New ship: Panther Clipper

Very big difference between saying "this one ship has 2 slots optimised for specific modules based on its use" as opposed to "here's a whole new layer of additional modules, oh, but we're only doing a couple". Both invite expansion, but one is a clear statement that bigger ships should be on the way that make use of that module class.

I say there would be a pile of suggestions because those suggestions would be right to ask. Perhaps we will see optimised SCBs, however it makes more sense if these are limited around a specific ship that's specific to combat in the same manner as it's less work for FDev balancing how we'll use it.

Although if you're worried about "magic", why is guardian tech ok? Why is engineering ok? Why are double engineered modules ok? Why are engineered guardian modules ok? Why is SCO suddenly ok?

Because whatever your answer is to any of those is, this is just another thing on that pile.

At least with the Panther's cargo racks you could head canon that those specific slots allow a slightly different shape of module in those specific locations of the ship where you can have less empty space between canisters.
I just think it’s a very, very odd and obtuse design decision when multiple other simpler options (including converting one 7 to an 8) would have achieved the same ends with way less coding and therefore reduced time for delivery, liklihood of introducing bugs, “weirdness” in the game universe.

It’s fine - the ship looks cool, I might even get one but it’s just such an odd direction to take.
 
Hi :)

Back on the PC- I do wonder with the pivoting thrusters if agility wise the PC is half okay for its size.

🤔...Definitely going forward or 'Up' off a planet / landing pad I would imagine would be pretty nimble from a standing start, but backwards, downwards (in space) or sideways would depend on other (secondary) thrusters fitted around the hull, as far as I know the 'main' thrusters only pivot through 90 degrees?...so that limits those to thrust within that arc. How 'powerful' the devs make these other secondary manoeuvring thrusters is obviously unknown at the moment, so I would think this would come under the umbrella of 'balancing' the ship in this mechanic. I'm personally hoping that the Panther assisted by some good secondary thrusters can be surprisingly nimble, we'll have to see.;)

🤔...I vote for A, B, C, and D rated (engineered optional) secondary thruster modules* that you can replace the 'E' rated manoeuvring thrusters fitted as standard...Yay! :D

*Obviously a new 'secret' feature specifically designed for use with the Panther Clipper...(which I've inadvertently leaked to the forum...sorry FD. :oops:...:LOL:...joking btw).

Jack :)
 
Last edited:
I just think it’s a very, very odd and obtuse design decision when multiple other simpler options (including converting one 7 to an 8)
… and adding an extra class 6 because with the “optimized” cargo racks you basically get an extra class 7.5 rack/196 tons into the ship at no extra cost (well, the optimized module may be more expensive but once you’re past the new-mid level player phase, credits become rather trivial in the game).
 
Wasn't it Confucius who said:

"If you don't like doing something, just don't do it."

Or was it the Dalai Lama? Anyway, whoever it was, wise words indeed.

To be fair, yes. Why add a new thing when the current thing would seem to work fine? I can only assume that when they've done this that something came up that was some kind of red flag for a silly overpowered build. Either that or they're trying out new ways to create focused builds without limiting functionality in the same way we had with original Saud Kruger ships.

Something is being tried out anyway, because I don't know about everyone else on this forum, but I don't go off and add a whole new deliverable to a deadline driven project because I want to have a bit of a play around with a one off idea that no-one would comment on if it wasn't there.
Possibly all the internal slots etc. had already been defined when someone said "Oh, wait, look at the ranting on the forum; this isn't going to give enough cargo capacity to get us the ARX!"
 
Your original statement was 'in the year 3311 it is unrealistic to have windows in a spaceship'. Using the Realis mood (is) indicates that you are making statement if you intend to make a hypothesis, please flag it as one. Btw: A theory differs from a hypothesis that it needs grounding.
semantics, we are talking about sci-FICTION, it is irrevelant for the main topic here
 
I'm already envisioning it: Special engineering for the Type-8 to make its class-7 internal slot a cargo-specialized one, thus allowing it to equip the class-7 optimized cargo rack.
 
Strange decision about special slots. Maybe there will be combat ships with slots in which DPS will be increased by 2 times.
Or HRPs / MRPs with 50% extra strength, shield generators in a special slot to be 50% stronger, passenger cabins that get a 1.5x boost. FSD Boosters getting a bigger boost.
The door is open for everything getting 'improvement' requests, just because of one strange decision!
 
Fitting optimised cargo racks to other ships would erode the Panther's capacity advantage though.

However, the Beluga could benefit from a similar bonus to passenger cabins.
 
Fitting optimised cargo racks to other ships would erode the Panther's capacity advantage though.

However, the Beluga could benefit from a similar bonus to passenger cabins.
Beluga and its smaller cousins already have special modules: luxury-class cabins not available to any other ships.
 
Beluga and its smaller cousins already have special modules: luxury-class cabins not available to any other ships.

While I'm starting to see more Luxury missions, they're still somewhat rare. But the Beluga's main oddity is that the (currently) largest pilotable ship in ED has a passenger capacity not much better than the medium-sized Corsair.
 
Making every optional module in size 9 sounds like a headache. They certainly couldn't have just done it with cargo bays and fuel ranks, because you know what's going in the suggestion forum every week:

Lazy devs only made 2 c9 modules LoL, game dead.

Can we have a c9 prizzy?

C9 prizzy when?

Where's the c9 prizzy?

FDev are dumb because no c9 prizzy?

Game needs a c9 prizzy.

Why c9 only for cargo and fuel?

C9 prizzy pls.

C9 slots are placeholders. Game is half baked.

More options for c9 modules please...
I want a size 9 fuel scoop... "fuel scoop engaged" (star noticeably dims)...
 
No it doesn’t: same number of slots but two are simply bigger to provide the extra cargo space that is wanted without inventing magical TARDIS modules and without increasing overall slot count, preventing it surpassing other ships for shield / hull capability.
We'll see if that is so.
 
I want a Dredger, in yellow & black livery...
The panther needs this...
1000003573.jpg
 
Last edited:
Back
Top Bottom