

This all can be done with the existing outfits, i.e. These ships will come with a bigger hull then (which also results in higher shield values) with a higher mass, thus eventually requiring a larger engine space, and of course, we need a bit more outfit space to keep up with the energy demands. Why? If weapons upscale in size, some people will ask for ships being big enough to hold half a dozen of them, i.e. Those would just be murdered by much smaller and more powerful ships, size and number of lasers be damned. Yes I see what you mean, but since weapons will only upscale in size, and not in in tech level for this ship, there is no reason to keep building bigger and bigger ships until more powerful tech levels are reached by humans. The Eireen data files currently contain only Nosy I-III, while my excel sheet includes also IV-VI Well, 8 turrets in the 3-stage version is not really low, but you will see. That's kind of a next generation freighter series with large capacities but still low combat abilities. Really, take a look at the G1, G2 and may be G3 ships of my Marsian Ancestors plugin (there is an unlock all.txt data file which you can easily adjust) - and also have a look at the Nosy freighter class in the Eireen plugin in the same repo. Having a high rate of shield charging though changes the survivability of your ship a lot. One of the relevant effects of scaling up ships is, that you get more and more usable outfit space which you can use for shield generators.Īnd with the increase of engine size / space - just adjusting to the size of the ships - the player even gets the option to dedicate even more space (in larger scales) to shield generators just by cutting down the engines by 10-20%. with 6 beams) there delivers lots of damage at a high turret size (in the configuratio of april 2016: 160 tons, but subject to change towards 180-200 tons, I think).

My Triple Electron Turret (being a triple version of the electron turret, i.e.
