Fleet carriers should have more functional options

I've never crammed 25,000 units of cargo space, and I'd love to have some accessories or options that allow her to jump 1,500 light-years or more at a time, at the cost of carrying less cargo space.
 
That was not the endlessly ignored old idea I was expecting to see based on the title.

Lots of architects have done that cramming and deep explorers might have started out with nearly that much Tritium.

No.
 
My FC always leaves the bubble with a full load of Tritium, and I often sit in a T9 with a full full load of Tritium to refuel after the first round of jumps to clear civilised space, so it's usually 25,000 tons of cargo in the FC plus another 700+ tons in a T9. If having a jump range of 1,500ly means less total overall range it would be a bad exchange, however there are a few star systems that sit outside the 500ly range and inside 1500ly, would be a race to get to those, getting stranded due to lack of Tritium would be downer though!
 
I wholeheartedly agree!!! The Fleet Carrier should be much more configurable. If you're an explorer, you should be able to modify it so that it focuses on that at the expense of other features, ie cargo space, ship carry capacity etc.

If you want to be a warlord, more firepower at the expense of jump range. Space trucker? Cargospace and jump range at the expense of weapons and ship storage. Make it modular. Make it so you can modify the carrier on a sliding scale, so you can specialize, min maxing, or generalize, or sonewhere in between.

Also there needs to be more reasons for pilots to seek out fleet carriers for various transactions.

Make FC owners able to hire engineers that can (given enough $$$ and mats) train to be able to fully engineer including experimentals.

Make crafting modules a thing. These crafted modules have the possibility of being tweaked to increase their base stats by up to 15% before engineering. (You could even use this as a mechanic to get players more involved with Odyssey play, requiring mats only found from Odyssey missions.)
And player crafted modules can be sold on a FC.

Allow players to sell engineering mats from their FC.

Allow FC owners to be able to restock ships with standard or premium ammo. (For a price... Hehehe)

Allow owners of FC's to offer missions to players for whatever they want. Want to overthrow a power? Offer crazy high paying missions to players willing to undermine the target power.

There is just SO MUCH untapped potential with FCs that needs to be addressed.
 
Also, the FC needs to be more combat destructible. With rebuys as normal.
No.

The FC is essentially a station we don’t need to give players the ability to blow up stations.

Besides it is unfair, if you blow up someone’s ship they are there to do something about it* an FC is in all modes so you can pick one where the owner isn’t to attack risk free.

*Unless they are AFK in which case it is their fault.
 
No.

The FC is essentially a station we don’t need to give players the ability to blow up stations.

Besides it is unfair, if you blow up someone’s ship they are there to do something about it* an FC is in all modes so you can pick one where the owner isn’t to attack risk free.

*Unless they are AFK in which case it is their fault.
That's a good point. Hm... I retract my statement. Maybe what I'm actually looking for is capital class ships for player combat. Fleet carriers as they are really are more like a station. Though i do like the idea of mass pvp warfare where an FC is the heart of the army, allowing players to respawn. And the goal is to destroy one sides FC. Thus ending respawns
 
Attackable does not necessarily mean destroyable. Doing a Titanbomb heat-vent attack and forcing it to jump elsewhere is an option. Players online could be given a warning and then telepresence into fighters for defense, players offline... is tricksy. The emergency jump could be into deep space between the stars, or simply into a queue where it doesn't pop out until you log back in. Much like when you aren't on a station when you log out, and come back, and you find yourself just floating in a system. Only different.

it can even be set up so you don't broadcast your carrier to Inara, so anyone hunting for you has to comb through every star within jump range before they can try to attack you again.

As for more functions - yes, but also limit the number of functions. Much like ships have limited number of modules and cargo space, carriers should have limited number of things and cargo space (ships are included in this, so a carrier could have 40 hangars total, that could be 40 for just me, or I could use 15 and let others park in the remaining 25, etc and so on.)

And of course, you can fit more small ships inside a hangar than a large ship, so each hanger of different size takes different tonnage of space.

Deep-space exploration module to let it jump farther than the 500, but that's going to cut into space for other things of course. Industrialized equipment for refining ores and such. Of course bulk cargo hauling is an option.

We can also recycle existing assets - the rescue ships, the stronghold carriers, and so on. Maybe a selection of interior layouts to pick from so everything isn't a copy/paste of each other.
 
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