Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:
I was thinking about the various forms of role play that have shown up time and again over the years, and how cargo might support them. I came up with these four, each of which I envision requiring 200 cargo (so they cannot be mounted on fighters or bombers) and costing 2 million credits. These would not be trade-able, but would have the same value everywhere. This would also make them a nice prize if you destroy the ship carrying them. These would be located so they are available to all factions.
Research Corps
A Research Corps consists of diagnostic equipment, instruments, and other technical gear that allow technicians to work as a mobile research laboratory. Staffed by qualified researchers from the fields relevant to their research objectives, a Research Corps is able to conduct observations, collect specimens, design and implement experiments, and formulate solutions to any type of scientific problem. Their versatility makes them attractive to corporations and groups that cannot afford full-time, long term scientific staff. They are often deployed via transports or capital ship sized research vessels to investigate remote phenomena.
Reconnaissance Module
Reconnaissance Modules are highly specialized banks of equipment designed specifically for the purpose of both active and passive surveillance, signal interception, transmission decoding, and intrusion detection. They are staffed by qualified technicians who operate the equipment, interpret readouts, and conduct repairs and upgrades as necessary.
Survey Team
Survey Teams consist of specialists from the life, chemical, and physical sciences, along with the equipment necessary to conduct thorough assessments of stellar phenomenon, asteroid belts, nebulae, moons, and planets to determine their origins, resources, and cosmic life cycle. They are often deployed by mining companies searching for new minerals to exploit, but they are also used to evaluate the colonization potential of planetary bodies, explore potential travel routes through uncharted space, or even determine the most efficient means of encroaching on an existing resource extraction operation.
Mobile Medical Unit
Wars, pirates, accidents, and hostile alien life forms make space a dangerous place to travel. Specially qualified medical teams with the expertise, equipment, and proximity to injured crew can easily make all the difference between a fatality and a successful recovery. These mobile facilities and their personnel can be transported on short notice to battle fronts or other distant locales where they are able to stabilize patients for transport to long term care. They are equipped for every threat to human life encountered in space, short of being sucked into a black hole.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.
Given the way you describe it: whilst the idea sounds optimistic I can't help but fear that Roleplayers carrying these items would become targets for PowerPvPers who want to make easy credits. Not saying I don't like the idea, I just have some worries.
I like the idea but most of my research craft only have a few dozen units of open cargo by time I finish outfitting my ship, would you consider making a few of these items occupy only a single unit of space, much like scientists
My fear is similar to what Lyth said. Having them be worth that much is going to invite people to pew for the sake of making a quick buck. Also, as Nemo said, having say a Corvo with a full lineup or equipment like a scanner or cloak doesn't leave a lot of space for the RP equipment.