ok so reading trough the descriptions they are actually quite good. kind of sad that i missed them before, at least i know what to search for now.
ok so the Nanthantia class for now needs something to, if i understood it correctly reduce the amount of damage the ships get trough hyperspace storms, possibly also reducing their effect on their speed and to either get surveyment equipement, a better hullmod to reduce the things needed for surveying or maybe instead have a multiplier for the reduction rather than a flat reduction. but the description is quite interesting i will admit.
as a note however, someone's time being compressed by a factor of 3 for 3 seconds means that for the player, that ship goes out of that compression in 1 second of the player's view, though 3 seconds have passed for the target ship
also, it seems to only target one ship, at least from what i have seen in the simulations, even if the ships are so close together that even a frigate would have trouble fittin in between them
the description of the accident gives me an idea though: a different design of the ship, not meant to compress it's time but to compress the actual space. this can be used for some things which I'll just list here, only as ideas
-better armor(due to it being more compact)
-regenerating armor(the armor basically being compressed in it's original form)
-crushing enemy ships(i do not know how that would work or would balance out)
-making your ship heavy without actually adding anything to it, makng it possibly better at ramming(no idea how that could be used, but maybe slow down enemy ships)
-manufacturing better kinetic/ballistic or even any ammo as it is more concentrated/heavier for more damage and/or knockback for the enemy ship(the second would mean that ships cannot get close, which can be good against ships with low range but you also cannot pursue very well). could be balanced out with flux costs/rate of fire
-maybe instead allow to give other ships a damper shield with it's ability, don't know how it would be explained though
hell, assuming that you can make ships lighter, this theoretically allows you to move an entire station if the generator to distort the space is strong enough. not related to the pysical compression based ship but just an idea. maybe combine some ecrivesse class ships for the engines and then the Nanthantia reactor so it can be moving to begin with
as for the automated defense platform deployed by the sandhopper class, that really is an interesting idea i will admit. a sugestion i can give is maybe make hullmods that basically decide what kind of defense platform it will be, from carrier to balistic, or missile. as a side note though the fact that the platform is deployed after some time or near a point means you have little control over where and when it truly deploys. probably useful for a reinforced position but you more often than not also have to assault the enemy ships, so it's usefulness dimnishes because of that. because you cannod decide when it is deployed you can also not deploy it instantly when fleeing to hold up the enemy ships so there it is limited too tbh
reading the description of the ship now however i see that it was designed to do something else, so that is fair
the idea of the docking clamps is really cool. more logistics hull mods also means i can actually have both militarized sub systems for less maintenance by the extra cargo space hull mods and less visibility while also letting me install eficciency overhaul
small note: the algae pod class in the codex has no description. I don't know why it is there to begin with though to be honest
on the note of algae farming, one idea i would have is for the algae farms to reduce the supplies needed rather than produce their own, which would make calculation for how many more are needed easier and not enable a sort of early game supply farming strategy where you just farm algae and then sell it for money in the form of supplies. also as a note it might be better to increase the number of fuel a bit, to maybe 4 fuel per day rather than 1, though this number is based solely on the fact that supplies are consumed slower and also cost 100, compared to the 25 of the fuel. hower on the other hand fuel is consumed when in hyperspace only, though it is then consumed en masse...eh, I don't know what should be done
i do want to add though that the description of algae farm is apparently that of the drone uplink instead, and that it produces supplies and fuel even over the carrying capacity of the ships.
also, there was a hint at a bigger algae ship which apparently is not yet implemented. so, well, I'll wait and see what will happen with that one
else, so far it looks quite interesting in it's description(though some are missing, like that of the freitag corporation itself)
well, i wish you luck in improving this mod sir/miss. I do not think i have any other ideas so far, besides having later some ships be either stolen and adapted by the freitag corporation to fit it's designs or vice versa. but the priority right now is to make the current content fun, so, yeah. I'll wait to see what the future holds with this mod