Panther Clipper. 1238 Tons Max Cargo or 1430

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Hi Frontier, Can we get some clear clarification of max tonnage of the panther clipper.
If we are only allowed to have one specialised Class 7 & one specialised Class 8. The max would be 1238.

However Galnet News Digest, who is on your partner program and posted their video first is reporting 1430. with 2 specialised Class 7 & 2 more Class 8 slots.
If Galnet is right, i think that would also limit the shields to Class 6, so that can't be right. can it ?

For me I hope for the later as I don't think this is enough in a Colonisation Universe. We need more if your want our Arx.
<I also don't think 50,000 is enough on a Vanguard Carrier, I will just stick to using 2 normal carriers on 2 accounts.>

Anyway Clarification please ! And also tell Galnet News.
 
Obsidian Ant also said the same higher number as GND, but added a comment (on his own video) that it was the lower number. The partners didn't get a finite number either it seems.
 
I'm coming to realize that ship enigineers in the future seem to all be analy retentive incompetants. A ship more than twice the size of 2 cutter fusalages with only 70% more capacity... like huh is it a reverse tardis design? 10 hardpoints and a clss 7 distro...huh?

Yep if you want our Arx please make it make sense.
 
I'm coming to realize that ship enigineers in the future seem to all be analy retentive incompetants. A ship more than twice the size of 2 cutter fusalages with only 70% more capacity... like huh is it a reverse tardis design? 10 hardpoints and a clss 7 distro...huh?

Yep if you want our Arx please make it make sense.
The Class 7 Distributer and lack of a Class 4 Hardpoint implies that it won't defend itself as well as a Cutter, it's more in Type 9 territory.
 
Yes agreed, I was more commenting on physical size than ship type though. I just don't think a class 7 distro cuts it with 10 hardpoints.
I just picked up on the Distributer comment which made me think I'm more likely to replace my Type 9 rather than my Cutter.

Of course, the SCO drive is going to be the big plus for this ship compared to either of these 2 current big haulers.
 
I just picked up on the Distributer comment which made me think I'm more likely to replace my Type 9 rather than my Cutter.

Of course, the SCO drive is going to be the big plus for this ship compared to either of these 2 current big haulers.
Yes 100%, but I won't be spending Arx on it as it's so underwhelming, if it was well designed I would,but as it is I'll wait till it's available for in game creds.
 
It's possible that the Panther has one restricted and one unrestricted slot for both size 7 and size 8, but the Optimised Cargo Rack might also fit in the Panther's unrestricted slots too.

We've never had a module that only fits in a restricted slot IIRC.
 
It's possible that the Panther has one restricted and one unrestricted slot for both size 7 and size 8, but the Optimised Cargo Rack might also fit in the Panther's unrestricted slots too.

We've never had a module that only fits in a restricted slot IIRC.
Planetary landing suite? Colonization Suite?
 
Were people really expecting well in excess of around 1200? Colour me unsurprised that expectations had no bearing in reality once again...

1200-1400 is double all but the most optimised current fits, and colonisation was never meant to be a "one run and your done" thing. That's just 8 runs for a solo outpost. What next? A titan[1] should go down in a 30 minute session?

[1] when they inevitably come back
 
Were people really expecting well in excess of around 1200? Colour me unsurprised that expectations had no bearing in reality once again...

1200-1400 is double all but the most optimised current fits, and colonisation was never meant to be a "one run and your done" thing. That's just 8 runs for a solo outpost. What next? A titan[1] should go down in a 30 minute session?

[1] when they inevitably come back

The colonization gameplay is too grindy and monotonous, because it lacks alternative options for hauling. The concurrent players on Steam has notably decreased since the Trailblazers beta launch. There are many ideas on the forums for how to make it fun such as: More and Deep Gameplay Loops (Ideas). So it's good to have big haulers with 1200-2000 ton capacity to reduce the dull grind.
 
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A ship more than twice the size of 2 cutter fusalages with only 70% more capacity... like huh is it a reverse tardis design?

Expecting a ship to hold twice as much cargo because it's twice the volume flies in the face of every bit of precedent the game has set for the last eleven years. Cargo capacity has never remotely approached linear scaling with volume in this game. Larger ships have densities on the order of cotton candy or whipped cream...hundreds of thousands of cubic meters for a few thousand tons of gross ship mass.

Your large ships are decorative, form over function, blimps (seriously, some ships in this game are lighter than air...if you poked a hole in them in an Earth-like atmosphere, they'd sink and wouldn't be able to move because they are so huge they hold more mass of air than the strongest thrusters in the game can handle) of mostly empty space and always have been.

Were people really expecting well in excess of around 1200?

People are nuts.

The colonization gameplay is too grindy and monotonous, because it lacks alternative options for hauling. The concurrent players on Steam has notably decreased since the Trailblazers beta launch. There are many ideas on the forums for how to make it fun such as: More and Deep Gameplay Loops (Ideas). So it's good to have big haulers with 1200-2000 ton capacity to reduce the dull grind.

The problem with colonization is not the cargo capacity of the Panther, nor even cargo capacities in general.
 
yeah i wasnt really sure myself what they were saying, at first I thought as Burr said, then Galnet, then I thought, maybe they were only referring to two of the slots as dedicated but all 4 can be used with the new module. Now I don't know what to think.

I really hope they make all the size 7s and 8s able to take the optimized cargo holds, because that would bring the 40-60 runs of the "Big 5" commodities for starport construction come down to 20-30, which is still up there but MUCH more manageable.

2000 tons might be a bit much, if not game breaking. But I'm hoping that they bring it up to 1430.

That one tweak is all I suggest, because the rest is great. I like the look, I like the hard points, I like the idea of turning it into a turret boat, and potentially a multicrew turret boat and give a gunner a true arsenal to work with.

Just the one tweak to the cargoholds for colonization mats.
 
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