Long range ship other than a carrier

Carriers really make exploration so much better. I did long exploration trips before I had one and got extremely bored. However with a carrier you can explore for a reason - looking for mining hotspots for precious commodities and also for enough tritium to refuel your carrier. This makes it far more compelling than just looking at stuff.

The problem is that the carrier is so expensive that only a small group of super keen players can actually do this. I think therefore that we should have a long range mining type ship that has a jump range of 500Ly or even more, it can carry one ship, and has a modest about of cargo to store your stuff. And it should cost a few hundred mil, rather than billions.
 
Carriers really make exploration so much better. I did long exploration trips before I had one and got extremely bored. However with a carrier you can explore for a reason - looking for mining hotspots for precious commodities and also for enough tritium to refuel your carrier. This makes it far more compelling than just looking at stuff.

The problem is that the carrier is so expensive that only a small group of super keen players can actually do this. I think therefore that we should have a long range mining type ship that has a jump range of 500Ly or even more, it can carry one ship, and has a modest about of cargo to store your stuff. And it should cost a few hundred mil, rather than billions.
But that's literally the entire point of fleet carriers. People pay billions to have the exact functionality that you described. Making a ship that only costs a couple hundred millions for the exact functionality that most bought their carriers for would literally invalidate fleet carriers.

Plus, it's actually not that difficult to obtain a fleet carrier for an experienced player and that is what carriers were supposed to be. It was originally made as the end game toy that long time players can buy to make some aspects of their gameplay more convenient. In addition, no, it's not only a 'small' group of players that has it, according to Inara, there are over 23.7k fleet carriers out there and the numbers are rising very rapidly. From my observation, roughly 1.5k to 2k carriers are added to the list every month.
 
But that's literally the entire point of fleet carriers.
No it isn't. Carriers have shipyards and markets and factoring... those aren't needed by people who just want to go somewhere remote and mine. Carriers are designed to serve as mobile outposts so owners can provide services to other players where none currently exist. A long-range ship with just two pads and a few thousand tons of cargo space is a completely different animal.
 
I do think there is a gap the carriers created. Fleet carriers were meant for squadron play in mind but we all knew wealthy grinders were getting them as personal ships. I think its been suggest before but a light carrier, or call it a cruiser, that can only hold a few ships, a little more agile in its jump restrictions, and some reduced functionality for say, 1.5 Billion or there about, would probably reduce the number of fleet carriers in the world and encourage some longer expeditions into different areas of space.

The mechanics of FCs exists now, maybe its a dev option that can be considered in the future.
 
I do think there is a gap the carriers created. Fleet carriers were meant for squadron play in mind but we all knew wealthy grinders were getting them as personal ships. I think its been suggest before but a light carrier, or call it a cruiser, that can only hold a few ships, a little more agile in its jump restrictions, and some reduced functionality for say, 1.5 Billion or there about, would probably reduce the number of fleet carriers in the world and encourage some longer expeditions into different areas of space.

The mechanics of FCs exists now, maybe its a dev option that can be considered in the future.
Exactly this. I hesitate to buy a carrier because I don't need ALL of it. But there isn't another option. Something smaller and cheaper would be worth working for.

Alternatively, they could add surface bases to the game. I'd be all about staking a claim on some distant planet and ferrying various modules out to build a base. And it wouldn't have to involve building mechanics either. I'd be happy with a menu asking if I was sure I wanted to add a hangar module to my base.
 
In my opinion fleet carriers could be four time as expensive at purchase, but cheaper at upkeep, so you can place them in less frequent regions, without losing them that fast if no one shows up.
 
In my opinion fleet carriers could be four time as expensive at purchase, but cheaper at upkeep, so you can place them in less frequent regions, without losing them that fast if no one shows up.
That's actually not that bad of an idea. Should also reduce the number of carriers a bit.
 
Exactly this. I hesitate to buy a carrier because I don't need ALL of it. But there isn't another option. Something smaller and cheaper would be worth working for.

Alternatively, they could add surface bases to the game. I'd be all about staking a claim on some distant planet and ferrying various modules out to build a base. And it wouldn't have to involve building mechanics either. I'd be happy with a menu asking if I was sure I wanted to add a hangar module to my base.
Then don't install all of them.
As the FC owner, you'll have access to shipyard and outfitting anyway. It's only visiting commanders who won't be able to change modules or buy ships.

My carrier has only re-arm, refuel and repairs available to others.
The SY and outfitting are only for me, as I didn't install those modules.
This costs 9.5m/week in upkeep.

I bought my FC for myself, other occasionally hitch a ride, but that's about it. I don't expect for it to make money, it is nothing buy a money sink.
 
In my opinion fleet carriers could be four time as expensive at purchase, but cheaper at upkeep, so you can place them in less frequent regions, without losing them that fast if no one shows up.

I wouldn't be against it. I just think that some variety in this particular mechanic (FC's) isn't a bad thing. A mining cruiser that can only carry 1 ship, has rearm and repair, a generous cargo hold, short jump range (100ly), and costs like 1B. An explorer cruiser that holds, 2 or 3 ships, rearm and repair, a more conservative cargo hold, a generous jump range (1,000ly), and costs like 1.5B. A trading vessel that can carry or dock 5 ships, has a generous cargo hold, medium jump range (300ly), and costs like 3B and has the trade module and outfitting module. Buy a bunch of stock, setup shop outside the bubble maybe in a popular area.

I am just not a fan of the black and white perspective with FCs. Have it or don't. Think there is more variety the game can offer between an FC and no FC.
 
Then don't install all of them.
As the FC owner, you'll have access to shipyard and outfitting anyway. It's only visiting commanders who won't be able to change modules or buy ships.

My carrier has only re-arm, refuel and repairs available to others.
The SY and outfitting are only for me, as I didn't install those modules.
This costs 9.5m/week in upkeep.

I bought my FC for myself, other occasionally hitch a ride, but that's about it. I don't expect for it to make money, it is nothing buy a money sink.
By "all of it" I wasn't simply referring to the services. I don't need 16 pads or 25,000t of cargo space. I wouldn't have more than 3-4 ships at most. Really only see a need for two to do anything I might need to do out there. So why pay for the extra capacity?

The thing is, nobody is asking for carriers to change. We just want a better option. There will still be plenty of people who want to carry their whole fleet with them. Having a smaller variant won't render the big boy obsolete. In fact, I might still buy one to make money off.
 
I have, for a very long time wanted a "Cruiser" style ship, thats designed for individual players, or a squad that:
- operates off of hydrogen fuel like our normal ships.
-has 6~8 "slots" for ships, where a large ships takes up 3 slots, medium 2, small 1
-Jump range of like 70LY
-moves by command input, not HOTA (roll -5 degrees, pitch 20 degrees, engines 50% power)
-Weapons are turreted only,
-one fixed weapon designed as an anti cruiser ship weapon
-can be dismissed like your ship can when in the SRV
-Provides docking, repair, refuel (From its own reserves), restock and refit
 
I have, for a very long time wanted a "Cruiser" style ship, thats designed for individual players, or a squad that:
- operates off of hydrogen fuel like our normal ships.
-has 6~8 "slots" for ships, where a large ships takes up 3 slots, medium 2, small 1
-Jump range of like 70LY
-moves by command input, not HOTA (roll -5 degrees, pitch 20 degrees, engines 50% power)
-Weapons are turreted only,
-one fixed weapon designed as an anti cruiser ship weapon
-can be dismissed like your ship can when in the SRV
-Provides docking, repair, refuel (From its own reserves), restock and refit


I'll be honest, I sort of discounted this but after I thought about it you hit on something. Instead of having the ability to build a base on a moon which I think has all kinds of technical difficulties, you have a ship that lands on a moon but with base type functionality. Basically a mobile FOB (foward operating base). Certainly makes it so people are not building dozens of permeant bases everywhere to maintain/keep up. Pick up and move. Also opens up flexibility if we are ever going to harvest moon resources one day. Scan a planet, find a hotspot, plop down your ship/base and start some moon harvesting.

Sounds way easier to implement than base building on procedural planets and has the added benefit of being moveable and flexible.
 
It would still need to despawn upon logout i think.

But having a large slow moving, basically cruiser, that you can set down, then from it launch off smaller ships to preform what ever tasks, then land again, or hell even take it into CZ and use it as a massive gun boat, little to no mobility but lots of guns.
 
Then don't install all of them.
As the FC owner, you'll have access to shipyard and outfitting anyway. It's only visiting commanders who won't be able to change modules or buy ships.

My carrier has only re-arm, refuel and repairs available to others.

I have re-arm, re-fuel and repair installed as modules but disabled to save money, I use them much less than once a week so I just activate them when I need them, and my FC is locked down tight, no visitors thank you. I think there is an argument to have a personal Fleet Carrier that is only accessible by the owner with reduced features, no market etc, but I would hesitate to sell it for less than 5b, you want convenience you should have to pay for it, but the maintenance costs would be reduced due to not needing as much crew.
 
I have re-arm, re-fuel and repair installed as modules but disabled to save money, I use them much less than once a week so I just activate them when I need them, and my FC is locked down tight, no visitors thank you. I think there is an argument to have a personal Fleet Carrier that is only accessible by the owner with reduced features, no market etc, but I would hesitate to sell it for less than 5b, you want convenience you should have to pay for it, but the maintenance costs would be reduced due to not needing as much crew.

I do the same. I don't agree that everything should be wildly expensive. If a full blown FC with all modules is 6B and a fully loaded cutter is something like 700 mil, having scaled options in between with limited capability compared to the FC makes sense. Not much different than current multi-role ships in between a Cobra and a Cutter.
 
I might also add that I don't think the "cruisers" idea would need to be persistent in the world like carriers. Maybe a trade ship if that is viable. But a mining or exploration ship can certainly despawn on logout. They don't even need to be able to be docked by other players though it would be a nice option.
 
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