After using Reddit as the initial sounding board for draft feedback, now posting this here.
In terms of Fdev's stated aims to have each new ship serve a niche purpose during the Frontier Unlocked live stream, I think carriers are long overdue being looked at. The UI and QOL needs a serious sanity check, and after over 5 years we still only have one type. The big behemoth cargo hauler with loads of pads that was originally envisaged only as a squadron asset!
After the Panther Clipper, it would be a great time to revisit and revamp the carrier UI, QOL and functionality, add new Arx themes, and offer a new smaller variant to fill the niche for explorers wanting a carrier to head out into the black without the painful tritium fuel issue. The new carrier variant would be exploration-focussed (but could also fill a lot of other niches)...

see https://forums.frontier.co.uk/threads/fleet-carrier-support-ship-why.520210/page-2#post-7965300
Players have been crying out for carrier QOL for years, and this has accelerated by the Trailblazers update and all the commodity hauling QOL issues. These are loooong overdue and are an ever growing list...





Please share with your local Brewer Corp representative - easy to do seeing as they are now everywhere!!!
Thanks for attending this lecture LOL
In terms of Fdev's stated aims to have each new ship serve a niche purpose during the Frontier Unlocked live stream, I think carriers are long overdue being looked at. The UI and QOL needs a serious sanity check, and after over 5 years we still only have one type. The big behemoth cargo hauler with loads of pads that was originally envisaged only as a squadron asset!
After the Panther Clipper, it would be a great time to revisit and revamp the carrier UI, QOL and functionality, add new Arx themes, and offer a new smaller variant to fill the niche for explorers wanting a carrier to head out into the black without the painful tritium fuel issue. The new carrier variant would be exploration-focussed (but could also fill a lot of other niches)...
Suggested Explorer Variant Carrier
- ¼ the size (and cargo carrying capacity) of existing carriers
- Only 1 large, 2 medium and 2 small size pads
- Purchase price, jump and weekly maintenance costs could remain the same - after all earning money is not an issue exploring... ps. I am not suggesting these would be ARX purchasable, but the expanded themes customisability will be and will also be available to existing carriers too.
- Some services will not be able to be added e.g. outfitting? But the bar and Vista Genomics/Sciences should come standard — it's an exploration ship after all
- Command deck and captain's ready room to have a wider panoramic view, perfect for explorers
- Vastly reduced tritium use per jump (e.g. just 10-20t of tritium for a 500ly jump instead of the existing 120t+ for a fully-laden behemoth carrier) — This would mean an hour of good tritium spot mining out in the black could give you up to 10 jumps, not just the one single one currently! Spend a year out in the black circumnavigating the milky way. For five years I've wanted to do that.
- Shorter jump spooling up/cool down (IF POSSIBLE), for example capable of jumping every five or ten minutes
- Max jump distance can stay the same IMO, the galaxy does not need to feel smaller
- Perhaps this carrier type might NOT be visible on the system map at all given that it's not trade focussed (but will be visible in the nav panel) - but also a QOL improvement could be to only make it visible at all IF the owner had set it as to be visible to player types (e.g. not notorious), or squadron, team, or friends - a lot of explorers do not WANT to be seen out there). Note that the old carrier clutter has also been much improved by update 15's grouped lists
- Perhaps these new carriers could re-use some existing assets previously designed as the carrier support ships (one shown below) that ended up not being used when carriers launched. Maybe only minimal rework would be required. Something like this could have an amazing view from the front pod if the command deck was up front.

see https://forums.frontier.co.uk/threads/fleet-carrier-support-ship-why.520210/page-2#post-7965300
General Carrier UI and QOL improvements
LET ME KNOW IN COMMENTS IF I HAVE MISSED ANYPlayers have been crying out for carrier QOL for years, and this has accelerated by the Trailblazers update and all the commodity hauling QOL issues. These are loooong overdue and are an ever growing list...
- System map/nav panel be able to partially filter out fleet carriers, e.g. show all, or show only the ones owned by SELF/FRIENDS/TEAM/SQUADRON/GROUP -- or if it makes it easier to develop, a filter to show only bookmarked ones. That way you could bookmark your own, or team's carrier, and then set to only show bookmarked carriers
- How about carrier owners being able to sell suits and weapons in their store that they have pre-engineered themselves? This would be a very nice service to offer to team mates, upcoming vanguard squadrons, new players, and even as a new career option - become a bespoke suit engineer tinkerer tailor!
- When the carrier turrets fire on enemies only one shot seems to be remotely on target, the next few are fired in random directions toward the hull of the carrier, it's like Stormtroopers are in charge!
- Carrier owners should have the ability to donate Tritium from the carrier cargo hold (rather than need to first transfer it to a ship and THEN donate it!), and this should be able to be remotely… Like what are we paying these people for?
- If the carrier jump selector fails for whatever reason (e.g. because of no free slots in the system) do not entirely kick the player out of the route plotter mode altogether. That completely messes with often considerable time spent scrolling around the galmap looking for the best location to jump to. By not kicking you out completely, you could at least then select the next system over - and not need to start over!
- When a carrier arrives at a new location, have the carrier automatically perform a discovery honk... so that I can see the basics of the system to decide whether or not I should bother to take out a ship to then map any interesting planet prospects. Often I arrive and need to launch a ship, do a honk and then find there are no bodies at all other than the star(s) then return to the carrier. Not cool.
- Optionally allow friends and squadron members permissions to store commodities in some set percentage of the cargo hold if it is available (instead of having to set up to sell them).
- In the Carrier Management area, show a list of players currently docked on the player's carrier (that way could send a friend request to message them, and also have the ability to set carrier noticeboard messages, like "Departing 30 May for Colonia", or "Check out the fully stocked bar for suit materials"
- Commodities list needs a sort order option and sticky filters between sessions. There is currently no rhyme or reason to the sort order. It's frustrating and triggering.
- Have a quick way to set all stock to be sold at X Margin? Having to do it one item at a time is tedious in the extreme when we are dealing with dozens or hundreds of types of stock.
- Also have accelerating "+" and "-" margin setting and transferring buttons, press and hold to speed up the counter when held. Other UI areas already have accelerating buttons. This has become more of an issue during Trailblazers.
- Ability to set sell prices AND buy prices for each item if I want to - like any trader would do in the real world (i.e. I buy low, sell high). At the moment you can only buy OR sell.
- Related to that, have an ability to set a limit for "sell quantity", so we can actually retain some stock. You can place a limit on your buy orders, but you cannot limit the amount of your stock you want to sell, it's all or nothing! Nothing worse than accidentally setting your tritium for sale for a friend and then returning to find you have sold out!
- The following bartender for sale and for purchase numbers highlighted are the wrong way around, the number 160 shown is actually the types of resources I have for sale, and I only have 24 resources I want to purchase. Also note the sales chart does not work at all, it is always a flat line... Instead, the bar sales seem to be amalgamated in the separate carrier cargo commodity trading trend chart.

- When setting a commodity or bar-traded item as for sale or purchase on a carrier, re-use the diamond and triangle marker icons available wherever those items are seen in other places, e.g at a station's bar or commodities menu and when on foot looting via the HUD UI, so you can see at a glance those things that you have a vested interest in looting. It would effectively make items stand out as if on a "shopping list". Also, for players who do not own a carrier, some kind of similar shopping list system would be helpful (e.g. for pinning/marking the needed engineering requirements and now as of 2025 for the Trailblazer Colonisation commodity requirements)

- Have NPCs visiting carriers do a little minor trading too just to make for the feeling of a humming marketplace, not expecting this to generate a passive income, just a trickle of trade for a sense of realism - you have some stock for sale, it would be good to see a one or two units of daily trades for the immersion. This amount of background trickle of trade could be based on the system's traffic/population/status.
- Have separate sticky filters for commodity Buy and Sell screens like this mockup, this will be handy where you want to see a limited list of things you are looking to buy and want to quickly just see the things you have in your cargo hold in your selling screen. Currently having a single filter which applies to both screens makes one or other list annoying or unusable.

- The carrier market management screen has annoying filters that a) are not sticky - they have to be re-selected each time, and b) nonsensical - options selected in the commodities list override any selection of the top four filters - so even if you have say only Imported Goods selected, but all the commodities list options are selected, then you will see ALL those commodities, regardless of whether they are imported or not. So in order to actually show only imported goods, you need to first click Clear Filters and then just select Imported Goods. The commodities list should be secondary, relevant only to whatever is selected from the other filters (i.e. Exported, Imported, In/Out of stock).

- Station Commodity markets also have a "Required by a mission" filter, this should be available on carriers too, AND also work with required commodities for underway Trailblazer colonization constructions.
- The nav panel carrier "Next Jump Destination" is not working properly - due to this passengers out exploring are being left behind… e.g. here when a jump and countdown is definitely underway!

- More Carrier Paint Jobs and internal themes - could be great Arx money spinner $$$ ka-ching!!
- suggest more in comments...
Please share with your local Brewer Corp representative - easy to do seeing as they are now everywhere!!!
Thanks for attending this lecture LOL
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