees fit, create
new ship role, for selected faction -
might need world-building and lore 'work'.
9. Using
custom modules and custom materials, create a ship to fulfill
existing role for some faction -
some lore 'work' needed.
A. Using
custom modules and custom materials, create
new ship role, for selected faction -
serious lore 'work' needed for this one.
I'm in process of compiling separate patches for gradations zero and one. When (and
if) I'll finish that, I'll start on gradation two
[which one?].
For me, route
9 has its appeal because I, for one, can not get why stock doesn't even have epoxy (!!!), metal foams, or cermets.
But if well though-out campaign
draft with high
believeability
(tm) and
no-nonsense factions was available - then I'd see no objections on going full-blown
A-route.
As a side-note, I wonder if '
wiki' format would be suitable for doing CoaDE-related world-building and campaign work.
Federated wiki maybe? What do you think?
- No module list clogging
Some modules do need love though and could be redone.
I'd like to see some input on the latter from whom it may concern (but please do
not offer "needlers" with nano-payloads, ok?).
Oh, and I'll state right away that we'll need to observe some
safety margin on reactors and NTRs at least, and radiation limits for drone reactors, too.
OTOH I'd happily forgo any safety margins for any type of guns, because every additional m/s of projectile does help to fight simulation lag/slowdown.
* * *Dear CoaDE player, whoever you might be!If
you think that some stock
module is useless or has a serious fatal flaw - please tell us that module's name, reasons for modification, and possible ideas/direction for such modification. TIA.