New ship: Panther Clipper

X3 Manual Page 83:

CARGAN SPACE EXPANSION

Your cargo space is expanded by a certain number of cargo units using subspace compression technology.
This expansion becomes more expensive with each use as the technology used becomes increasingly complex.

Simple explanation ;-)
 
We could just write it off as someone seeing the old cargo rack design that’s possibly centuries old and no one saw much need to change it, but thinking “Well, this could be improved anyway”, and going at it.

Or it’s another one of those mysterious Titan salvage tech improvements that never visibly materialized since the announcement of those wrecks being looked into proper (still waiting for CG Frontier). But given how it was described I don’t think cargo storage solutions would have gotten any benefit from said salvage/research. Maybe this is why Brewer’s colonization ships can magick an entire Orbis starport into existence once the last delivery of commodities is concluded.

Joking aside… after having some time to think the Panther’s cargo capacity isn’t that terrible and would likely still cut colonization haul trips down by about 25-33% (I’ve only done rough headmaths on the subject) with its ~1,230 cargo when stripped to only haul. Or even if you go the extra length of putting in a shield on it and compare it to a similarly set up Cutter/T9 with 728 tons instead of their respective maximum.

Not that I was ever excited or expecting it to have 1,500 tons. I certainly won’t run to any stores for a midnight release purchase.
 
Ultimately, the Panther Clipper seems so far to not change the equation enough for me. I have limited time and as much as I want to complete my colonies, checking the new cargo load in my spreadsheet, it doesn't change the calculus over using the cutter enough for me to enthusiastically buy it. 1238 vs 794 tons of cargo sure sounds nice, but it hasn't actually hit my expected value to buy it off rip.

Sure, it has knocked 800 trips (doubled for FC loading) off of the 2355 trips for me (the expected average for completing one of the colonies is 1.8 million commodities) for a 33% saving in hauling numbers, but its entirely possible that between realspace maneuvering and mailslot jams with NPCs, I may end up equal or lose time, so I'll be waiting on spending arx till after seeing the maneuverability of the ship.

I'm one of the people that had hoped for 2xsize 9 slots that only have cargo modules for them (just look at the ship design, 3/4 of it is a cargo rack!), which they have almost done with the specialized racks, but being solidly sub 1500 its up in the air for me.
 
Why not just up the cargo size rather than some hand wavium idea ? Are we going down the specialised weapons rack route if you put plasma on this ship you get another one ?
We don't get any extra for the military slots with many people wanting to get rid of them , the reserved passenger slots came and gone .
I just don't like the hand wavium spacey wacey oh if you put a 7 cargo in here we give you an extra 64 t and if you put an 8 in you get 128 ? Why not add another 6 and 7 and lock them unless the 7 and 8 are being used as cargo . Makes sense no makey up stuff or "magic" .
But these are justu thoughts . I hold Elite as quite factual in the broadest sense. And it just affects my silly sensibilities.
And I still won't pay for early access noatter whose echo chamber it is 😜
In the post you responded to I was talking about cargo-restricted slots rather than the 'efficient' cargo rack – I talked about the special cargo rack about a page later I think, and agreed that having '8776' restricted makes more sense to me than '87' restricted plus special cargo rack. At first glance the only difference between the two is that the way they've done is less maximum fuel, but that's completely irrelevant.

There is another explanation I thought of, though it might feel a bit tinfoil hat to some. There was a lot of push for higher cargo capacity in this thread. We don't know that they didn't listen. This was something I said on Discord an hour before the release:

[About 1000-1050t capacity] I think that's what I came out with doing some playing about, too. I wouldn't be that surprised if it was more like 1200 though, and they'd shifted it upward in response to community pressure this last month.
And we got a Panther-Clipper which has 192t extra space by an unusual mechanism. Question is, why on earth would they come up with a mechanism like that rather than just add another 7 and another 6? The only reason I can really think of is that it wasn't easy to do, which points a bit to them having planned the Panther out with a ship interior.

Anyway, the idea of an efficient cargo rack isn't spacey wacey hand wavium. Cargo bays absolutely can vary in how space-efficient they are. It's unusual gameplay design, but it's not magic.
 
Sure, it has knocked 800 trips (doubled for FC loading) off of the 2355 trips for me (the expected average for completing one of the colonies is 1.8 million commodities) for a 33% saving in hauling numbers, but its entirely possible that between realspace maneuvering and mailslot jams with NPCs, I may end up equal or lose time, so I'll be waiting on spending arx till after seeing the maneuverability of the ship.
Given that mailslot jams with NPCs don't at all depend on the ship you're flying, and that the Cutter is by no means a great realspace maneuvering ship for docking maneuvers, this sounds like you're trying to sour grapes yourself out of the purchase. It's by no means required to want to buy the Panther Clipper, and nobody is going to hold anyone accountable for purchasing or not purchasing (perhaps), but I don't think this kind of "it's going to be a lousy ship, I just know it in my bones" advanced complaining is useful.

If someone told me I could save 800 trips out of 2355, I'd say sign me the heck up.
 
And that's why I had really hoped for the size 8 FSD to finally show up.
Yea, that one was my greatest wish. The oldschool mk1. had a class 8 hyperdrive, it would be very strange if the mk2 didn´t have it.

Now we ended up with a zeppeliner/airship design with 99.9% empty space and silly/awkvard low hullweight just because they couldnt be bothered to implement another hyperdrive module...sigh
 
Probably to stop the ridiculous stacking of SCBs when people inevitably do combat builds.
No, because it's already cargo-restricted (or fuel). The efficient cargo rack has no effect on how many shield cell banks you can equip. Gameplay-wise it only affects how many Fuel Tanks you can fit and, I guess, hypothetically, how expensive it is to buy all the cargo racks.
 
Yea, that one was my greatest wish. The oldschool mk1. had a class 8 hyperdrive, it would be very strange if the mk2 didn´t have it.

Now we ended up with a zeppeliner/airship design with 99.9% empty space and silly/awkvard low hullweight just because they couldnt be bothered to implement another hyperdrive module...sigh
Thing is, the size 8 exists in the files, although not as SCO.
 
I'm not playing a futuristic scifi game for "realism" lol. Actually it's frankly quite UNREALISTIC how little the "biggest hauler ever" can carry.
You're not playing a space sim for a feeling of realism? It's pretty impressive how much it can carry imo. Y'all wanting it to more than double what the best haulers can carry are just unrealistic. Also, I really do not want Fdev to be producing ships into arx only early access than are 2x better at something that anything else we have. 1.5x is already a lot and pushing that p2w line.
 
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