Chicken said:
If you wanted another choice for a flyable capship, I'd say a rundown/scrapyard Venture class corvette would be a good idea, the only catch to it is the player would have to spend the money to rebuild it and recruit a crew.
In reallity, we can extend this ...
Like in WCP, you find the old base. I always hated the fact that the base was onusable for you as a player. But, i find that we can use this now to our advantage.
Let me give a example:
Lets say, we find xxx base, a wreck, nothings working, piece of junk nobody wants. Now, let's assume there are the following items in the game: Base Plating I, II, Base Reactor I, II, III, Base Laser I, II ... Let's asume, like a fighter, we are able to rebuild the base, by buying components & transporting them to the base ( + maybe paying somebody for the install work / crewing it ). I think we can reuse part of the ship code to simulated a base & it's defence ( dont know how much is hardwired in the exe ).
Now, let's asume the base has all the components installed. It's fully functional. Now, we can trigger xxxx.py script, that activate's a scenario script's resolving around the base.
The thing is, after this code exist, it can be reused for other ships / or bases or / outpost's found in space. We find a Venture ... we fix here up, vlam, we gain specific missions. If the mission designers want to be real funky, they can place the ship, in a part of space, that has only 2 jump points. After the ship is active, for some reason, the jump point is closed ( the original one ), you are left with the ship & your fighter. The other jump point give's out to a sector with hostile's. The missions now active, are written based on this carrier/corvet, whatever ship is used. Now, we are in a situation that the player is well, playing WCIII, WCIV or whatever. Aka, very focused missions ( a campaine if you want ). End of the campaine, or somewhere else, there is a jump back to the old sector.
I hope people understand what i'm trying to say???