Panther clipper please

Panther Clipper and taking my wallet. I'll buy the early access, I'll buy all the paint schemes and I'll buy all the ship kits.
I'm not the only one in my squadron that just hand Fdev our money for the Panther Clipper
 
When I read the posts that people build their outposts and entire ocellus stations solo or in small groups, I wonder why the PC is necessary? I can only guess but the PC would increase the speed of colonisation even more which is not wanted during the beta which is intended to get insights into the numbers to adjust them.
I even dare to say at that high colonisation rate the Panther Clipper became even less probable
 
Knowing FD, the Panther will be an XL ship that won't fit any pads, including the carrier, so you will have to use a small ship to unload its 1500 tons in 100 trips. But yeah, a larger ship is definitely overdue. Also, because of colonization, it'd be nice if we could give squadron specific members the ability to load/unload the Carrier cargo without having to interact with the commodity market (Transfer->Inventory).
 
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This much spacetrucking is literally PAINFUL.
Unfortunately ED - from the very first public release - changed up a key aspect of trading compared with how it worked in the old games.

They clearly want it to take about 5-10 hours of game time to build an outpost (depending on how close and reliable your supplies are) either individually or shared between players in a group. So if there'd been a 1500t capacity ship available, all that would have happened would be that the targets would be twice as high to compensate [1]. 5-10 hours isn't an unreasonable amount of time to spend on it in the general sense (and with the size of the bubble having increased by 40% in a week, by Frontier's own figures, not counting another similarly-sized pile of incomplete claims ... hard to argue that it's too long for players collectively even if players individually might prefer it to be a bit quicker)

The problem is that 5-10 hours of hauling can be really boring, because the things which made hauling interesting in the old games (or for that matter in the few other modern space trading/hauling games) generally don't exist in Elite Dangerous.

In the previous games, there was no equivalent of the ability to either beat an interdiction in supercruise, or to submit-boost-low wake to instantly escape the fight. So if pirates intercepted you - and they would, repeatedly, in any but the highest-security systems - you needed to be able to kill them. So in this model, your trade profit isn't the reward for moving the cargo from station A to station B, it's your reward for killing the pirates who tried to stop you (because if the pirates aren't there, an automated drone could have done the job). The actual bounties for killing pirates were generally therefore pretty small - equivalent to the profits on 1-2t of cargo each.

In Elite Dangerous, you never have to fight, so the most efficient way to trade is:
- don't waste space on defences that could be extra cargo racks
- use SCO and approach angles in supercruise so that you've already reached the station before the NPC can even think about interdicting you

And that leaves very little scope (other than perfecting your supercruise technique) for actual interest. In theory, searching for an appropriate supply source could be the challenge. But as the last week of CMM supply changes showed, that's essentially competitive gameplay: you need to be better at it than at least some of the other players doing the same thing, or you just get the scraps - and not everyone can be a winner. And colonisation by word-of-Frontier isn't supposed to be a competitive feature.

So what it needs is not ways to haul twice as much cargo per trip, but ways to substitute some of that cargo hauling for other options which are comparably time-efficient but add a bit more variety to the job. And that's not going to be a quick fix, even if Frontier want to do it.



[1] As I mentioned in another thread, if you compare the current hauling CG to a comparably popular one held in 2016, the current one has ten times the cargo delivery rate. The difference is so pronounced that a CG last year which failed and was widely criticised as an example of bad CG design (poor goods pricing, low turnout, no interesting rewards or consequences) still had a million tonnes more cargo delivered than that super-popular 2016 one. Because since 2016 lots more people have T-9s and Cutters, there are more powerful and cheaper engineering options, we've got SCO, we've got Fleet Carriers, etc. etc. Lots of power creep in peoples T/hr/LY rates.

This didn't mean that the current CG got completed in three days, because that's how long it now takes to deliver 20MT of cargo, it means that Frontier have had to (gradually, over the last decade) add an extra zero to the CG targets so that they generally still run the full week (or two weeks, in this case).

Any cargo capacity power creep will inevitably need to be responded to by making the next hauling-based challenge have a difficulty based on everyone flying Panther Clippers with the optional Trailer attachment for even more cargo. It's a tempting quick fix but it doesn't help in the long run.
 
Hi :)
They would have made lots of ARX if they had released some big cargo ship at the same time than the colonization feature, instead of a medium multirole
Panther Clipper, Imperial Trader, Boa Freighter... All of those look cool to me now
I would love to see the Boa Freighter too. (y)
Why not release all three* together, Panther for the Federation, Boa for the Independent, Imp Trader for the Empire and the completely new (but as yet not seen) 'Alliance Hauler', which would be of comparable size to the former three.
Releasing 4 together would mean all the Devs could go on an free ocean cruise as a bonus from Frontier. ;)

*4 counting the 'Hauler'

Jack :)
 
Perhaps I'm a little more optimistic than most, but I can't see FDev not giving us a Panther Clipper eventually, considering how successful the new ships have been. However, as I've mentioned before, I'd want it to be a bit unique in one or more aspects. Perhaps it's a pure space ship, far to large and heavy to function on planets - there could be some nuance there, based on gravity and atmosphere or lack of. Also, I want to to be too large for current L-Class Pads. It cannot dock in a conventional sense. It uses smaller shuttles to move cargo. We'd request docking as we do now, but the ship would then park near the station, within 7.5km, to trade. How would outfitting and repairs be handled though... I could waffle on for paragraphs on that, but I'll keep this one short: Robots / Drones deployed from the station perhaps? Options options.

Imagine, a ship that's conventionally flyable BUT has smaller ships docked to it. Not many, perhaps four non-FSD equipped shuttles in a Hauler configuration, but can hold perhaps 4 Small or maybe two Medium regular ships, with the correct modules installed. Give it basic repair abilities, and able to transfer fuel from its own tank to docked ships and there's a lot of fun to be had.

Ah, I have high hope for the eventual introduction of the Panther Clipper. However, it cannot just be another Large ship...it needs to be BIGGER! lol.
I really like this idea, instead of a large trader, maybe a small carrier with less storage can dock/ store 3 or 4 ships, maybe one large, a couple of medium pads. No shipyard but module storage, no selling, storage for goods only, no one can dock without permission.

The same jump range as a fleet carrier, but maybe range is limited by how much commodities you have and how many ship you have onboard. No tracking like a fleet carrier so no wait time to jump. Can't land on a planet or station.

Want to go mining out in the black with a friend? Or hit a CZ with your friends? Move your carrier in and now you can rearm and repair and get back into the fight.
 
you need to be better at it than at least some of the other players doing the same thing, or you just get the scraps - and not everyone can be a winner.
There are tons of CMM composites in the bubble right now that aren't being tapped by the playerbase. When I built my outpost this past week I stocked up with full cutter-loads back to back to back until I was done from refineries that weren't being touched by the community with the exception of one that had a carrier in orbit. The community is largely making the mistake of all fighting over refineries that have been visited in the past 30 days. That's a small subset of the refineries within the bubble. There's only going to be even more going forwards as players start building more refineries.
 
There are tons of CMM composites in the bubble right now that aren't being tapped by the playerbase.
There are now because Frontier has increased the total supply cap by 50x and the supply regeneration rate by around 100x (so the total amount of CMM generatable by the NPC economy per hour is up by 5000x) since the 4.1 release. It generates slightly faster now than the supposed "bulk" goods of Steel and Titanium do.

But that's rather my point. You can find all the CMM you need (and I didn't have a problem either) even before all of those boosts because we knew how to find untapped markets. But if every player building a station had known how to find untapped markets, though, rather than sitting on a landing pad loading 5t every 10 minutes for a day ... we wouldn't have been able to find our CMMs, because several thousand other players would have beaten us to it.

It was a competition, and we won it. But it wasn't supposed to be a competition.
 
@Pville_Piper - I was thinking along the same Line. A Jeep Carrier of the top of my head, 1500-2500 cargo cap. able to carry 3 small and two medium. Jump time same as ships.
I would love for it to carr a large ship, maybe it's configurable? You can have x total, a large takes up 2 mediums, still can have a small or you can have 2 mediums no small, or 4 small... Sorta like a fighter bay size 6 vs 5.
 
@Pville_Piper - I was thinking along the same Line. A Jeep Carrier of the top of my head, 1500-2500 cargo cap. able to carry 3 small and two medium. Jump time same as ships.

I would love for it to carr a large ship, maybe it's configurable? You can have x total, a large takes up 2 mediums, still can have a small or you can have 2 mediums no small, or 4 small... Sorta like a fighter bay size 6 vs 5.

Great idea. It would reduce the FC spam in systems because it wouldn't make any sense to use the FC that much in the Bubble anymore 👍

2 minute jump time Vs 1.5 hours for the FC - no contest 😁
 
Great idea. It would reduce the FC spam in systems because it wouldn't make any sense to use the FC that much in the Bubble anymore 👍

2 minute jump time Vs 1.5 hours for the FC - no contest 😁
As long as they treat it as a ship and not a station/carrier.
 
Panther Clipper with a small ship bay was my wish if one ever materialized in game. But a small carrier with a large ship and a few medium and/or small pads would be interesting and fun. A jeep carrier as described above. The initial and final transfer of cargo to/from the pocket carrier would have to be by your ships so you'll want a big haul ship to speed up the process. I don't have a FC and probably never will but a small carrier or a big PC, Boa, or ??? I would like.
 
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