carrier modules

  1. Raedawn

    New ARX store item, carrier 'Service Art'

    The 'Service Art' would be completely artistic fillers for one or more of the 4 services that can be accessed on foot inside a carrier: genomics, bartender, shipyard and pioneer supplies. The new items would fill these same spots with artistic items to make the ship feel more alive and active...
  2. Tividar

    [Suggestion] Carrier-based Jumpgates

    A Carrier optional service that repurposes one of the landing pads to create one end of a Jumpgate between two Carriers. Like all carrier optional services, installing the Jumpgate module takes up cargo and has an initial installation cost. Maintenance/upkeep costs would be based on how the...
  3. B

    Carrier Modules and Storage

    Welcome to Carrier Ownership Arf. It was Great to see you open the carrier's Module and ship stock and realize it would not be easy to configure on stream........ In my Opinion, Module and Ship Stock, should be handled like the Commodity and Bartender Markets. Carrier Stock Packs ..... They...
  4. C

    Carrier Menü does not Work

    Carrier menu does not work see no panels to select for e.g. goods market only when you go with the arrow keys to the right they open one after the other but you can not select them and you can no longer get out of the menu only after the end of the game
  5. Tividar

    [Suggestion] Fabrications Carrier Module

    The Fabrications module would house equipment necessary for maintaining life support and other necessary equipment. It's in-game purpose would be to convert the upkeep cost of the carrier into demand for Commodities. For simplicity I'd set the list of commodities and the associated demand...
Back
Top Bottom