Maybe the slot is on the back side
Giggety giggety!
Maybe the slot is on the back side
^This!
Which is the trend since few years already: just a couple of examples: the FSS as a separate view and not integrated in the HUD, new (copy-paste) ax multicannon, all ship variants rather than brand new ship design (type 10, krait phantom, alliance challenger and crusader).
My frame of reference now is 'whatever is simplest FD will do'. Carriers are single instances to avoid problems.
So close the franchise and develop other games instead. What a lazy and silly reply...The simplest think would have been to do nothing.
So close the franchise and develop other games instead. What a lazy and silly reply...
I can't help, FDEV automatically exposed itself to this kind of speculations and judgements by releasing bits and pieces of information. If they would really care they should revise their communication standards. Than the experience about the quality of many past contents do the rest.I am not the only claiming 'they do the simplest'. The least would be no carriers at all. Then one kind with no variation. Then different kinds but without visual differentiation. And so on.
We know extremely little about it, but one of the very few things we know is that it, factually, clearly is not 'the simplest thing they could do'.
The exploration variant (the ocellus one) is the one I like less. The size suggests it is just a bit smaller than a normal starport (look at the windows!). So here we have 3 problems already:
1) Wrong Scale
2) I don't see how that could attach to the main FC (transformer style?)
3) It suggests that there are at least 30-40 people on board while we all know there is no one... because when you have NPC working for you you have to pay the salaries.
It is embarrassing that it needs to be said, but the support ship is not bigger than the carrier. It is closer to the POV than the carrier, thus appearing bigger
Then why have any visual variation? Wouldn't it be simpler to have one carrier, no support ships and you can just unlock menu options by paying credits? This whole 'various flavours' thing doesn't seem 'the simplest' to me..
No way are we landing on support ships.
Very true- but you need to have something visual, and thats my guess based purely on how its presented to us- otherwise why have a carrier in the background and then a wholly different ship in the foreground?
Am I the only one thinking this is really stupid? If you have to develop different parts for different mission profiles, does it really matter if you design parts for a support ship or parts for a carrier? Can't wrap my head around this.
Well done CMDR!1. You can extrapolate the scale of all the ships. The explorer isnt much bigger than the others. It has a habitat ring for passengers/tourists. It's a luxury liner, basically.
2. See https://forums.frontier.co.uk/threads/any-speculations-on-this-support-ship.520375/post-7967601
3. I imagine all ships have lots of people on board, but it isnt the focus of the game. Their pay is negligable and automatically factored into your current operations. As if the operating costs and profits from owning any vessel are so unbelievably high that the wage of your non-pilot crew would be decimals for the largest ships and the purchase price includes a fund that completely covers it for the forseeable future. An aircraft carrier costs 38 Billion dollars. It has 6000 crew and probably costs around 500 million to staff it for a year. It's 1.3% the cost of the ship. An anaconda is said to only have 40 crew. It's a bit smaller, but also it's a spaceship so lets assume that in elite credits it might cost the same relatively speaking. You could easily head-cannon the cost of crew away by saying it's factored into the purchase price.
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That would be sad... It already broke my virtual heart years ago that all the space installations that were put in the game aren't landable and instead only serve as visual background fluff for farming mats and npcs...
This information may come from different stages of the work. At some point the great idea of customizable carrier modules might have been discussed and we got those nice-looking posters with different modules.think that there is some conflicting information between the post and the video. Above it indicates we will be able to change operations of the ship itself. Meanwhile the video mentions support ships under custom load outs.
My frame of reference now is 'whatever is simplest FD will do'. Carriers are single instances to avoid problems. They are indestructible to avoid open / solo issues (or try to). My guess for customisation is simpler (so in reality the carrier has new menu options with each new support ship).
The only scenario in which this makes sense is if the player is able to swap support ships in and out on the fly, depending on what he wants to play. Kinda like instant ship transfer, but for carriers....