I had a rather detailed conversation with Friday a while back about this. I would like to see #4 #6 #7.
More specifically
• Increase in its cargo to 100k±20k
• Increased power capacity to 4m (Jump Drive Module Series II only)
• removal of all current weapons
• barge cannot dock
• change the 3 lf2 dock mod slots to lf2/lf3 (and obviously leave the two lf2/lf3)
• allow train+transports to dock to a dock mod when that dock mod is in an lf2/lf3 slot
• fail /jump when total docked cargo capacity >= 2000
• fail /jump when total cargo >= 5000
• change cruise time to 10 seconds
• change impulse speed to 1 m/s
• change cruise speed to 50 m/s
• allow docked ships to buy/sell cargo which would be added/removed to/from the barge's cargo instantly ••••• Perhaps FLHook storage instead of cargo, leaving cargo for fuel and equipment? ••••••••• This would also truly mean two are required, instead of jettison/F1/transport ••••••••• This would also break scanning, then again when you're scanning eleventy billion kg you're bound to have problems.
• give barges full /shop
• add a dedicated barge shield ••••• give the "barge shield" energy use equal to power regen, 10m hitpoints, 100m hitpoints/sec regen ••••••••• this ties in with the 1m/s impulse, since it will basically be immobile when CD'd ••••• "barge shield" when online consumes fuel ••••••••• A way to limit the fuel to less than total cargo capacity will need to be found. ••••••••••••• Perhaps a regenerating value instead of fuel? ••••••••••••• Perhaps a regenerating value in addition to fuel (must have both)? ••••••••••••• Perhaps a max activation time? ••••••••••••• Perhaps reduce powercore regen or shield regen over shield uptime?
• allow barges an FLHook interface to buy fuel items (but not sell) from NPC & player bases without docking.
In short, make the barge a barge.
EDIT: Oh and I forgot - no drifting for barges please