New ship: Panther Clipper

Probably to stop the ridiculous stacking of SCBs when people inevitably do combat builds.
No, because it's already cargo-restricted (or fuel). The efficient cargo rack has no effect on how many shield cell banks you can equip. Gameplay-wise it only affects how many Fuel Tanks you can fit and, I guess, hypothetically, how expensive it is to buy all the cargo racks.
 
No, because it's already cargo-restricted. The efficient cargo rack has no effect on how many shield cell banks you can equip. Gameplay-wise it only affects how many Fuel Tanks you can fit and, I guess, hypothetically, how expensive it is to buy all the cargo racks.
Exactly, so if they put an extra normal class 6 and class 7 slot in there, those could be used for SCBs.

If they put those slots in there which were limited for cargo racks/fuel tanks only, well, you only have to take a look in the suggestions forum to see how often people ask for military slots to be made unrestricted to see how that would go.

The Saud Kruger ships' passenger cabin only module slots were derestricted for that very reason. FDev already have made a design choice not to go down that route any more.
 
Yea, that one was my greatest wish. The oldschool mk1. had a class 8 hyperdrive, it would be very strange if the mk2 didn´t have it.

Now we ended up with a zeppeliner/airship design with 99.9% empty space and silly/awkvard low hullweight just because they couldnt be bothered to implement another hyperdrive module...sigh
Thing is, the size 8 exists in the files, although not as SCO.
 
I'm not playing a futuristic scifi game for "realism" lol. Actually it's frankly quite UNREALISTIC how little the "biggest hauler ever" can carry.
You're not playing a space sim for a feeling of realism? It's pretty impressive how much it can carry imo. Y'all wanting it to more than double what the best haulers can carry are just unrealistic. Also, I really do not want Fdev to be producing ships into arx only early access than are 2x better at something that anything else we have. 1.5x is already a lot and pushing that p2w line.
 
You're not playing a space sim for a feeling of realism? It's pretty impressive how much it can carry imo. Y'all wanting it to more than double what the best haulers can carry are just unrealistic. Also, I really do not want Fdev to be producing ships into arx only early access than are 2x better at something that anything else we have. 1.5x is already a lot and pushing that p2w line.
You aren't speaking "realism" though. You are speaking game balance and selfish personal concerns, which is often two mutually exclusive positions.

In real life when mankind is faced with a sudden engineering challenge - like needing to haul a LOT more goods overnight - we respond. We meet the moment.

So don't preach realism to me. Colonization was a paradigm-shifting sea change in hauling demand. This ship simply doesn't rise meet that. Not nearly enough + 50% = still not enough.
 
Given that mailslot jams with NPCs don't at all depend on the ship you're flying, and that the Cutter is by no means a great realspace maneuvering ship for docking maneuvers, this sounds like you're trying to sour grapes yourself out of the purchase. It's by no means required to want to buy the Panther Clipper, and nobody is going to hold anyone accountable for purchasing or not purchasing (perhaps), but I don't think this kind of "it's going to be a lousy ship, I just know it in my bones" advanced complaining is useful.

If someone told me I could save 800 trips out of 2355, I'd say sign me the heck up.
The cutter has a high top speed that I can use to fast docking an undocking maneuvers when involved with carriers, colony ships and planetary ports. I can save a lot of time by performing a flip and burn to stop above a landing pad in my cutter, so real space maneuvering is a consideration. A laden trade cutter boosts quite fast, and over time that all adds up to time savings, especially in the range of 5000 trips since its double the amount using a FC, real space maneuvering for time saves is also doubled. The vast majority of time spent for FC loading is in real space, a properly positioned carrier in orbit can make a planetary drop in 30 or so seconds, and the return to orbit I have clocked 3 seconds on (not my average of course).

And again, its not a forgone conclusion that I will even be completing that single colony, I might not even be doing this as Nightreign has been a very enjoyable time sink, I've already put in 80 hours, despite having 60 hours of work a week.
 
You aren't speaking "realism" though. You are speaking game balance and selfish personal concerns, which is often two mutually exclusive positions.
They often are but in this instance they are also aligned.
In real life when mankind is faced with a sudden engineering challenge - like needing to haul a LOT more goods overnight - we respond. We meet the moment.
Indeed, and we have in game. Look at the many different communities 100% dedicated to meeting that moment. Organizing loading, offloading, and all at a profit for the people helping along the way.
So don't preach realism to me. Colonization was a paradigm-shifting sea change in hauling demand. This ship simply doesn't rise meet that. Not nearly enough + 50% = still not enough.
It does rise to meet that especially given my previous comment about how the community has organized to meet that paradigm shift already.
 
It is the biggest hauler in the game by a decent margin, SCO enabled and is reasonably armed.

Reasonably armed? Outside of mining I'm not sure what we're supposed to do with 4 small hardpoints. You going to be lining up railguns with this wallowing space beast? lol please!

Who the hell needs a fleet carrier?

You bring up a good point. This ship could have been a viable option for those without a fleet carrier to participate in colonization. What a missed opportunity for FDEV. I mean I'm just complaining but I'm not going to lose sleep, it's FDEV that just missed out on a lot of money. You guys are doing victory laps and dunking on us now, yeah have your fun. Just remember this moment next time you complain that Elite isn't progressing fast enough...
 
You're not playing a space sim for a feeling of realism?
ED is not a sim: Here is its marketing description:

Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions.

Starting with only a small starship and a few credits, players do whatever it takes to earn the skill, knowledge, wealth and power to survive in a futuristic cutthroat galaxy and to stand among the ranks of the iconic Elite. In an age of galactic superpowers and interstellar war, every player’s story influences the unique connected gaming experience and handcrafted evolving narrative. Governments fall, battles are lost and won, and humanity’s frontier is reshaped, all by players’ actions.

No mention of sim anywhere...

It is a semi-arcade sci-fi game with no claim to reality outside of the size of the game world (Mily Way sized)
 
They often are but in this instance they are also aligned.

Indeed, and we have in game. Look at the many different communities 100% dedicated to meeting that moment. Organizing loading, offloading, and all at a profit for the people helping along the way.

It does rise to meet that especially given my previous comment about how the community has organized to meet that paradigm shift already.

I said engineering. I'm talking about ship design and manufacturing. Not people working together to work around an inadequacy.

There's nothing realistic about the Panther Clipper in a universe where Capital ships and fleet carriers already exist. It just doesn't carry enough tonnage for it's large size given that it's supposedly specialized for that task.
 
ED is not a sim: Here is its marketing description:

Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions.

Starting with only a small starship and a few credits, players do whatever it takes to earn the skill, knowledge, wealth and power to survive in a futuristic cutthroat galaxy and to stand among the ranks of the iconic Elite. In an age of galactic superpowers and interstellar war, every player’s story influences the unique connected gaming experience and handcrafted evolving narrative. Governments fall, battles are lost and won, and humanity’s frontier is reshaped, all by players’ actions.


No mention of sim anywhere...

It is a semi-arcade sci-fi game with no claim to reality outside of the size of the game world (Mily Way sized)
You're right, fair enough. It still has traditionally tried to keep to a certain set of logic. The magic cargo racks are already breaking that some (and I suspect that was added later to artificially increase its capacity based on community sentiment, just a hunch) I see no reason to break that logic even more.
 
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