Hangars: Ship launched fighters are internals...

How shall the SLF hangar be implemented?

  • internal compartment (like cargo bays)

    Votes: 87 50.6%
  • special slot/core slot (like planetary flight controls)

    Votes: 85 49.4%

  • Total voters
    172
  • Poll closed .
Keelback and FGS aren't meant to be good ships with fighter bay. Those ships purpose is to fill role of cheap ship with fighter bay so new players can get to fly/test and have one quit soon. By far the 2 cheapest options if you want to get fighter. Other ships with fighter bays are much more expensive.

Keelback? Sure it's babies first SLF ship I guess, but the FGS is rank locked at Ensign and costs 35 million, 140+ million a-rated with military composite. For that price you can get a much more capable Python.
 
For me I will do it for fun. I will upgrade the crap out of the Keelback, fit a fighter and an SRV and go exploring or mission running. It will only matters to people with credits being thier main motivation.
You can get 44t of cargo in the keelback with both bays included. Not too bad. The Cobra will also have 40 units with the same shield strength and the SRV bay included.

No too bad in my eyes. Price though will be virtually double the Cobra.

Keelback
https://coriolis.io/outfit/keelback/0pataFal3d5s8f40t0t2424030300042d4002v601.Iw18UA==.Aw18UA==
Used the Hull Reinforment for the Fighter Bay.

Cobra
https://coriolis.io/outfit/cobra_mk_iii/0pataFaldd5sdf4272710100302030345v60101.Iw1-kA==.Aw1-kA==

Remove that shield gen from the Cobra and equip a cargo rack. Remove the weapons, replace the 4A PP with a 2C and you get an ever cheaper ship that still has more survivability, through speed and small profile + chaffing than your keelback with a fighter bay and 700hp.

Of course there's nothing wrong about you wanting to play sub-optimally, but don't force your playstyle on others. The keelback being actually useful compared to other ships would, I expect and hope, not hurt your fun, so why not just give it at least something.
 
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It can launch a lot of torpedos and missiles and drones though;)

When multi-crew comes around, Pythons/Conda's won't need Ship-launched fighters :)

yesyes, but i don't really think fighters will be "better" pve compared to using your ship... and definetly not pvp ... maybe they will help against wings of small ships .... on a cutter ... but really ... a maxed out python with class 6 scb(s) and some seekers and some hit-scan weapons should be probably faster in killing those pesky eagles flying backwards or turning FAOFF, then the whole process of deploying a fighter will take ;-)

for me, fighters are for fun. for the same fun i take a sidey or eagle to an haz res.

and from an aspect of fun, the joke of flying a trading ship without cargo makes me smile. keelback carrier ftw!
 
and from an aspect of fun, the joke of flying a trading ship without cargo makes me smile. keelback carrier ftw!

During the beta, I took the Keelback out for a spin and destroyed an enemy ASP with it after an interdiction. I haven't flown her since, but she's got some promise.
 
yesyes, but i don't really think fighters will be "better" pve compared to using your ship... and definetly not pvp ... maybe they will help against wings of small ships .... on a cutter ... but really ... a maxed out python with class 6 scb(s) and some seekers and some hit-scan weapons should be probably faster in killing those pesky eagles flying backwards or turning FAOFF, then the whole process of deploying a fighter will take ;-)

for me, fighters are for fun. for the same fun i take a sidey or eagle to an haz res.

and from an aspect of fun, the joke of flying a trading ship without cargo makes me smile. keelback carrier ftw!

My FGS will be faster with my current setup;)
Packhounds ftw, the fighter however will be a key defense to irritate and hunt down
policecraft wanting to interfere with my looting and robbery.

Sadly, you know, we lack the slots to equip it....
 
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Ahoy lads,
here it is, we have some quotes on how the hangars will be fitted:
46:00
https://www.youtube.com/watch?v=9S6vyhrUNB0&t=2760s

The smaller ships allowing for a hangar to be fitted (Keelback/FGS) really get the stick.
They lack internals to fulfill useful roles if you want to fit the fighter bay,
and still do piracy or exploration.
Also you have to sacrifice internals, that otherwise could be used as defensive options.

As i see it, i'd like the addition of 1x class 3 internal to both smaller craft,
in order to achieve versatility they promise but lack up to date.
On a further notice, other smaller craft with hangars might be introduced.

An alternative would be to award those ships suitable special hangar only slots,
to fit the bay(s), being balanced by adding a huge amount of dead mass to the ship,
impacting the performance.

Here is a link to the FGS discussion:
https://forums.frontier.co.uk/showthread.php/241625-Reiterate-the-Federal-Gunship

What do you guys think?
Are you as medium-craft pilots happy with this decision?

I for sure am not.

I always felt that the Keelback would have a hard time to find a useful implementation for a fighter.
But perhaps the Keelback should be more considered a fun low level entry option for those who do not have big bucks, but would nevertheless like to experience the fighters and perhaps do some racing with them on planets and stuff like that.

I do think that FD should be very careful with requests for adding additional compartments to ships.
 
Can the OP add a poll to this thread?

Fighter outfitting via
-using internals
-via new core slot for all capable ships

This would give us a nice overview from the opinion in the community
 
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Honestly, what really irks me is that the Keelback and Gunship were already balanced with their fighter bay in mind. They are widely considered way weak for their price, mostly due to how sluggish they they are. Don't get me wrong ... I LOVE both of these ships, and the FGS has ridiculous firepower, but neither of these ships can easily stand up to NPC AI now that it got buffed. So the idea that these fighters would require a slot to be taken on already internal starved ships is a bit of a slap to the face.

To put it into context, go ahead and ask a Fer de Lance owner if it's okay for him to lose one of *his* five slots to be combat balanced.
 
Both ships seem to have too little internal space for their size anyway, so in terms of modeling we can probably find some space for a little more internal space.

The Keelback is down roughly the equivalent of a class 4 and a class 3 (so just one class 3 short of a whole extra class 5) compared to the Type 6. So, for example, sticking a new class 4 slot in there shouldn't be too hard.

The gunship is a good deal larger than the dropship, but in terms of total space it only gains a single class 2 slot (while losing a good deal of flexibility due to reduced slot *count*). There very likely is enough room in there for an extra class 5.
 
I don't think adding extra compartments is as simple as some might suggest.If first-person is truly going to be realised - then the internals of the ships need to be fixed. Those compartments need to take up realistic space.Saying "Just add another compartment" to a ship that's been released is not a trivial task if we're going to be walking about in them at some point.
It doesn't take first person to realize that ship volume: internal compartments makes as much sense as shield strength values, hull armor, thruster performance or anything else in the game that is corrected by a magic multiplier. The only module with any internal logic is the FSD. It is as easy as just adding another compartment. We got an FdL powerplant upgrade and the sidey got a internal added, as well as the planetary landing suite added to all ships.
 
Nice! Thank you
I hope this will bring some light into darkness xD

Maybe it wil open the door to a place that isn't a place, door that is also the key;)

I surely hope we see a clear outcome of this,
we have enough options for internals,
and having it as internal would imply being able to fit
it onto non-soecialized ships later on aswell.
 
The medium ships don't have to carry the SLF if they don't want to but if they do it increases their punch quite a bit. But to not make the larger ships use an internal slot for the SLF would be a mistake. They are already very powerful, having to pick and choose the internal slot and give up some utility or armor is a good way to add the SLF to them.
 
Maybe it wil open the door to a place that isn't a place, door that is also the key;)

I surely hope we see a clear outcome of this,
we have enough options for internals,
and having it as internal would imply being able to fit
it onto non-soecialized ships later on aswell.

I have lost already too much internals on my annie as that she make fun anymore.
-At horizons launch i lost one to the srv(s)
-at 2.1 i lost one to the collector limpets for mats
-at 2.1 new AI i lost one to a SCB i'm now forced to carry to survive

If they stay at this course, at the end of season 2 the multipurpose ships doesn't exist anymore because not even the big conda can carry enough stuff to be worth the word "multi"
 
It depends on the ship, the keelback and FGS need a dedicated slot (like the Orca has for cabins) that can only fit that module for it to be an actual boon to those ships. The Corvette, Cutter and Annie not so much.
 
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