Ships New missing ships in every category

That would be a huge-ass ship. Way bigger than can fit on a large landing pad or a station's mail slot. If it indeed is a new ship I really have to wonder how it will work in practice.

Hmm... we can see only a small part, and landing gear, engines, or generally it looks huge, but every L pad looks huge in fact.

For an example - you can drive SRV under the rear landing gear of anaconda
 
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crusader to compare

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Gecko would be the best Sidewinder mk2 option.

then we need the lion, puma, cougar - and Panther

my prime desire is the Boa as a upgrade to the Anaconda but id love a seperate Anaconda mk2.
 
Explorer - DBX mk II (similar jumprange, better SCO, handling and landing)

Also add a couple of 5 slots for a 5A fuel scoop & a size 5 guardian FSD booster.
 
Someone from my fellow commanders said interesting observation. Every ship we got last time was very new ship, because of SCO ready. So.... probably we can't get Panthe Clipper in its original form, more like Panther Clipper Mk 2... or Anaconda Mk 2, or Boa Mk 2, or smth like that... but it could be possible Type-11 or Alliance big ship.

I still think about Alliance multirole big ship - with cargo capacity around 1000 T, decent jump and firepower
 
Someone from my fellow commanders said interesting observation. Every ship we got last time was very new ship, because of SCO ready. So.... probably we can't get Panthe Clipper in its original form, more like Panther Clipper Mk 2... or Anaconda Mk 2, or Boa Mk 2, or smth like that... but it could be possible Type-11 or Alliance big ship.

I still think about Alliance multirole big ship - with cargo capacity around 1000 T, decent jump and firepower
1kT cargo isn't nearly enough. Like seriously everyone is so conservative with this. We need 2kt+ at least. 5k tons would be ideal.
 
I think if the Panther Clipper is confirmed as the biggest Truck, we are probably going to need a bigger carrier or similar megaship for personal or group (vanguard) use. I would not be opposed to the Brewer Colonisation ship re-skinned as a carrier with perhap 75,000 total storage.
 
Someone from my fellow commanders said interesting observation. Every ship we got last time was very new ship, because of SCO ready. So.... probably we can't get Panthe Clipper in its original form, more like Panther Clipper Mk 2... or Anaconda Mk 2, or Boa Mk 2, or smth like that... but it could be possible Type-11 or Alliance big ship.
There's a problem Frontier are going to run into here if they're not careful. In common English, "Mk 2" often means an upgraded version of something – something that does the same job but is newer and strictly better. In this universe, that's not what it means. The Python Mk 2 isn't a newer and better Python, it's a completely different ship, and the same's true of the Viper and Cobra Mk IV. If they start saying "Panther-Clipper Mk 2", "Anaconda Mk 2", "Federal Dropship Mk 2", it's going to increase confusion about ships like the Python and Viper.

It'd also feel inconsistent with a very simulationist universe if in a few years we're mostly flying "Mk 2" ships... did the Anaconda in the last 450 years not have any Mk-increasing revisions? It finally becomes Mk 2 when SCO FSD drives come out, but it didn't get a new Mk number when the FSD itself was invented 13 years ago?

I think the only solution is that as we eventually get refreshes of existing ships, they release the new version with the exact same name, and rename the old version with a date. Since the FSD was invented in 3297, say the Anacondas we know and love now consider outdated become "Anaconda (3297)" (and stop being sold), and we just get a refresh of it that's now "Anaconda". It keeps things elegant and realistic while allowing for a universe of NPCs that include some antique ships being flown. They can still use Mk designations for when they want to keep the earlier one around (Cobra Mk III).
 
1kT cargo isn't nearly enough. Like seriously everyone is so conservative with this. We need 2kt+ at least. 5k tons would be ideal.
Well... why do we?

If we need it to cut the colonisation hauling grind, the problem you face is that the same guys releasing new ships for you are the guys balancing the colonisation hauling grind. They want it to take a certain amount of trips. Yeah, they could give you a single incredibly expensive ship type that can haul 5000 tons of cargo... or they could cut the colonisation grind by 80%, and you get the same benefit in a way that doesn't completely distort the ship market. But if they instead don't want to make colonisation vastly easier, they just won't, even if they do give you a 5000t hauler. They can just inflate those gains away by increasing the grind.

If we need it because that's the deserved legacy of the Panther-Clipper, then I don't agree either. Yeah, it carried a lot, but it wasn't even top dog in payload (that was the Grifin), and its payload was only 18% higher than Frontier's version of the Imperial Cutter (the Imperial Explorer). Also, I think sometimes people can get into the habit of looking on wiki.alioth.net, seeing the Panther-Clipper had a payload of 2100t and translating that directly into cargo capacity in this game. It's not comparable, not only because it's a different game with different balance, but because a Panther-Clipper in Frontier didn't carry 2100t cargo. The payload had to include the hyperdrive, after which the cargo was reduced to more like 1200.
 
Well... why do we?

If we need it to cut the colonisation hauling grind, the problem you face is that the same guys releasing new ships for you are the guys balancing the colonisation hauling grind. They want it to take a certain amount of trips. Yeah, they could give you a single incredibly expensive ship type that can haul 5000 tons of cargo... or they could cut the colonisation grind by 80%, and you get the same benefit in a way that doesn't completely distort the ship market. But if they instead don't want to make colonisation vastly easier, they just won't, even if they do give you a 5000t hauler. They can just inflate those gains away by increasing the grind.

If we need it because that's the deserved legacy of the Panther-Clipper, then I don't agree either. Yeah, it carried a lot, but it wasn't even top dog in payload (that was the Grifin), and its payload was only 18% higher than Frontier's version of the Imperial Cutter (the Imperial Explorer). Also, I think sometimes people can get into the habit of looking on wiki.alioth.net, seeing the Panther-Clipper had a payload of 2100t and translating that directly into cargo capacity in this game. It's not comparable, not only because it's a different game with different balance, but because a Panther-Clipper in Frontier didn't carry 2100t cargo. The payload had to include the hyperdrive, after which the cargo was reduced to more like 1200.

Why care what "they" want? We - the Commanders - keep the servers running. I mean this attitude is just...so game devs are infallible or something and we can't give feedback? What if they didn't get it right? Was Power Play 1.0 a great system? No. Finally after YEARS of feedback they listened, and the game is now better for it.

We need a large hauler, yes. Something that holds vastly more would be great for the game, and let's face it - it makes way too much financial sense to NOT do it. The demand for ways to make Colonization less mind-numbing boring are ubiquitous. People would line up to buy ARX!

Other reasons.
1. It would be cool
2. New ships are cool
3. The bigger the ship, the morer coolerer it is
4. Hmmm I think that's about it.
 
Why care what "they" want? We - the Commanders - keep the servers running. I mean this attitude is just...so game devs are infallible or something and we can't give feedback? What if they didn't get it right? Was Power Play 1.0 a great system? No. Finally after YEARS of feedback they listened, and the game is now better for it.

We need a large hauler, yes. Something that holds vastly more would be great for the game, and let's face it - it makes way too much financial sense to NOT do it. The demand for ways to make Colonization less mind-numbing boring are ubiquitous. People would line up to buy ARX!

Other reasons.
1. It would be cool
2. New ships are cool
3. The bigger the ship, the morer coolerer it is
4. Hmmm I think that's about it.

There's actually several things that should be tweaked at the same time of launching the "supposed" Panther heavy hauler (assuming it's along these lines):

The barrier to entry for Sys Colonization should be higher, such that not every player is trying to do it right off the bat. Is this unfair? Well what's the barrier to entry for acquiring a FC? Is saving 5B credits something a new player can do right off the bat, and is that unfair they can't have it right away? No... so raise the sys colonization bar.

Making new claims for Sys Colonization should be dependent on more structures needing to be first built, prior to a new claim being allowed. Currently all that's needed is 25M and another outpost in the vicinity. But requiring more stuff... like a Tier 2 build to occur before a new claim, after the first system, will slow this down despite a new larger ship helping out the building speed. (Actually just say one's first claim is free, but after that requires one Tier 2 point to make another claim, thus requiring building for additional claims.

Tie Sys Colonization to player-owned factions, resulting in joint ownership of system expansion only. This will allow all players to reap the rewards of combined efforts to support their player-faction's expansion and growth into new systems (and fighting for control over existing ones). Raise the rewards from controlled systems so there's a meaningful reward to all the output of the controlled systems. Currently this is a huge miss with the recent faction re-launch. Sys Colonization should be more collborative and encourage team play.

The advent of player-faction feuding replaces the now-pacified alien invasion narrative. It should be "peaceful", but humans being humans, find another way to conflict over something (is war rather than peace really our true natue?)... player faction power play, not NPC's.

And/or allow for NPC hauling.

And/or allow for resources withing one's system to be alloted to builds within that same system. This is similar to how one economy's output will input into another's economy. Just allow for builds to be designated this way so it'll cut down on material transport.

Fully customizeable ships beyond the cutter/corvette class... but less than the current FC. Nothing pre-fab'd... let the players decide the mass and performance based on modules and size... and the shipyard (FC vendor yards) will produce it after a certain amount of days. This will satisify many player's itch for what ships are missing for whatever role from the game, and remove the Dev's as the blockers for spoon feeding us their ship designs. Just give us the mechanism for ship design in the game (chosing mass, modules, hardpoints, body style etc... and having that all translate into a "mini" mega ship design we can order.

Otherwise, it just comes off all just another time-waste for nothing in return other than one's name appearing in the corner of the system map.
 
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