Deleted member 38366
D
Here's things I really miss on the "sense of ownership" of having built my own Carrier in the Beta :
Carrier Bridge
Sorry, it absolutely needs one. It's a must-have.
After spending in excess of like 7 Billion Credits in the Beta, I literally felt like an Idiot sitting in my Ship. An Idiot who had more-or-less scrolled down most of his Credit Balance for no good reason.
Without standing on a Bridge and looking out of the Window onto all the landing Pads below, I was a mere Passenger - just like any random stranger/visitor.
Suggestion :
Not a huge change to things - but has a massive impact on the experience. You get something for all your money and indeed you're the Commander of that thing now.
Very basic flying / re-orienting the Carrier
A Carrier needs some basic flying controls - if only to re-orient it for a better Screenshot or optimal scenic or navigational positioning (i.e. orient its Landing Pads towards a desired traffic hotspot).
While this seems minimal and redundant, it would go a >long< way to fulfill the "Carrier experience" that's currently 100% lacking.
Obviously, a Carrier wouldn't move fast or really get anywhere it isn't supposed to go in normal space.
But the ability to maneuver IMHO is mandatory - flying the Ship must be an option, if only to re-orient it in space really. That's enough - but important.
Give that a nice Sound FX and a mild rumble... and we have a winner!
Control Mode? Similar to Combat Mode/Analysis Mode in our Ships - one mode is the current Carrier Management UI - the other mode to perform basic flying.
Very slow, very low degrees/per sec agility - should be no issue for docking Ships.
Same Hotkey (Analysis/Combat) - and suddenly you can fly the Carrier a little bit, if only to re-orient/rotate it.
In-System repositioning
In lieu of being able to summon Carrier to precise, present Position of own Ship at a Destination (if valid for Carrier placement), having the ability to make small in-System correction is required to put the Carrier as close as possible to its intended Target Position.
Since flying it in normal space over any distance is out of the Question (no SuperCruise), it would have to take place via a MicroJump within the System.
Consumes a small bit of precious Tritium - but puts the Carrier exactly where it needs to be.
Reason : if i.e. I would want to park it over a profitable Mining Hotspot on a Gas Giant, the last place I'd ever want it to be would be.... on the other side of that Gas Giant.
Those few Ls can make all the difference between "great parking" and "great, now I have to fly 5 Minutes at low speed due to the gravity well to dock".
If multiple Carriers offer their Commodity Markets i.e. to Hotspot Miners (please sell your ores here and there's Limpets for you to buy), the one randomly parked right over the sweet Hotspot would get all the traffic - while the 2nd one unfortunately on the other side of the Gas Giant would basically go empty - although both had been positioned onto the very same Gas Giant.
-> small in-System differences in a competitive environment can make a huge difference in Carrier Traffic... and resulting profits.
Ideally, one would fly the own Ship close to the "perfect spot" and then summon the Carrier to that very spot, if it qualifies for Carrier positioning.
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IMHO those little Details are game-changers to the currently lacking concept of Carrier ownership and the experience that must go along with such a tremendous investment.
The Bridge doesn't need complex modeling, just the Windows to look out and access the Menus from there. Or enter any docked own Ship again.
And the ability to perform very basic flying from a Bridge is required to really fit the Carrier into the Game - which is about owning, outfitting, optimizing and flying a Ship.
The Carrier must be no exception to that rule. It IMHO needs a nice view (Bridge) more than any other existing Ship.
Carrier Bridge
Sorry, it absolutely needs one. It's a must-have.
After spending in excess of like 7 Billion Credits in the Beta, I literally felt like an Idiot sitting in my Ship. An Idiot who had more-or-less scrolled down most of his Credit Balance for no good reason.
Without standing on a Bridge and looking out of the Window onto all the landing Pads below, I was a mere Passenger - just like any random stranger/visitor.
Suggestion :
- after docking, allow to enter Bridge (can recycle "entering SRV" animation), screen goes black for a second and you find yourself looking out out of the window of the Bridge at the back end of the Carrier
- there, a minimal HUD allows to open Menu for Carrier Management as usual, plus the Option to board back any of your docked Ship (Ship selection Menu if multiple are stored)
Not a huge change to things - but has a massive impact on the experience. You get something for all your money and indeed you're the Commander of that thing now.
Very basic flying / re-orienting the Carrier
A Carrier needs some basic flying controls - if only to re-orient it for a better Screenshot or optimal scenic or navigational positioning (i.e. orient its Landing Pads towards a desired traffic hotspot).
While this seems minimal and redundant, it would go a >long< way to fulfill the "Carrier experience" that's currently 100% lacking.
Obviously, a Carrier wouldn't move fast or really get anywhere it isn't supposed to go in normal space.
But the ability to maneuver IMHO is mandatory - flying the Ship must be an option, if only to re-orient it in space really. That's enough - but important.
Give that a nice Sound FX and a mild rumble... and we have a winner!
Control Mode? Similar to Combat Mode/Analysis Mode in our Ships - one mode is the current Carrier Management UI - the other mode to perform basic flying.
Very slow, very low degrees/per sec agility - should be no issue for docking Ships.
Same Hotkey (Analysis/Combat) - and suddenly you can fly the Carrier a little bit, if only to re-orient/rotate it.
In-System repositioning
In lieu of being able to summon Carrier to precise, present Position of own Ship at a Destination (if valid for Carrier placement), having the ability to make small in-System correction is required to put the Carrier as close as possible to its intended Target Position.
Since flying it in normal space over any distance is out of the Question (no SuperCruise), it would have to take place via a MicroJump within the System.
Consumes a small bit of precious Tritium - but puts the Carrier exactly where it needs to be.
Reason : if i.e. I would want to park it over a profitable Mining Hotspot on a Gas Giant, the last place I'd ever want it to be would be.... on the other side of that Gas Giant.
Those few Ls can make all the difference between "great parking" and "great, now I have to fly 5 Minutes at low speed due to the gravity well to dock".
If multiple Carriers offer their Commodity Markets i.e. to Hotspot Miners (please sell your ores here and there's Limpets for you to buy), the one randomly parked right over the sweet Hotspot would get all the traffic - while the 2nd one unfortunately on the other side of the Gas Giant would basically go empty - although both had been positioned onto the very same Gas Giant.
-> small in-System differences in a competitive environment can make a huge difference in Carrier Traffic... and resulting profits.
Ideally, one would fly the own Ship close to the "perfect spot" and then summon the Carrier to that very spot, if it qualifies for Carrier positioning.
----------------
IMHO those little Details are game-changers to the currently lacking concept of Carrier ownership and the experience that must go along with such a tremendous investment.
The Bridge doesn't need complex modeling, just the Windows to look out and access the Menus from there. Or enter any docked own Ship again.
And the ability to perform very basic flying from a Bridge is required to really fit the Carrier into the Game - which is about owning, outfitting, optimizing and flying a Ship.
The Carrier must be no exception to that rule. It IMHO needs a nice view (Bridge) more than any other existing Ship.
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