Because it would reduce the amount of trips you'd have to make, be it for colonisation, CGs or BGS.I dont see how it can be OP.
Probably very accurate assessment of its principle use.The Clipper is just a skin for a quality of life utility. I would imagine that the most likely use for this type of ship is to move cargo from a station to a Carrier, then from a Carrier to to a construction site.
It isn't open to everyone whilst it is locked behind Early Access for Arx, and not everone, for whatever reason, will spend Arx bought for cash on a ship etc.How is that overpowering anyone else's game if the option is open to everyone?
I'm sorry I dont understand that point.If it had been anywhere near 2K payload the P2W brigade would have been in meltdown, this is a sensible ship.
O7
ExactlyI'm sorry I dont understand that point.
The ship will be available for everyone to use if they wish. Its only cargo, Its not some unstoppable gank friendly combat ship.
I think it all looks lovely. I reckon what would really keep the smile on peoples faces though would be on panther launch on the 22nd to be accompanied by patch to let architects decommission existing outposts/installations etc in their built systems and replace with a different choice now that more information about station builds is available vs. beginning of trailblazersSometimes it feels like the only thing that would please some of you would be an instant transfer of 50k cargo between a Trailblazer and your construction site.
But then we'd have complaints there is no gameplay involved.
I swear FDEV can't win here. Like ever.
Greetings Commanders
On this week's Frontier Unlocked we shared an in depth look at the Panther Clipper MK II, which launches into ARX Early Access on 22nd July. If you missed the show, you can catch up below to see the Panther take flight for the first time!
Below we have added three example builds to whet your appetite when it comes to outfitting this legendary ship - we can't wait to see what builds you come up with for yourselves!
Build 1 - Optimised For Cargo
This build maximises your storage space, perfect for the safer trade routes or colonisation efforts, or for when you absolutely have to transport as much cargo as possible.
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Build 2 - Long-range Comfort
Sacrifice some storage space for comforts such as shields, a fuel scoop and an advanced docking computer to make your long-range cargo running more comfortable.
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Build 3 - Striking A Balance
Looking for more of a balance? This build has everything you could deem as essentials for hauling, without sacrificing too much storage space.
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o7
Its not a bad Idea actually but to add some gameplay why not add a kinda Deliveroo screen to the Fleet Carrier UI? Just place the orders online and have NPC's deliver it over night to the carrier.Sometimes it feels like the only thing that would please some of you would be an instant transfer of 50k cargo between a Trailblazer and your construction site.
But then we'd have complaints there is no gameplay involved.
I swear FDEV can't win here. Like ever.
I 'think' a class 6 even as a prismatic will not give that much shields, so for an open build you'll need a class 7 propably.cool though I hope your build examples with size 7 shields doesn't mean a class 6 prismatic will not fit ?!!!
I think the material grind is fair, building a station should need a lot of components.Doing a little math using coriolis.io with a pre-engineered SCO w/ mass manager with a T10 (which also has 1200 tons mass) and you come up with less than 34 ly max range and less than 17 ly range fully loaded. This does not account for the size 7 fuel tank or size 5 sensors. I'm actually okay with this for a max lvl hauler, but FDev does need to reduce the absolutely brainless grind for colonization. There are any number of ways to time-gate the colonial expansion and FDev took the least creative and most painful way to do so.
I wouldn't mind a "hiring" mission type for NPC haulers, gotta spend those credits on something these days.I think the material grind is fair, building a station should need a lot of components.
though I think it should be lessened by having NPCs deliver components slowly over time, doing it that way would make the game feel more alive IMO
A class 6 shield will still fit on a Panther Clipper, as it covers up to 1,350 tons of hull mass, and the Panther Clipper has 1,200 tons of hull mass. Engineering and/or use of a prismatic shield plus engineered shield boosters should give it plenty of survivabiliy outside of PvP if the goal is to deliver cargo safely.I 'think' a class 6 even as a prismatic will not give that much shields, so for an open build you'll need a class 7 propably.
For non-open, might as well run shieldless for max cargo.
I don't think the advantage of the Cutter over the Type 9 is that large. Sure the Cutter does boost harder but I think the drift reduces that advantage a bit when you're trying to line up to dock, especially shieldless. I ended up sticking with my Type-9 rather than using the Cutter, even with the slight cargo capacity advantage too. I don't think it added up to anything that significant, though of course YMMV..
They have no need to change the specs of the ship.Hence why I said, the difference is about 5-7 hours of saved time. THAT's why it should be the larger number. Fdev has said, they value our time. Well there you go, practice what you preach, please.