I was assuming the start point was wherever you purchase them from, but I suppose that might be inconvenient
Hopefully we can choose a start point for our carrier. 120 jumps to beagle point otherwise. Nice to see solo commanders get a movable base.
I was assuming the start point was wherever you purchase them from, but I suppose that might be inconvenient
I think we should buy them from those large shipyards that make capital ships. Speaking of, how does a FC compare to a CS, size-wise?
I could sell my fleet to purchase a carrier, but there's the dilemma .... I could afford a carrier but have no fleet to sail in itI wish they would enable us to sit on the bridge and admire the view but sadly not it seems. Anyway they will be unreachable for the average players like myself so I guess its not an issue really.
I would think that after purchasing a Fleet Carrier, you get a message saying "You Fleet Carrier has been delivered and you can pick it up in <insert name> System". The system would probably be chosen randomly to avoid dozens of Fleet Carriers in one system.
I would go for the Personal carrier rather than a Squad since I travel mostly alone - All those extra landing pads\storage\etc. would be worthless in this scenario -Carriers should be of 2 sizes, a Personal carrier, and a Squad carrier. - The Squad carrier would be the advertised size and the Personal carrier equipped with 1/2 the landing pads etc. -
Since you can only use 1 ship at a time anyway, a Personal carrier would be more useful than 16 landing pads on a slow self orbiting platform next to the target star or planet.
As for picking one up, I would suggest that the nearest Capital Ship platform to purchase point would be used - You have to travel to that location and land your arrival ship on your Carrier and depart from there to the target star desired. - As a bonus, the Carrier would be fully stocked and fueled to reduce the congestion at the delivery point of the Carrier. -
As for upgrading, those items "could" be transported aboard any Large pad ship with the same size slots needed for that Carrier if empty. - A T9, T10, 'Conda or any vessel with the required EMPTY slot size in any optional or core - hardpoint or utility tier "could" be utilized for transport of the needed upgrade.
Please let it only be Hutton Orbital...
Is the Palin run still a thing? Having a 500ly jump range is going to make it much easier.
Large amount of credits, special fuel needed for jump, does anybody detected a whiff of the "G" word?
This is just pure evil genius , I love it!
OP actually raises an interesting point.
When we buy a new ship we visit the shipyard, pick a ship, the screen goes dark and then we're in our new ship.
Other players see our current ship disappear into the hangar and then, eventually, we reappear in the new ship.
How's that going to work with Fleet Carriers?
They won't fit inside a station so when we buy one we'll might get the screen going dark and then we'll find ourselves aboard the Carrier or, perhaps, after buying one we'll have to go and find it and dock with it manually.
In either case, I wonder what other players in the instance would see?
Will a Carrier just blink into existence after it's purchased or, perhaps, they'll appear at orbital shipyards?
I guess the most plausible solution would be that, after buying one, you just get given a "random" mission-POI where you'll find your shiny new Carrier.
Adam BW discussed it here:There has already been discussion on when would a Fleet Carrier jump? The only existing examples are ships like the Gnosis and they jump on theThursday Tick. Fleet Carriers would need to be more frequent than that in order to avoid the Shipyard block issue.