Fleet Carrier Module Idea

If it existed, I would use a fleet carrier module that allowed a player to pre-select a jump target while docked, and be "shot out" toward the target with the FSD countdown ready to start. Upon exit, you'd be mass-locked, so this module would have to launch you really quickly toward the edge of mass lock range to be worth using it.

To act as a balance on this module, the orientation of your carrier must be such that the system you wish to jump to is within some moderately sized target window. As such, you'd need some control to allow you to re-orient the carrier, which would be accessible within the UI alongside the new module. Ideally re-orienting would be done by selecting a target system, and requesting the carrier re-orient such that it is in the center of the view area.

This would be cool for cases where a popular system is crowded, and you are forced to put your carrier in a nearby system instead. You could at least have a way to streamline jumping into the system you actually care about.
 
Ideally re-orienting would be done by selecting a target system, and requesting the carrier re-orient such that it is in the center of the view area.

Which would take the same time as a jump because it essentially involves altering the master database and propogating it to all players so the docking computer is aware of the new orientation of the Fleet Carrier and doesn't just fly everyone into the back of the Fleet Carrier.

pre-select a jump target while docked

Good news is you can already do that.

Upon exit, you'd be mass-locked, so this module would have to launch you really quickly toward the edge of mass lock range to be worth using it.

Your ship is still limited to it's max speed, you are suggesting a module that can make your ship travel faster than it's actual speed which is a bit of a no no due to exploitative behaviour by CMDRS I would suggest.
 
Sounds like someone has been watching carrier catapult launches. Of course, the difference is, if you try to fly a Super Hornet off a carrier deck Without a catapult launch, it doesn't get flight velocity, so it Needs the catapult.
 
Sounds like someone has been watching carrier catapult launches. Of course, the difference is, if you try to fly a Super Hornet off a carrier deck Without a catapult launch, it doesn't get flight velocity, so it Needs the catapult.
Right yeah, that's more or less the idea here. Some way to just really hurl you fast to the edge of mass lock so your timer kicks in and you are off.
Which would take the same time as a jump because it essentially involves altering the master database and propogating it to all players so the docking computer is aware of the new orientation of the Fleet Carrier and doesn't just fly everyone into the back of the Fleet Carrier.
I think you misunderstand, the carrier would need to be oriented well in advance, directed in the general direction of a system you want to have your carrier facilitate expedited launch to. This is only useful in cases where you are repeatedly going back and forth between your carrier and a nearby system.

Your ship is still limited to it's max speed, you are suggesting a module that can make your ship travel faster than it's actual speed which is a bit of a no no due to exploitative behaviour by CMDRS I would suggest.
Precisely, that's really the whole reason for the carrier module idea in the first place. It would propel you, faster than your engines could, but only a short distance, just enough to get you out of mass lock range of the carrier. I mean, more or less exploiting this is the entire idea, albeit in a very limited way, you can only get that fast shot out toward a system that's within the narrow focus of the module.
 
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