I like building smaller ships, but even with the mods available I run into a few issues;
The Control Rooms are 2x2, missile launchers are massive, and so are their factories, and there's no way to make a good-looking ship have enough Fire Extinguishers to survive even a single cannon shot.
So, I'd like to ask if anyone can make the following ship parts, meant for smaller-sized ships:
- Micro-Missile Launchers:
These 1x3 structures hold a single smaller-sized missile made from two missile components. They fire and accelerate much faster than their larger cousins, basically as fast as they're stocked, but have only 3/4ths the range.
- Missile Minifactory:
Using simple nanotech, this 2x2 factory can manufacture and store up to 4 Missile Parts at a time, and does so at 133% (4/3rds) faster than the standard factory. They also use less energy to operate.
- Corvette Cockpit:
While likely to be added in the Fighter update when that happens, the idea is that this tiny little control room only takes up a 1x1 area - the downside is that it's actually just as expensive as a normal-sized control room, and has 1/4th as much HP, Armor, etc. On the upside, it has virtually no energy requirements.
- Angle Thrusters:
These 1x1 Thrusters have lower output than standard 1x1s do - but, they have two nozzles on them that lets them exert force at 45 degree angles, not straight away from them. Their split output is in total half per side, but allows for a smaller craft to be nimble without needing to have numerous little thrusters all over it.
- Fixed HMGs:
These front-facing, fixed heavy machineguns manufacture their own ammunition and have barely-existent energy costs, but the 1x1 weapons deal abysmal damage and cannot rotate. As a bonus, however, they can hit missiles like a Point Defense turret's attacks can, allowing a field of these to act as an impromptu Point Defense shield. They are effectively worthless against actual Armor blocks, but are excellent for perforating corridors, ammo stores, and factories, and have a massive bonus to causing crew casualties in areas they hit. Requires 1 crewmember to operate, but if there's a Corvette Cocpit, that can fire the guns as well without crew assistance if it's nearby (if that's possible to set up). 'Nearby' would be best if it's a maximum of 6-10 tiles away or so, meaning that larger ships would still be better off by manning them traditionally.
- Singularity Energy Core:
A monstrously expensive 2x2 Reactor that produces new energy cells almost instantly; costs a minimum of 100,000. As well, if it's destroyed, it is almost guaranteed to obliterate your entire ship, with a huge blast radius and massive damage that even shields would do little to mitigate. Admittedly more useful on larger ships capable of protecting it better, but could be used in the Corvette size.
NEW IDEAS [8/8/17]
- Defense Field Generator:
An alternative to the Shield Generator, a Defense Field Generator is a 2x2 structure that protects all connected blocks in a radius of 15 or 30 (whatever is better for balancing). Any damage done to structures within that area is reduced by 20% and drains a small amount of the energy from the DFG. Omnidirectional, but does not prevent the damage, only mitigate it. Good for escort ships that need to survive a little longer, but Shield Generators are still more effective on a larger ship that can keep up with the energy costs.
- Accelerator Cannon:
Based on a wide variety of sources. This massive cannon would, conceivably be the core of a very large ship or the centerpoint of 'Hammer' style smaller ship. It is a whopping 6x10, and is fed by Cannon Ammo. Every 20 ammo becomes a single round, which is launched at insane speeds and extremely long range. Each shot is also packing a massive amount of recoil, costs the equivalent of a full Power Storage in batteries, does a monstrous amount of damage, and on top of that penetrates a huge amount of material. However, no matter how fast you reload it, it still takes a minimum of 30 full seconds between firing sequences, and fires straight forward.
- 'Thumper' Cannon
A specialist cannon designed for ships that need to be at range but are constantly being headbutted by the Cerberus. Each shot does very little damage, but has a huge amount of knockback for its size. It's a 2x2 Cannon design, has a low rate of fire, and uses 2 Cannon Ammo per shot.
- ECM Suite
A common modern technical device, this 3x3 structure is a sort of 'opposite' to the Sensor rooms. While active, it scrambles the targeting of nearby missiles, making them have a chance per second to simply lose their target lock and fly off in a straight line. Each ECM Suite needs 4 crew members working it, and devours energy greedily; keeping them stocked would be a chore, but one with good rewards.
- Fire Control Booth
On many ships, the only way to have a ship component stay targeting a single enemy or a precise target after being broken off is to have an entire Control Room onboard that segment. The Fire Control Booth is a toughly-armored alternative, being a 1x1 block that uses 1 Crew, and allows any weapons connected to its piece of ship to maintain fire and control over their firing patterns just like a Control Room does - however, it doesn't allow for control of thrusters, and cannot initiate FTL flight. Has less health than a standard Control Room, and is much cheaper.
- Flight Deck
A compatriot to the Fire Control Booth, the Flight Deck allows any piece of ship its connected to to still utilize its Thrusters. It's cheaper than a full Command room, is only a 1x1, but boasts no armor and very little health. Also very light. Good for scout craft or having the back half of a capital ship retain the option to run away when the rest is destroyed without needing a large and easily-spotted Control Room visible. Flight Decks would have reduced AI priority.