New ship: Panther Clipper

An engineered Class 7 FSD on a 2500 ton Cutter jumps 22 LY
Assuming PC has a pre-cargo weight of around 2500, it's going to need a C8 to do anything useful when loaded...

... unless FDev do something like set the Colonisation radius as a minimum (read maximum) standard:
An engineered Class 7 FSD on a 3500 ton Cutter jumps 15.7 LY
Can't imagine it'd be much work to create some class 8 SCO FSDs though. Not compared to the actual ship it's going to sit in since an FSD isn't a physical asset we can see in game.
 
Can't imagine it'd be much work to create some class 8 SCO FSDs though. Not compared to the actual ship it's going to sit in since an FSD isn't a physical asset we can see in game.
I fully expect Class 8 FSD... at 163 Million CR.
There's no contradictory lore to appease, that I know of.

And my estimations are of a far lighter ship than others are hoping for.
If reality is closer to their wishes, c8 will be essential.
 
I am looking forward to the ship as much as the next man, and I will be buying it early access, but lets not kid ourselves, its the Prometheus.......


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Yes, and no. I can certainly see influences (as I pointed out the same too) but the PC2 takes many more cues from older PC concept art and prior game models. The familiarity is (IMO) down to using the films framing and shot construction rather than the ship itself (with the only strong link being how the forward engines are lower than the rear pair in flight).

The nose of the PC2 is spot on for the 'old' PC designs with a primary bridge. While the concept art also uses angles very much like Prometheus landing the actual pose a PC2 strikes (and how the engines / landing gear articulate) is nothing like Prometheus itself and is a tiny bit like the Chieftan family (or at least its rear thrusters on landing:

1746186408103.jpeg


Here is an old concept which has the spilt thrusters where you can see where the designers went from, along with old old in game models where you can see the almost 1:1 front hull influence:

1746185295963.png
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Where I hope the in game model shines too is with ZP greebles and 'design language'. In other concepts you could see this where the Hauler >Adder > (and FdL although not a hauler) lineage was like seeing it scale up, while the (then missing) PC was the final, roided up form:

1746185892381.jpeg
 
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ГYes, and no. I can certainly see influences (as I pointed out the same too) but the PC2 takes many more cues from older PC concept art and prior game models. The familiarity is (IMO) down to using the films framing and shot construction rather than the ship itself (with the only strong link being how the forward engines are lower than the rear pair in flight).

The nose of the PC2 is spot on for the 'old' PC designs with a primary bridge. While the concept art also uses angles very much like Prometheus landing the actual pose a PC2 strikes (and how the engines / landing gear articulate) is nothing like Prometheus itself and is a tiny bit like the Chieftan family (or at least its rear thrusters on landing:

View attachment 428336

Here is an old concept which has the spilt thrusters where you can see where the designers went from, along with old old in game models where you can see the almost 1:1 front hull influence:

View attachment 428333View attachment 428334

Where I hope the in game model shines too is with ZP greebles and 'design language'. In other concepts you could see this where the Hauler >Adder > (and FdL although not a hauler) lineage was like seeing it scale up, while the (then missing) PC was the final, roided up form:

View attachment 428335
Bringing in old ships is cool. Maybe we can wait until they bring in an energy bomb and a battle computer.
 
Well apparently if you bother the devs long enough and persistently enough ........ so, ship interiors please!

Oh, and landing on earth like worlds too.
Extrapolating the FU interview then interiors and thick atmospheres are just another 9 years out :) (nah, I hope and believe that FDev is going to listen to us and believes in our willingness to throw ARX at them when they give us walkable interiiors which include gameplay).
When I look at the botanic and wildlife of Planet Zoo and the water model of Planet Coaster, I would say that it isn't impossible.
 
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