Has a Thargoid ever attacked a fleet carrier?

Never taking my FC into Thargoid space in the Pleoades Sector I wouldn't know. I have a Krait Mk II build there to deal with them with friends. If a Thargoid scans your ship and you have Thargoid items in your cargo hold they will attack. Can they scan your FC and find that you are trading in Thargoid items? Then what?

Thargoids over the years attack stations not players if you are not carring Thargoid items. With 'Salvation' coming and everyone is wondering if I move all my ships and stored modules to my FC then if they destroy my home orbiting station I will jump and survive to fight another day. Then later with friends we will protect the bubble.

If you don't have a fleet carrier and the Thargoids attack the bubble than land on one. We will all be together. I don't know where the Frontier Devs are going with this invasion but if a Thargoid can destroy a fleet carrier then they went too far for the thousands of hours that we all played owning one.

If war comes I have 20,725 tons of Trintium on my fleet carrier for FCs to meet and refuel. Anyone planning for Salvation? What do you think?

Regards

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It's a risk, but what with that shade of green and all the pointy bits sticking out they may mistake it for one of their own and leave it be ;-)

More seriously though, far as I know it can't happen (yet?), from the too much time I spend lurking here on the fora I would have expected at least one saline post if that were a thing.
 
That video was Thargoids trying to take you out flying an Allience Chieftain while an FC was nearby. Collateral damage and probably didn't put a dent in it. On the bridge of an FC there is no shield or hull percent just like an orbbiting station. Still with these evil Frontier Devs what are they planning for Holloween?
 
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yes. if you can lure it into a FC instance. for exampel here:


similar rules apply as to stations.
It would be cool if you could summon the carrier in a "Tactical Jump" to fight in your instance. The carrier would behave like the capital ships you see from the empire/feds, it would have X amount of health, which when expired it would jump out.

Having at least some of a working understanding of how the carrier code works, I know that technically this would all be an illusion. Namely, the carrier doesn't actually leave the instance it's actually in, but this is how it could work. You would play the jump animation and the carrier would disappear but the instance slot wouldn't be released. The animation is just a fancy dressed-up way of hiding the carrier from view so it doesn't appear in two places. In your combat instance, you would get what LOOKS like your carrier jumping in, shooting, reacting, etc. Obviously, this would mean that copy is not landable or interactable since it's not really your carrier, just an NPC clone of it. You could have the carrier further sell this by denying docking permissions because they are in "Battle Mode", and the pads are locked down. After the battle is over, and either the owner "recalls" the carrier or its HP expires, whichever happens first, the carrier "jumps" back to its instance. Again in reality the copy would simply exit via the hyperspace animation, and the real carrier would be "unhidden" via playing in the jump in animation. The carrier never really left the instance, so you're not breaking any actual station code.

You put the tactical jump on a long cooldown, say 30 mins or something to cut down on abuse. Calling the carrier for fire support should be an "oh sh**" button, for when you really need backup.
 
I took on a capital ship long ago being niave and never put a dent in it. Hopefully fleet carriers can never be destroyed.
 
If a carrier was orbiting a planet its instance might intersect with a NHSS or AXCZ.
I've seen it happen with normal CZs so it should be possible though not deliberate AFAIK.
 
I don't think they'll wipe any player assets. It'd be a surefire way to discourage playing. Is like the brat next door destroying the sandcastles of other kids. No adult does that.
Honestly, I dont think you'd have to. I think what you could probably get away with is "battle damage" that has to be repaired, you could make it so the carrier needs various mined substances dumped into carrier services by the owner (and their friends) to "repair" various components. If Fdev ever allows carriers to manufacturer stuff, you could refine this system into, you go mine raws, refine the stuff into components and that's what the repair process calls for. But for now you could get away with just asking for raws and it's implied the carrier refines it and makes it into what they need.

And incuring battle damage imo would be subject to the owner using it in combat, not in all situations, so I can understand not wanting it just sitting somewhere minding it's own business and the "brat" as you say, going from instance to instance damaging carriers unchallenged. (If Fdev does insist on this, then I want to be able to set KOS lists for the carriers "station" guns. Not only that, but I want the System Authority Vessels to be changed to Carrier ownership, meaning they would deploy where ever the carrier is regardless of whether it's an inhabited system or not. basically made into a Combat Air Patrol that prioritizes defending the carrier and it's owner.)

But outside of that, if that's not a concession, I would want battle damage to only be incurred when the owner elects to use the carrier in combat and the carrier "copy" is getting shot up, the damage from these engagements are tracked, and applied to the "real" version of the carrier. Obviously to completely disable a carrier would take ALOT of pounding, alot of use.

As far as actual battle damage, like how damaged can a carrier get if taken to the extreme and assuming you don't repair between engagements, but a carrier taken all the way down to 0. The extreme should be:

A) every module can be disabled, meaning the carrier acts like you have no optional services installed. (Obviously the owner's outfitting and shipyard functions would remain to facilitate repairs and switching ships). Visiting Cmdrs would basically see the barebones options on the carrier services screen, They could see a repair "depot" button, that like the tritium depot, brings up a list of material the carrier needs to repair, so visiting Cmdrs can contribute to it. The owner would be able to put in his repair goods via the button on their services menu too. However the owner has additional options, like setting what repair tasks are being done, 1st, 2nd, 3rd, etc. So for example, the owner might want to get the shipyard and outfitting up and running first to enable their friends to be able to quickly switch to mining ships to speed up repairs. Or perhaps get the jump drive working to jump the ship to where a inhabited system is to again, procure repair materials quicker.

B) The FSD get's "damaged" meaning jump range is limited, further damage limits it more until the jumpdrive completely is disabled, meaning no ability to jump, until it is, at least minimally repaired to get working, and further repairs increase the limit until back up to 100%.

C) visible fires on the hull, breached hull panels, the ATC acting "Panicked" when they contact you. (In other words like damaged stations often do.), Onboard for Odyssey players, the crew would be wearing flight suits or Maverick suits, engaging in repairs, welding, fixing, etc. Their conversations bleak or focused only on repairs type dialogue. The lighting would be alert status, the ship would be groaning and you'd hear muffled sounds of back pressure, the occasional explosion. etc.

So this being the worst case scenario, this would of course be likely the most expensive in terms of repair cost, cost in this case being materials NOT credits. Getting to this point needs to be a concerted effort, it shouldn't be one unlucky use of the carrier's combat mode and all of a sudden your carriers broke. To get to this level, we're talking repeated tactical jumps and repeated poundings till HP flatline AND, you're not repairing or having anyone else repair in the meantime. And of course there would be various damage states between the two extremes of 100% and 0%

But even in this dark situation, the carrier will never EVER blow up, you will never lose it and your stuff, and the carrier still works for the owner, the way a base level carrier would, minus a disabled jump drive. And from there the carrier owner and their friends will be able to build the carrier back up with various materials you have stored. (Again, if Fdev ever allows carriers to manufacture things, then you could store the repair materials as commodities to assist in repairs OR put out a buy order of commodities for cmdrs to fulfill.)<- I dont want them to require commodities if they can't be made by the Cmdr because I don't want a carrier to be stuck because they aren't near the bubble or Colonia.

But with due effort and diligence, the carrier can be brought back up to 100 percent, where all modules start working again, jumpdrive is restored to 100%, the hull is repaired and returned to normal, and the crew back in their default state like normal.

And keep in mind if you choose not to use the tactical jump/combat mode, that's fine and you won't have to deal with this. But it would be an option for those who want to use their carrier more "forwardly"
 
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If a carrier was orbiting a planet its instance might intersect with a NHSS or AXCZ.
I've seen it happen with normal CZs so it should be possible though not deliberate AFAIK.
It used to be possible to kite thargoids to carriers/stations (where they would just hang around attacking anything until the instance was reset) but it seems to have been patched out, the thargoids now jump away when they get within 70kms.
 
I have seen them flying in the same instance as my FC in the Thargoid infested Pleiades Sector IR-W d1-58 system on two separate occasions. I believe an NHSS instance intersected with my FC. No shots fired either time.
 
Assuming the forthcoming November narrative IS on foot goids, and the bubble is set afire, it would be a scream if carriers n orbitals were set ablaze. Wrong place wrong time.
But frontier made it clear fcs cannot be destroyed.
But memory is fickle. Things change.
Best we all pull our carriers out to Hawkins gap or something. To be safe hehehehe..
Dunno why lm laughing, my carrier will now most likely be the 1st to go boom!
 
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