Mini Carrier

Make Elite Dangerous more interesting by creating a new ship. A mini carrier. This carrier would be for the commanders use only. It would not offer any services and other commanders would not be able to dock. Give it two medium docking bays. This ship would could be docked in space near the commanders home station or other areas of space, and be capable of at least 75 to100 light year jump without engineering. A commander could fly one of his ships to his mini carrier and have another transferred there and pilot the carrier to other areas of the galaxy.


For example you could transport your mining ship and combat ship around to different areas and go mining or in gauge in combat and have cargo space to store mining minerals. I'm sure you could think of other way for commanders to use a ship like this.
 
Make Elite Dangerous more interesting by creating a new ship. A mini carrier. This carrier would be for the commanders use only. It would not offer any services and other commanders would not be able to dock. Give it two medium docking bays. This ship would could be docked in space near the commanders home station or other areas of space, and be capable of at least 75 to100 light year jump without engineering. A commander could fly one of his ships to his mini carrier and have another transferred there and pilot the carrier to other areas of the galaxy.


For example you could transport your mining ship and combat ship around to different areas and go mining or in gauge in combat and have cargo space to store mining minerals. I'm sure you could think of other way for commanders to use a ship like this.
If it has cargo storage I'll scuttle my carrier and get one of these.
 
Make the Imperial Explorer a mini FC. Give it one or two landing pads, with storage for maybe a total of 4 ships, (keep them mini), and the ability to be manually flown. Even make them non persistent and destructible. They need to be meant to move. Of course, no planetary landing, and no docking with space stations. Though I suppose they could make some stations have external docking arms that facilitate docking.
 
One thing I think carriers should be able to do is planetary landings.
Cruising just above any given location.

While I'm at it. Make carriers engineerable!
Engineered fsd for longer range or quicker jump times
Stealth build so your carrier isn't visible on system map (exploits countered of course)
New skins denoting piracy or smuggler orientated. Or empire skins fed skins etc.
Of course the fees would go up !!
You could go all out and make it destructible thus engineering to counter it like pp life support distributor etc etc.
But that's a huge thing to do...and would require alot of time spent playing hehe..hey@@
Fdev marketeers heads up!!
 
i like the idea of a smaller carrier like ship restricted to just the owner. however, it only needs one docking pad of a given size, since you would never use more than one at a time.

i also think it should not be persistent. it should be destructible. and it should be directly flyable. with weapon and module loadouts offering all new money sinks.

and ideally, it would be nice if they were crafted and not purchased all at once. allowing for uniquely performing variants that no amount of optional modules can replicate.

and they can land... but only on very low gravity planets.

it's a nice thought of something that could be.... if the game allowed community content.. since fdev will never make this
 
In general I quite like the idea of different sizes of carriers, they could have different purchase prices, maybe limited outfitting options for smaller ones & more for larger ones, using the existing functionality for jumps, parking slots & maybe even the same interiors & bridge assets.

I think limiting any carrier to only the owner wouldn't need to be specified because the player can already choose to set docking privileges that way.

Giving a carrier the ability to land on a planet surface (or any extra functionality beyond what carriers can currently do) might be more of a challenge to implement but apart from that, seems fine to me :)

If a carrier had only a couple of landing pads it would make sense for those to be large pads since any size ship can land on a large pad. A carrier with only medium pads could be a cheaper option but not one I would personally want.
 
In general I quite like the idea of different sizes of carriers, they could have different purchase prices, maybe limited outfitting options for smaller ones & more for larger ones, using the existing functionality for jumps, parking slots & maybe even the same interiors & bridge assets.

I think limiting any carrier to only the owner wouldn't need to be specified because the player can already choose to set docking privileges that way.

Giving a carrier the ability to land on a planet surface (or any extra functionality beyond what carriers can currently do) might be more of a challenge to implement but apart from that, seems fine to me :)

If a carrier had only a couple of landing pads it would make sense for those to be large pads since any size ship can land on a large pad. A carrier with only medium pads could be a cheaper option but not one I would personally want.

I personally don't have an issue with a mini carrier that other players can dock at, but no market, pioneer supplies, vista genomics, just the bar, a shipyard only for the owner so other players couldn't park ships there, emergency refueling and repair services only, UC since that's part of the ship interface anyway, and of course the option to tell other players they can't park if I want, and of course cargo space only usable by the owner.

Really a cut down version of what we have, fewer services and less support for squadrons, same jump range, cheaper to run and cheaper to jump since it's smaller it won't use as much Tritium per jump, the ideal exploration carrier.
 
I would rather see Huge Class Ships - Frigate, Destroyer, Cruiser, Battle Cruiser classes. They should have size 9 and 10 modules, docking bay for smaller
ships, but they are still the ships - you can pilot them (but some crew should be requirement) and they are destructible, with rebuy 100 - 300M :)
For some of them (Federal, Imperial Navy) you need highest class navy ranks - Vice Admiral, Admiral/Prince, King - for others you need elite ranks (be it elite I or III, I don't know)
- Elite rank in exploration for huge explorer ship, elite in trading for huge cargo ship, etc.

This would finally give some meaning to high ranks - which are now worthless, and would give some meaning to billions of credits, which are also worthless.
And chance for Frontier to sell much more ARX:)
 
Ok, the exploits: It is left near station or small planet, who can make you sure it will not be ruined by some ****** griefers gang next saturday? or as organized raid against someone? make 2 SLF nearby as NPC pilots on duty? not a thing for a real raid... If it is destructible it WILL be destructed.
 
Ok, the exploits: It is left near station or small planet, who can make you sure it will not be ruined by some ****** griefers gang next saturday? or as organized raid against someone? make 2 SLF nearby as NPC pilots on duty? not a thing for a real raid... If it is destructible it WILL be destructed.
Some crew is required for such ships, to take care when you are outside, be it in station with smaller ship, or at the planet surface. And, we already have this mechanics in the
game - to dismiss ship. When ship is dismissed we don't know where it is, but it's never destroyed, isn't it?
And of course, sometimes it will be destroyed - there must be some risk, it's ok. Huge class could give us big advantages, but at a price! If basic price for, let's say Federal Destroyer, is 500 M, full equipped it should be about 2,5 B (Prismatics class 9 would be about 750 M) - then rebuy is 125 M.
 
They dont seem to approve the matryoshka doll system (ship in ship). Else we would have Anacondas with Sidewinders in the hangar bay.
So this wouldnt work.

Which means the mini-carrier cannot be a non-persistent ship, but a mini-station as our current carriers are.
In which case, why FDev should even bother?

Just ask FDev for upkeep removal (seems to be trendy) and lowering the carrier price 5 times
or
Beg for 10 billions be done with it.
 
I just wrote what I would like for any future DLC. Maybe such a huge class ships have been planned long time ago - why we have class 8 FSD and no ship to use it, why we have
highest class navy ranks and no ships which require them?
I have no problem with FC upkeep, I have a problem where to spend billions :)
 
where did u find FSD 8 class ??? on inara is the FSD class 8 unkown, and on elite dangerous rogue, the same. so there exist no FSD class 8
u need highest rank for fed corvette , und the imp ship. both close to the end of the ranks
 
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where did u find FSD 8 class ??? on inara is the FSD class 8 unkown, and on elite dangerous rogue, the same. so there exist no FSD class 8
u need highest rank for fed corvette , und the imp ship. both close to the end of the ranks
Take a look at Inara - Outfitting - Core Internal - Frame Shift Drive, immediately at the top of the page you'll see class 8, and where you can buy them. Data is 300 or more
days old, so maybe FDev removed it in Odyssey, I don't know. At the end, it's not important.
For Corvette you need Rear Admiral and there are still higher ranks - Vice Admiral and Admiral. And Fleet Admiral, but it's not for us.
For Cutter you need Duke, and there are Prince and King, for nothing.
If we speak about navy, every real navy has this ranks (I mean Federal, not Imperial) but also has ships between Corvette and Fleet Carrier (in reality it's Aircraft Carrier)
- Frigates, Destroyers, Cruisers etc.
 
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