General Make Carriers valuable assets for AX-groups, Exploration and the BGS with simple changes

So I have seen loads of complains and salt on the Carrier, much of which is not necessarily justified in my opinion.Yet the overall concerns over Carriers's practicability are very grounded . Most of the "suggestions" about carriers I have seen in the forum are rather visionary and not very practical. They do not take the systems into consideration, which have been set up and envisioned b the developers and the design team.

I have been trying to come up with ideas that work well with the currently planed Carrier-Setup.
I believe there is a lot more versatility that needs to be given to Carriers. This can be done using the customization methods that already exist.

To make Carriers more useful to Explorers, additional "exploration" modules need to be added, such as:
  • a Universal Cartographics module
  • a Jump Assist module to allow for quicker cool-downs or higher jump ranges (maybe for a trade-off)
  • depending on how the Outfitting/Shipyards looks like, Exploration and Utility Shipyards/Outfitting modules
To make Carriers more useful to AX-players
  • some AX-Outfitting modules
And finally the BGS-players:
  • a faction operative module, allowing for an allied faction to be chosen to assist with transactions (combat bonds, X-Data and bounties) that are done at the carrier (otherwise, people would never use the Redemption Module for example) - with these equipped, Carrier owners should be able to select a faction the carrier will support and be guarded by upon moving to that star system (this would also determine who the police belongs to)
The last point does not even have to be a module, it could also be a general function of carriers.
I do not share concerns that Carriers would throw of the BGS balance, as they are available to everyone. Getting one would be far more important for Squadrons (who they were originally intended for anyway). In order to address "money wins" concerns, Squadron-owned and co-financed Carriers should be come a thing in the future as well.

Be welcome to support this idea and give a response. I am also welcome to discuss these additions and to include new ideas that belong into this list/remove those that don't.
 
I do agree with the issue of UC. Even if we can't have the same instant service as stations.... maybe another option?

- Black Box on the FC - a transferable module/cargo you could swap to a ship and transport via ship to a station, whether it's 5000LY or 20k LY away, this way you can safely store your data on the FC, but you still need to get that data back at some point to cash in.

- Maybe UC on the FC but it takes time, sub-space data transfer, like shipping a vessel, further you are means the more time taken before it is received and paid out? Don't die between now and then!
 
this is more like a question rather than a suggestion. but how does the commodity market on the carrier work? i'd love it to work similar to regular commodity markets. like, you can sell commodities on there and get credits (some magic equation for the pricing). lorewise you could have npc transporters which transport the commodities back to the bubble. so, there's sort of a delay between you selling a commodity and actually getting the credits.

this would do a couple of things. it would allow explorers to pay for the upkeep while they're exploring. it would allow anyone to do deep space mining. with a tiny addition of special ores and minerals that can only be found far away from the bubble, you'd have a new sub-profession besides regular mining. you need to have those special stones, because if they weren't there, you'd just continue to mine in borann. there's no reason to mine anything else anywhere else. i don't think it would be hard to do to add new types of mining commodities, but it would actually add a lot to the game.
 
I would like the following changes:
1 - A module for the Universal Cartographics or a way to store them in the carriers and sell them when we are back in the bubble
2 - A cruise speed mode. If the carrier is all lockdown for a long trip the there is only a small cooldown / warm-up of 5 minutes (I take 2 minutes to make 500 Ly in my conda, I can cover 300 ly in one jump with a Neutron boost) and it uses 5 times less fuel
To re-enable the modules takes time so the player can decide if is a good idea to "pack it up" or jump the regular way
3- A passive way to get tritium from ice asteroid belts
Allow us to park the carrier on an asteroid belt and scoop it when we are in the black
4- A bigger tank, allow us to buy a module for extra fuel tank or take the tritim directly from the cargo bay
5- Allow us to program a route for the carrier to follow when we are offline. This will make it viable for long trips of exploration.
 
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