Some thoughts

The update looks good for now, but I would like to share some thoughts with you and know what you think.

1) From the command chair of the Flett it would be nice and logical to be able to interact with the carrier, set a jump and all the rest. There is no point in having to go to one's quarters to do so, as the small screen that moves when seated is purely aesthetic.

2) The 4 monitors at the top in the commander's area should give real information such as: Jump origin point with system information (such as number of bodies or stations) and in the other two the arrival point of the carrier, always with the system information, if it has already been discovered.

3) The seating points of the wing during the jump of the carrier are visually uncomfortable, in front there is that railing that prevents us from seeing clearly in front of us and makes the jump less exciting. It would be nice if that railing were removed and in its place maybe put a glass or a window so as to have maximum visibility.

4) When seated, it is not possible to use the menu wheel. It would be nice to be able to text and respond to wing requests even when seated.

5) It would be interesting if our Flett carrier also generated missions using the main faction of the system as a reference point. Both ground and space missions. In this way, for those who are part of a squadron or support NPC factions, the carrier can be a good hub from this point of view.

These are some points, English is not my language but I hope the concept is clear enough anyway.
Let me know what you think.
o7
 
I don't think carriers should become a source of missions, their effect on BGSers is already more than enough (cashing in vouchers while hostile to the controlling faction etc).

The rest are all good ideas :)
 
I don't think carriers should become a source of missions, their effect on BGSers is already more than enough (cashing in vouchers while hostile to the controlling faction etc).

The rest are all good ideas :)

Have to agree on this - the only way to draw equality would be having the carrier missions have no influence effect, and reward. But I can't see this being a particularly system to apply.
 
Have to agree on this - the only way to draw equality would be having the carrier missions have no influence effect, and reward. But I can't see this being a particularly system to apply.
Or make it possible to destroy or chase away carriers. Running missions with BGS influence out of an indestructible fortress does not make for a level playing field.

:D S
 
Or make it possible to destroy or chase away carriers. Running missions with BGS influence out of an indestructible fortress does not make for a level playing field.

:D S
The carrier could replicate the missions that can be found in the stations.
It could be an idea.

The stations are also indestructible.
 
I don't have a fleet but I guess it's a good idea if not the fact that fleet carriers giving missions are a utopia
Yes, I think it is a remote eventuality, as well as writing to implement it I guess it is not easy.
Fleet Carriers can be used well as hubs, instead of making them into giant stray shipping containers.
 
Some good points. Although there is no need to go anywhere to schedule a carrier jump since the carrier menu is accessible via CMDR's wristwatch (wheel menu).

I would tone down window reflections both on the bridge and in the bar, make them more subtle. They are too low-res and would sometimes obstruct much of the view depending on the lighting conditions of the parking spot.
 
The carriers do need a lot more gameplay going for them. They look beautiful but theres not much to do when inside.
Also would be great if you could view the jump from inside the little office space of the carrier, instead of being forced back into one of the seats outside the office
 
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