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.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.
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.
again... really easy to get just by tradingCurrent FCs as individual assets are overpriced anyway, propped up by unbalanced 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.contextualised by every other day a thread going up saying "Gee ships are too cheap" (says nobody who doesn't farm these cash cows).
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.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.
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.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.
yeah, sounds easy, that doesn't make the implementation easyIt 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.
It depends on what hooks need to be used- FCs have markets on them for example- for a small FC with none the data required to 'define' an FC would be much less.yeah, sounds easy, that doesn't make the implementation easy
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.
Why is that? Because the players' ships behave the same way. An example of working in multicrew.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.
Can be destroyed? I'm out.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.
Pick one, because both can't be true.as a casual gamer I got a FC in about 2weeks.
What's wrong with that if you can attack and destroy that little aircraft carrier?Can be destroyed? I'm out.![]()
Because instancing will never allow it to function sanely.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.
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.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.
Nothing wrong with it, but it's not as good as the carrier I've already got, so I'll stick with that one.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.
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.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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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.
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.