Affordable Carriers For All - Hammerhead Class

I suspect a large proportion of current carrier owners would downsize... helping to rid system maps of the current carrier clutter -- or FDev could at least make carrier markers an expandable icon instead of dozens of the damned things.
What bugs me most is the "Market Compare" option is now, mostly useless. Odyssey hasn't helped either, with the dozens of surface settlements added, but 100 FCs == 100 options to fish through looking for the target station you want to sell at.

OT, I know, but... ergh.
 
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I regularly use every bit of cargo space I have in my FC, (2K tons of Trit for fuel reserves, and the rest cargo), so I likely would not down grade. However, if I was using it like a mobile garage, I likely would. It would depend on the range in the end.
A smaller non persistent carrier would not be a bad thing I think.

To get many people to change all they would need to do was to reduce the amount of Tritium usage per jump so that a full mini-carrier had more range than the large ones. For me just getting rid of the marker with everything else the same would be a winner. Might need a redesigned concourse though but that depends on what services were available for players to use.
 
Current FCs as individual assets are overpriced anyway, propped up by unbalanced cash cows
again... really easy to get just by trading
contextualised by every other day a thread going up saying "Gee ships are too cheap" (says nobody who doesn't farm these cash cows).
it's 200m to buy a clipper. thats 10 runs in a type 9 if not less. Just running standered cargo runs, no FOTM no broken mechanic that gets patched out. Just your standard trading.

With EDO you can do high intensity combat sites as soon as you get even grade 1 laser pistol and kin carbine. These will let you get a type 9 in about 7-9 sites depending on rng and how efficiently you are at getting the combat bonds.

This means you can go from a sidewinder to a type 9 skipping all the other ships in only a day. So yeah... ships are a bit too cheap if you consider them the game progression. I however would argue that unlocking ships is the early game, engineering is the mid game and late/end game is when the sandbox opens up and you start setting your own goals. Be it PvP, growing a faction, exploration or whatever.
 
For me just getting rid of the marker with everything else the same would be a winner
and considering how Fdev designs things that would be the hardest part of this. It would need to function on a completely different system than the current FCs and would probably need to be built from scratch. Honestly don't think they would be worth the dev time.
 
and considering how Fdev designs things that would be the hardest part of this. It would need to function on a completely different system than the current FCs and would probably need to be built from scratch. Honestly don't think they would be worth the dev time.

That's true, I suspect what we have is all we will get for usable player large ships. (I mean as in capital class, not Panther Clipper, we will get that one day)
 
and considering how Fdev designs things that would be the hardest part of this. It would need to function on a completely different system than the current FCs and would probably need to be built from scratch. Honestly don't think they would be worth the dev time.
It could be easy really- if the mini carrier is just a wardrobe for some things (i.e. no market) it could be instance based and tied to the commander - sort of a halfway house between a ship and an FC. This way systems won't gunge up as thousands could overlap.

The other approach is more radical (and more fun). Since FCs are modular (as seen with the ship kits for them) why not go one step further and have a modular carrier where you can take away / add sections at will? You start with a drive section, one pad and a bridge and go from there. It would scratch base building itches too.
 
It could be easy really- if the mini carrier is just a wardrobe for some things (i.e. no market) it could be instance based and tied to the commander - sort of a halfway house between a ship and an FC. This way systems won't gunge up as thousands could overlap.
yeah, sounds easy, that doesn't make the implementation easy
 
Our aircraft carriers are jump stations.
I agree on a mini aircraft carrier as a real fleet carrier, so it can be like a ship, not take up space in the system, and jump into different instances.
And I in a wing could destroy it along with all the ships being transported.
 
It could be easy really- if the mini carrier is just a wardrobe for some things (i.e. no market) it could be instance based and tied to the commander - sort of a halfway house between a ship and an FC. This way systems won't gunge up as thousands could overlap.

The other approach is more radical (and more fun). Since FCs are modular (as seen with the ship kits for them) why not go one step further and have a modular carrier where you can take away / add sections at will? You start with a drive section, one pad and a bridge and go from there. It would scratch base building itches too.

The problem I see here is the permanent asset versus the instanced asset that only exists when we are logged on, which is what it would be tied to our CMDR account, which would mean it would be a player only asset, not friends sorry. I would be happy with that personally, but many other wouldn't.
 
The problem I see here is the permanent asset versus the instanced asset that only exists when we are logged on, which is what it would be tied to our CMDR account, which would mean it would be a player only asset, not friends sorry. I would be happy with that personally, but many other wouldn't.
Why is that? Because the players' ships behave the same way. An example of working in multicrew.
The most important thing is that it can be destroyed by other players.
 
The problem I see here is the permanent asset versus the instanced asset that only exists when we are logged on, which is what it would be tied to our CMDR account, which would mean it would be a player only asset, not friends sorry. I would be happy with that personally, but many other wouldn't.
If its just a box for ships, and since FCs can't be destroyed (and this has no market) there is no point to keeping it persistent. If it can only store your own ships and its just tied to you, then instancing should be enough- after all its a personal carrier, and not something like an FC.
 
What's wrong with that if you can attack and destroy that little aircraft carrier?
It will eventually bring it into balance in the game.
Nothing wrong with it, but it's not as good as the carrier I've already got, so I'll stick with that one.

In your scheme, what will happen if a mini carrier is attacked while its owner is away in a ship in another system? Does it have any defence at all?
 
I love the idea of carriers, but the multi-billion price tag and ongoing maintenance costs are too much for a casual gamer like myself to support.

I scaled back the idea of a carrier to what I would like to see as bare minimum. One small, one medium and one large landing pad with internal storage for one ship on each. Has outfitting / reload / refuel and that's it. 300 LY jump range, no frills. I see this as a movable player support vessel to enable deep space exploration and mining. Not really for squadrons or multi-player. It's designed for the lone wolf player who just wants to do their own thing. Cheap and cheerful.

The curved area at the bow is bridge, living quarters, etc. center section is for ship bays and storage. Stern is engines and fuel.

Jumped into Blender to create the following concept diagrams. Only textures I added were for the pads. The rest is up to your imagination. If this fails to get into the game, I blame TJ.

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In all logic, the actual Drake-Class Carrier is the middle sized carrier class, reason to call it Fleet Carrier and not Super Carrier or Escort Carrier, so if this idea would make a complement to the carrier classes, we would need Super Carriers as well.

You concept is of the Escort Carrier class.
 
If its just a box for ships, and since FCs can't be destroyed (and this has no market) there is no point to keeping it persistent. If it can only store your own ships and its just tied to you, then instancing should be enough- after all its a personal carrier, and not something like an FC.

Well, it's not.
Apparently FDev does not likes ship in ship setup.
So Carriers are stations. And they are persistent.
So having a small personal carrier does not fit the ship-in-ship setup while having a small normal carrier means the same impact for the infrastructure as a big carrier.

I love the idea of carriers, but the multi-billion price tag and ongoing maintenance costs are too much for a casual gamer like myself to support.

Well, if you cannot support it, then it only means that you dont need it 🤷‍♂️
But a rather basic carrier upkeep is around 11 millions. You can easily make 3 times in a single hour while not not pursuing high credit gain activities.
Or you can do 1 hour at Robigo and get 90 millions and be set for 8 weeks.
1h gaming > 8 weeks of upkeep...
 
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