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According to the Roadmap on Trello, different sized control rooms are (tentatively) planned, although there were some question as to what benefits each size would provide.

Perhaps the most fundamental difference could be the maximum tonnage of vessel the control room can support? Smaller control rooms (cockpits) would obviously restrict the maximum mass of the vessel, while larger control rooms (bridges/command centers requiring 3~6 crew) would allow larger/heavier ships.

sumghai

I've raised the issue ship orders, and minimurgle made the point that, these could be built in to a ship via modules.
Perhaps different bridges could support extra AI modules, with wieght and power consumption increased for more advanced bridges.

https://forum.cosmoteer.net/d/1422-ship-orders

Crew Diversity is also a planned features
https://trello.com/c/B0ItF9QP/84-crew-diversity

No details as yet, but I'm hoping we get variants on the engineers, scientists, security and command variations in Star Trek. New bridges could also take advantage of this, giving buffs to more, and different types of crew.

Alongside your weight limit for bridges, "ship type" buffs could be included:

Ships at various Tonnages could use a variety of different bridge types: corvette, frigate, support, or destroyer Bridges and more.
Each Bridge type would exclude all other types on the same ship, and buff would not stack.

Light ships could choose between
Corvettes Bridges: Manouverbility and increased energy efficiency.
Frigate: Speed, sensors and accuracy

Medium ships
Destroyers: Small dmg buff, and increased ammo efficiency.
Cruisers: Shield strength and efficiency buff, + missile storage capacity.
Support: Increased production (including fighters), extra crew capacity, repair buff

Large ships
Battleships: +Weapon range, small ammo production buff, reduced chance of fires.
Dreadnaughts, Armour & Health buff- ability engine boost, double efficiency, briefly but take slight damage to all engines.
...And more

Just a few ideas, Bridges could add a lot to the whole gameplay

I support this. It's cool to have all this build freedom, but I think dividing the ships into weight classes in this way would be useful in establishing expectations of the capability of what you're building or facing, as well as setting the 'campaign' up for balanced encounters.

I would also recommend only one control room per ship - no more redundant control rooms that each allow a broken ship segment to retain control.

    5 days later

    This sounds familiar to galactic junk league.

    Tobi-wan_Kenobi only one control room per ship

    Not sure how I feel about that one. I guess it makes sense to only have a single pilot room, but it makes sense gameplay-wise to have some redundancy in large ships.

    Rhyme

    In my mind, more complicated ships would need more coordination and control systems.
    Star destroyers, for instance, have massive control bridges with dozens of operators. While fighter craft have cockpits with 1/2 pilots and maybe a droid too.

    Rhyme An auxiliary bridge? I feel ya. But half-a-dozen control rooms all around the ship(like The Beast) is a little silly.

      Tobi-wan_Kenobi
      But let's be honest here.
      The beast is a garbage ship. Very inefficient for its cost, and a big part of that is the control room spam.
      There's no reason to have multiple control rooms, except for redundancy. And even then, you'll only ever use like 1 per 750,000 credits your ship is worth.

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