Next ships?

They did say somwhere once that in Season 2 large Trading Ships will come, cant remember where that was tough. And then of course ship launched Fighters, I think thats all we know for sure at this point. But I doubt thats all that will come and suprises are always possible. who expected the Keelback before he was announced? :D

Edit: And yes, other vehicles will come too.

Would be nice but the BGS can't even handle the Cutter so what use would those have? :p
 
Frontier have said that larger trade ships would be next - so the Panther LX is not off the table for Horizons.

They have said passenger ships won't be coming in the immediate future, so the Dolphin passenger vessel and Beluga Liner are on hold.

Ship deployable fighters are being added so the Condor and Hunter (Federal and Imperial Fighters) will make the jump from CQC to the main game.

Frontier have also stated that new ships are not a priority right now and their focus is game content.

So my guess is we may see the Panther or a variant trader and the two fighters and that's it for this year for new ships.

But since every man and his ship's cat has been demanding "more content" the last year, this is what Frontier have been told to do by the player-base.

I would actually just settle for the BGS not being insane, some new class 4 weapons (so that cutter can do exactly what it says on the tin and beat the devil out of stuff as that mythical combat ship it's supposed to be able to be) and a rough stab at weapon re-balancing.

Also the BGS is insane. I know I've mentioned it, but it's pretty insane and desperately needs some help.
 
The Federal Corvette also looked awesome on concept art, but it turned out to be a flying giant shoe... :)

I would also like to see the release of the passenger ships, but there's no point until there is passenger content.

I would like to see an exploration ship that was a step up from the Asp. Something the size / shape of an Imperial Clipper but with a large jump range.

Corvette_newsletter.jpg

I don't know man the concept art for the Corvette is pretty damn close to what we got, I personally love the look of it. Would be delighted though if the ship I'm pumping kajillions of credits into had a better jump range than a D spec sidewinder.
 
Last edited:
I expect the Panther Clipper to arrive soon.

What I would really like to see is at least 3 new ships for the Alliance (plus Alliance ranking system too). That would make the game more balanced.
 
I got a friend who is so looking forward to the Dolphin that he won't play until it's released... That's the right. The Dolphin...
 
I got a friend who is so looking forward to the Dolphin that he won't play until it's released... That's the right. The Dolphin...


Will it have a sound file attached to the running lights, pulled from the old C64 game Space Taxi... "Taxi!" ;)
 
Last edited:
I'd rather FD hold off on adding more ships and instead spend the dev time on fleshing the game out a bit to make the list of current ships more relevant; add more mission variations which need specific types of ships, add passenger missions to give Orca a use etc etc. We have some nice ships, we have nice planets to land on... now give us a reason to want to use them!
 
I would rather have new reasons to use the existing ships rather than new ships.

At this point the last thing the game needs is more ships.
 
I'm curious what the Panther Clipper will be like. The Imperial Cutter, as a pure trading ship (which is what it is), is a massive step up from the Type 9. Will the Panther go even further? Or will it be like the Anaconda, slightly less cargo capacity than the Cutter, but up to 22 LY jump range with a full cargo hold? The profits you can make with a Cutter are simply breathtaking as it is.

Another thing, as many have said, is that a large exploration should would be an excellent addition to the game. Size 6 FSD, 450t mass

6 Power plant
6 Thrusters
6 FSD
5 Environment
5 PD
7 Sensors
32t fuel
6 Compartment
4 Compartment
3 Compartment
3 Compartment
3 Compartment
2 Compartment
1 Compartment
1 Compartment


So max Cargo only 104t - no competition for trading ships, but definitely an interesting upgrade for the Asp without surpassing the Anaconda on jump range (38.48 vs 37.31)
A size 6 FSD also doesn't bleed as much jump range when you add heavy outfittings as a size 5 FSD. (ie if you add a simple medium weapon to the Asp, it loses 0.29 LY, the Anaconda only loses 0.20)

Outfitting such a ship would be remarkably cheap compared to an Anaconda, but significantly above the Asp. power plant +300k, Thrusters +400k, Sensors +400k, FSD +15.5m so that ship would be hull + 20m for full explorer fit with a 6C fuel scoop.

if the ship itself is 20m, that's 40m for an exploration vessel. Or an armed rares runner. with 16t of weapons and a full combat fit, it would still jump 29 LY with a full cargo hold, 32 if you keep the size 6 Fuel scoop.

Another thing this game could really use.

I would rather have new reasons to use the existing ships rather than new ships.

At this point the last thing the game needs is more ships.

Thing is people who make ships are usually different people from the people who make the game.

Would you rather FDev fire the ship designers for now?
 
Last edited:
I'd rather FD hold off on adding more ships and instead spend the dev time on fleshing the game out a bit to make the list of current ships more relevant; add more mission variations which need specific types of ships, add passenger missions to give Orca a use etc etc. We have some nice ships, we have nice planets to land on... now give us a reason to want to use them!

I would rather have new reasons to use the existing ships rather than new ships.

At this point the last thing the game needs is more ships.


How much time do you think it takes to add a ship? I'm not a programmer and so I have no idea. Surely it doesn't take that much development time once the concept has been agreed?

I could well be over simplifying it of course!
 

dxm55

Banned
How much time do you think it takes to add a ship? I'm not a programmer and so I have no idea. Surely it doesn't take that much development time once the concept has been agreed?

I could well be over simplifying it of course!

Adding a new ship into the game is more about modeling the ship, and then filling up it's characteristics, and less about programming it per se.
By now, the game's engine should have tools for adding ships into the game simply by importing the model, aligning it to the world, determining the hitboxes and such, physical placement of the hardpoints, any animations, and then filling up the stats table for its mass, compartments, hull, shields etc etc figures.

More than likely, any delays to inclusion of more ships into the game are a matter of balancing, design decisions, and quality control.
 
Last edited:
How much time do you think it takes to add a ship? I'm not a programmer and so I have no idea. Surely it doesn't take that much development time once the concept has been agreed?

I could well be over simplifying it of course!
I would guess somewhere in the neighborhood of 100-175 hours from concept to textured model.
 
Adding a new ship into the game is more about modeling the ship, and then filling up it's characteristics, and less about programming it per se.
By now, the game's engine should have tools for adding ships into the game simply by importing the model, aligning it to the world, determining the hitboxes and such, physical placement of the hardpoints, any animations, and then filling up the stats table for its mass, compartments, hull, shields etc etc figures.

More than likely, any delays to inclusion of more ships into the game are a matter of balancing, design decisions, and quality control.

I would guess somewhere in the neighborhood of 100-175 hours from concept to textured model.


Yeah this was the kind of ball park figure and addition process I had in my mind. So all in all its not that much of a time drain really.

Although even at that I think the time would be best spent on current issues first.
 
Last edited:
Another thing, as many have said, is that a large exploration should would be an excellent addition to the game. Size 6 FSD, 450t mass

6 Power plant
6 Thrusters
6 FSD
5 Environment
5 PD
7 Sensors
32t fuel
6 Compartment
4 Compartment
3 Compartment
3 Compartment
3 Compartment
2 Compartment
1 Compartment
1 Compartment


So max Cargo only 104t - no competition for trading ships, but definitely an interesting upgrade for the Asp without surpassing the Anaconda on jump range (38.48 vs 37.31)
A size 6 FSD also doesn't bleed as much jump range when you add heavy outfittings as a size 5 FSD. (ie if you add a simple medium weapon to the Asp, it loses 0.29 LY, the Anaconda only loses 0.20)

Outfitting such a ship would be remarkably cheap compared to an Anaconda, but significantly above the Asp. power plant +300k, Thrusters +400k, Sensors +400k, FSD +15.5m so that ship would be hull + 20m for full explorer fit with a 6C fuel scoop.

if the ship itself is 20m, that's 40m for an exploration vessel. Or an armed rares runner. with 16t of weapons and a full combat fit, it would still jump 29 LY with a full cargo hold, 32 if you keep the size 6 Fuel scoop.

I had to change my pants!
 
Before adding some ships, would be nice that they find a usage for some existing ones *cough*Orca*Cough*Keelback*Cough.

I am suspecting there could be new ship with the multi-crew. That could explains why a ship of for 4 players is as strong as a wing of 4. My 0.02 cts.
 
Back
Top Bottom