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Foxzer Jaxzon

New ship idea, I need feedback and help! :)

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So I posted an idea for a new defense corvette class on starcitizen forum as I would love to see a more dedicated support ship military style, in the size of a polaris or carrack.

Polaris = Offensive military corvette

Carrack = Exploration capital ship

Guardian = Defensive/Support military corvette (new idea)

please give feedback, here is the link my fellow imps :D

https://robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/guardian-class-new-ship-idea

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Your idea sounds like it might be too close to the Hammerhead 'corvette' that is currently in development. The Hammerhead was specifically designed to act as a capital support ship and it's weapon+laypout were designed to provide an effective anti-fighter screen from any angle when protecting other ships (or itself). :)

Still, I hope you will be able to get a good discussion going over on Spectrum as it's always good to have more ships to choose from. ;) 

Aegis-Hammerhead-Piece-10-Grounded.thumb.jpg.4f25125c91d0ccc0ae7b44f1a5672569.jpg

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13 hours ago, Taldren said:

I purchased the Hammerhead specifically for this role. I believe it fills that role already.

 

12 hours ago, Danakar Endeel said:

Your idea sounds like it might be too close to the Hammerhead 'corvette' that is currently in development. The Hammerhead was specifically designed to act as a capital support ship and it's weapon+laypout were designed to provide an effective anti-fighter screen from any angle when protecting other ships (or itself). :)

Still, I hope you will be able to get a good discussion going over on Spectrum as it's always good to have more ships to choose from. ;) 

 

I agree with both of you its similiar to the hammerheads support role and I just want more support ships, id like one not so offensively focused while still being used for combat (So not the clunky Endeavor who will be pregnant from all talis torps coming her way). Something in the pure sense of a support, like think of the classic support in most games like mmos, mobas, even EVE online, its that slightly tanky or defensive role with buffs or heals for everyone in the team. It trades its damage for making the team stronger and aiding the wounds while still being able to take a punch before it gets aid from the team in dire situations :D ty for reading really appreciate it guys! warms my heart

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17 hours ago, Taldren said:

I purchased the Hammerhead specifically for this role. I believe it fills that role already.

The Polaris can also fulfill this role to some degree. What some people are looking for is a Real-Life type destroyer or Cutter (think Coasties). These types of "ships" could be equipped with different armaments or materiel based on what their varied support roles are going to be - be it anti-ship, screening, picket sensor/trip-wire, SAR (yes, even that), etc. Right now, the polaris and HH will work.

3 hours ago, Foxzer Jaxzon said:

"its that slightly tanky or defensive role with buffs or heals for everyone in the team. It trades its damage for making the team stronger and aiding the wounds"

This isn't the type of game that Star Citizen is. move along.

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5 minutes ago, Gremlich said:

 

This isn't the type of game that Star Citizen is. move along.

I knew I would have one of "these" kinds of comments sooner or later, I know very well what SC is about. I think you missunderstood my comparison quite clearly :) Neither am I moving anywhere good sir ^^

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7 minutes ago, Foxzer Jaxzon said:

I knew I would have one of "these" kinds of comments sooner or later, I know very well what SC is about. I think you missunderstood my comparison quite clearly :) Neither am I moving anywhere good sir ^^

The way you wrote your premise and bringing in a wholly inappropriate type of game style is what I'm responding to and it's not my comprehension. I am pointing out that you might not actually understand that SC isn't a normal MMO, that players or NPC will do the repairs, refueling and rearming for individual ships and that there are player owned ships smaller than the Idris that will fill the role you are advocating. There are now the Vulkan to complement the utility of the Polaris, HH, and even the SF-G and Endeavour (the latter in a stand-off role awaiting wounded). No doubt that CIG will bring in another combat support ship that will fit your needs - seems they want each company to have a ship for each given role. There will never be the swiss army knife ship as you know, because CIG needs funding. And you're welcome to stay as long as you keep Everquest/WOW elements out of theory crafting for SC - they don't fit in with what CIG are attempting to do.

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2 minutes ago, Gremlich said:

The way you wrote your premise and bringing in a wholly inappropriate type of game style is what I'm responding to and it's not my comprehension. I am pointing out that you might not actually understand that SC isn't a normal MMO, that players or NPC will do the repairs, refueling and rearming for individual ships and that there are player owned ships smaller than the Idris that will fill the role you are advocating. There are now the Vulkan to complement the utility of the Polaris, HH, and even the SF-G and Endeavour (the latter in a stand-off role awaiting wounded). No doubt that CIG will bring in another combat support ship that will fit your needs - seems they want each company to have a ship for each given role. There will never be the swiss army knife ship as you know, because CIG needs funding. And you're welcome to stay as long as you keep Everquest/WOW elements out of theory crafting for SC - they don't fit in with what CIG are attempting to do.

Now this is a real discussion, better!

Those comparisons was in lack of better words as I was trying to compare to the "missing role" im looking for (using other games even though I know very well SC isnt a regular mmo and hope it never will be) and yes the vulcan is the first ship suited for this coming as a military variant aswell as expected from an Aegis ship. However the Vulcan isnt quite there yet, I was looking more of a ship buffing the fleet with its ability adding some more flexibility to the battle in a unique way.

Vulcan surely is a step in the right direction, Polaris is a corvette in the normal sense of a "corvette" it has offensive armaments and torp bays and its own hangar abit like a small mix of a jav and an idris, very suited for fleet combat but it does not bring any "support" other then its hangar for its own fighter and med bay for its own crew. The hammerhead is a offensive gunship aimed for bringing aid against smaller fighters, there is no real Repair/Med or shielding ship for combat in this game yet except the vulcan and arguably the cutlass red if it will have a use in a fleet that is.

Therefore I want to see a dedicated combat support ship like the vulcan but larger in size in the future and it needs to extinguish itself from the other ships like crucibel and the endeavor (even though its a research ship it has variants within support). I wouldnt bring a crucibel to a fleet battle as it clearly states its not ment for such, its ment as a repair station controlled by players out in the universe. Its not a fleet support ship like the vulcan and neither is the endeavor really.

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I don't think you want a Crucible size repair ship in a fleet battle (not the way you have to repair in this game). Or for that a dedicated large medical ship. They could be targeted down and hurt your ability to repair and heal your ships and crew after the battle. Hurting your ability to get the fleet combat affected again in a short time. 

If you want a medical ship in fleet combat. You want something Polaris size, with something like a up-armored Argo (Or a number of them). So they can pick up the escape pods and take them back to the main ship. Where you can dock the pobs to the main ship for easy unloading. Then just jettison the escape pod after it empty.

It should be more of a triage ship than a full hospital ship like the Endeavor. One main operation room (to treat the worst of the wounded), some beds and a area to put the walking wounded (until they can be treated later). 

Should have Capital armor and shields. It don't have to be that fast as it not going to be running in and out of the fight. That what the up-armored Argo's are for. Also don't need that much fire power as it should be trying to say out of the fight. Couple turrets should do. 

 

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8 minutes ago, RSLtaken said:

I don't think you want a Crucible size repair ship in a fleet battle (not the way you have to repair in this game). Or for that a dedicated large medical ship. They could be targeted down and hurt your ability to repair and heal your ships and crew after the battle. Hurting your ability to get the fleet combat affected again in a short time. 

If you want a medical ship in fleet combat. You want something Polaris size, with something like a up-armored Argo (Or a number of them). So they can pick up the escape pods and take them back to the main ship. Where you can dock the pobs to the main ship for easy unloading. Then just jettison the escape pod after it empty.

It should be more of a triage ship than a full hospital ship like the Endeavor. One main operation room (to treat the worst of the wounded), some beds and a area to put the walking wounded (until they can be treated later). 

Should have Capital armor and shields. It don't have to be that fast as it not going to be running in and out of the fight. That what the up-armored Argo's are for. Also don't need that much fire power as it should be trying to say out of the fight. Couple turrets should do. 

 

Thats a nice idea indeed! It should have pretty bad armament aswell so its not replacing any other ship already out there in similiar size. we dont know exactly how repair drones works yet but if they got quite a large radius then a drone bay on one of these ships could repair other larger ships while in battle or even use drones for picking up escape pods.

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Nice job creating a ship! After reading your RSI post, I see the unique point is the extended shield which currently thinking runs into the "whats possible vs game play" balance. As in, it sounds good but can it be worked into a good game play mechanic without being over powered in itself.  Depending the size of the shield, I didnt get a understanding of, but if its  a sphere around the ship(s) or just a little larger than the ship would make big difference in this discussion. Honestly if a ship can make a large shield, I would see it as an asset to the fleet but I would say that would be its primary role. 

 So understanding the ship is a "support ship", lets say its primary function is 1. Shield x area  with possibly the ability to rearm/repair/refuel something supportish that wont make it overpowered. The ability to land a ship inside is kinda tilting the balance for me, I love it but I dont think something focusing as a shield should have or much else. As you said it would put much more pressure on the power and shields plus coolers, etc. other parts we might not even account for possibly yet. I would say free up space for more power plants, shields, coolents, etc. and THEN if you have extra space without overloading the ship, add something from support.

 

The design of the ship you currently have I'd keep but change its focus to maybe a smaller pegasus because I love carriers and it looks like it'd be a great carrier and possibly make another design for a shield support ship which again i find very interesting but cant be a all in one. =]

 

 

Related Picture:

Spoiler

gungans-vs-droids-phantom-menace-mabbt9z

 

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As for the shield, i don't think Chris will want a full 360 degree shield around your ship like that. I also see some other down sides to your idea. 

The main one is shield don't stop ballistics. If you have a lightly armored ship and you only have shield. You want to keep moving. I might be wrong about this, but shields don't stop all the damage from missiles and torpedo's. So even with that shield up your still going to be taken a lot of damage if they are using the right weapons.

Also I don't think it a good idea to use the medical ship as a shield to take damage. Or even having it at the front of the fleet at all. Should be at the back or in the middle. 

As for having a ship that can tank damage. I don't see why not. Just don't think it should be the medical ship. 

Something a little bigger than a Hammerhead. With lots of armor to tank the ballistic damage coming in. With two capital power plants, to power that shield. Also lots of coolers to help with all that heat. Should have ballistic weapons on it to help with power (They said this before with the Hurricane) that gives you limited ammo (downside to the ship). Should be on turrets, So it can shoot the ships coming around the shield. Because i don't think the shield should be 360 degrees around the ship. I think it should look more like a solar sail. 

https://www.bing.com/images/search?view=detailV2&ccid=bRFiB89o&id=FBC732B69ECE3B030CB9D71CB8C771D5A7675016&thid=OIP.bRFiB89oZZSE5Nx-plL8-QHaFE&q=Solar+Sail+Spaceship&simid=608043972519398247&selectedIndex=0&adlt=moderate&ajaxhist=0

https://www.bing.com/images/search?view=detailV2&ccid=eO6FGx%2bU&id=E055DCA6BAB3798920EB6A3CA556DF0CA641CCA8&thid=OIP.eO6FGx-UAdFrc7kl9ofV6wHaKX&q=Solar+Sail+&simid=608011717347315513&selectedIndex=182&ajaxhist=0

And the shield is in front of that. The more the sail takes damage the more power you have to put in to keep the shield up. If it takes to much damage if just fails. As you put more power in the more heat you make and the more wear and tear you put on all your parts. Meaning your limited on how long you can and want to keep it up. I think ships should be able to fly in to the sail. And it should do lots of damage to the sail. But it should also do a small amount of damage to their ships and do a lot of EMP damage to their ships parts. 

As you have all that extra power when the ship is not using the sail. You could have a EMP weapon on the front of the ship. Can't use the two at the same time, and you have a long time after using the one before you can use the other. Power needs to build back up or something, or the cooler needs time to remove the heat. 

 

Edited by RSLtaken

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9 hours ago, Foxzer Jaxzon said:

Therefore I want to see a dedicated combat support ship like the vulcan but larger in size in the future

nothing says we can't option an Idris for this function - you can refuel, repair and rearm in one as it stands

7 hours ago, RSLtaken said:

If you want a medical ship in fleet combat.

That's why it is essential to post an Endeavour far  enough away and use cutlass reds to do the ambulance work. get in get out doncha know

7 hours ago, Foxzer Jaxzon said:

It should have pretty bad armament as well

escort fighters can do this. You don't necessarily want a ship who's just armed to the gills - remember, no "I win" ships in SC. Well balanced armor, shields and armaments is the best we can hope for.

 

 

7 hours ago, Foxzer Jaxzon said:

It should be more of a triage ship than a full hospital ship like the Endeavor.

cutlass Red fills this role.

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15 hours ago, SwitchOnTwitch said:

Nice job creating a ship! After reading your RSI post, I see the unique point is the extended shield which currently thinking runs into the "whats possible vs game play" balance. As in, it sounds good but can it be worked into a good game play mechanic without being over powered in itself.  Depending the size of the shield, I didnt get a understanding of, but if its  a sphere around the ship(s) or just a little larger than the ship would make big difference in this discussion. Honestly if a ship can make a large shield, I would see it as an asset to the fleet but I would say that would be its primary role. 

 So understanding the ship is a "support ship", lets say its primary function is 1. Shield x area  with possibly the ability to rearm/repair/refuel something supportish that wont make it overpowered. The ability to land a ship inside is kinda tilting the balance for me, I love it but I dont think something focusing as a shield should have or much else. As you said it would put much more pressure on the power and shields plus coolers, etc. other parts we might not even account for possibly yet. I would say free up space for more power plants, shields, coolents, etc. and THEN if you have extra space without overloading the ship, add something from support.

 

The design of the ship you currently have I'd keep but change its focus to maybe a smaller pegasus because I love carriers and it looks like it'd be a great carrier and possibly make another design for a shield support ship which again i find very interesting but cant be a all in one. =]

 

 

Related Picture:

  Reveal hidden contents

gungans-vs-droids-phantom-menace-mabbt9z

 

Very good feedback and thanks! Alot of ppl have wrote to me about similiar ideas, mainly keeping the shield idea and make it the primary thing, which I can understand to since that alone makes the ship unique, orginially about the shield size it wasnt gonna be much larger then the ship maybe twice as wide or three times the ships current width. that would be just enough to fit a connie hugging against the ships side or a few smaller fighters and a vulcan.

I think you are right, the hangar might be to much and all the support added to the ship, larger ships gets abit crippled though without their hangars as they cant use smaller fighters with them in shorter operations, but that could also balance this ship as it should be a "fleet" ship and not a lonewolf.

Thanks for reading Switch!

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15 hours ago, RSLtaken said:

As for the shield, i don't think Chris will want a full 360 degree shield around your ship like that. I also see some other down sides to your idea. 

The main one is shield don't stop ballistics. If you have a lightly armored ship and you only have shield. You want to keep moving. I might be wrong about this, but shields don't stop all the damage from missiles and torpedo's. So even with that shield up your still going to be taken a lot of damage if they are using the right weapons.

Also I don't think it a good idea to use the medical ship as a shield to take damage. Or even having it at the front of the fleet at all. Should be at the back or in the middle. 

As for having a ship that can tank damage. I don't see why not. Just don't think it should be the medical ship. 

Something a little bigger than a Hammerhead. With lots of armor to tank the ballistic damage coming in. With two capital power plants, to power that shield. Also lots of coolers to help with all that heat. Should have ballistic weapons on it to help with power (They said this before with the Hurricane) that gives you limited ammo (downside to the ship). Should be on turrets, So it can shoot the ships coming around the shield. Because i don't think the shield should be 360 degrees around the ship. I think it should look more like a solar sail. 

https://www.bing.com/images/search?view=detailV2&ccid=bRFiB89o&id=FBC732B69ECE3B030CB9D71CB8C771D5A7675016&thid=OIP.bRFiB89oZZSE5Nx-plL8-QHaFE&q=Solar+Sail+Spaceship&simid=608043972519398247&selectedIndex=0&adlt=moderate&ajaxhist=0

https://www.bing.com/images/search?view=detailV2&ccid=eO6FGx%2bU&id=E055DCA6BAB3798920EB6A3CA556DF0CA641CCA8&thid=OIP.eO6FGx-UAdFrc7kl9ofV6wHaKX&q=Solar+Sail+&simid=608011717347315513&selectedIndex=182&ajaxhist=0

And the shield is in front of that. The more the sail takes damage the more power you have to put in to keep the shield up. If it takes to much damage if just fails. As you put more power in the more heat you make and the more wear and tear you put on all your parts. Meaning your limited on how long you can and want to keep it up. I think ships should be able to fly in to the sail. And it should do lots of damage to the sail. But it should also do a small amount of damage to their ships and do a lot of EMP damage to their ships parts. 

As you have all that extra power when the ship is not using the sail. You could have a EMP weapon on the front of the ship. Can't use the two at the same time, and you have a long time after using the one before you can use the other. Power needs to build back up or something, or the cooler needs time to remove the heat. 

 

Nice video and ty for posting, Frontal shield or one sided shield was also an idea that I had but I just wondered how that could work in SC gameplay, also I dont think the ship should havea  strong hull if it got shields as it has to trade for one of them, hence why they ship would me slim in design cause lack of armour, but that would make it harder to hit from the front once the shield goes down. I still would like the ship to maybe have 1 supportive module on it may it be repair drones or a med bay if that wouldnt wreck balance.

8 hours ago, Gremlich said:

nothing says we can't option an Idris for this function - you can refuel, repair and rearm in one as it stands

That's why it is essential to post an Endeavour far  enough away and use cutlass reds to do the ambulance work. get in get out doncha know

escort fighters can do this. You don't necessarily want a ship who's just armed to the gills - remember, no "I win" ships in SC. Well balanced armor, shields and armaments is the best we can hope for.

 

 

cutlass Red fills this role.

I here what you say but I still think we should have more ships in the support role, might not have to be medical but something adding to the fleet other then weps and such :) 

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      Unicorns may or may not be real - if you have enough mead it doesn't make any difference

      We're a highly active community with members around the world and plenty to do, you're never alone. 
      Always up for doing something, you'll never be bored.
      AESIND provides many services and offers several career paths :
      - Development Division : Exploration/Science/Research
      - Industry Division : Mining/Refining/Salvage/Manufacturing
      - Commerce Division : Business/Finance
      - Logistics Division : Transport/Refuel/Supply
      - Security Division : Fleet Security, Mobile Infantry
      - Intelligence Division : Info Management (storage.processing.transport), [Redacted], ...
      - Support Division : Medical, SAR, Repair
      ------------------
      1. English is our primary language but welcome anyone from around the world
      2. We align ourselves with the laws of the UEE and do not allow piracy 
      3. We are both new player and veteran friendly
      4. We have cookies (maybe)
      Feel free to direct any questions our way or come visit us on Discord - https://discord.gg/BjP8cEq
      If you'd like to join us, simply send in your application here - http://www.guilded.gg/#!AXDRnXZpEp?ref=1ArgxkZ4
      RSI:- https://robertsspaceindustries.com/orgs/AESIND

    • By iG-88
      Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... 
      Here are a few ideas I will start us off with:
      -Planets-
      Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas.
      -Weather-
      Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula!
      -Ships-
      The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all.
      -Weaponry-
      Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge.
      Accessories are nice. But keep away from over-extravagant weapon design.
      -Exploration- 
      Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. 
       
      -Armor & Apparel-
      The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than  simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found.
      -Miscellaneous-
      NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!).
      Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race!
      There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die.
      I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO.
      All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not  be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.



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