Panther clipper please

If we get a new ship it will be months away. The solve is easy, just like backpack space for on foot, double the cargo space. You can do it through engineering. Or just
give it to us as they did with on foot.
 
A ship, brick shaped, that will barely fit onto a large pad (H/W/L) would probably be able to hold a huge amount of commodities.
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rather than a larger ship for carriers, i think just allowing a carrier to self transfer to a station in-system at a rate based on distance to station from carrier makes more sense and is a better quality of life update than further unbalancing space trucking with a massive cargo ship.

this removes half the pointless grind of moving cargo, allowing the player to do something actually interesting in the game while avoiding any increase in bgs impact players could then have on the bgs by trading.

other big ships... I'm down. but unbalancing these existing basic grind loops the game is built in doesn't actually do anyone favors.

i want to see a player owned mini dredger that can be customised and flown by the player (destructible and damageable) where you can dock one large ship (since it can't land or dock) that's the kind of large ship content that sounds fun. since it would be for an entirely new game loop and not impact those other existing ones. salvage and refining (not to be confused with the limited refinery module).

mini dredger!!!!
 
With the addition of a new medium pad cargo king (T-8) last year I hope the chances of a higher capacity large pad ship has increased. For some semblance of balance it would make sense that it takes roughly twice as long to deliver double or more goods as a T-9 suggesting poor manoeuvrability & speed, and low jump range (although carriers make jump range moot in many circumstances), that would also keep the rank locked Cutter desirable with it's ample speed & defence.
I think it would be a good match with a carrier for loading, unloading & transferring Tritium to the carriers fuel tank.

For commodity trading balance there is already a mechanism that nerfs the effect of T-9/Cutter large qty trading, that can help offset the effect of the BGS on factions too.

I guess the game designers have balanced stuff like CG targets, station repair & colonisation qtys on commodity availability and time, a huge slow trader wouldn't have to upset that existing balance while still allowing benefits to loading & unloading carriers.

An enormous, well protected turret boat would make AFK bounty & combat bond farming easier so I think a long wheelbase T-9 kind of ship would make a better fit than a fat Cutter type.

I'd love to have the choice for variety. I have lots of exploration ships, lots of combat ships, more choice for cargo hauling would be great.
 
rather than a larger ship for carriers, i think just allowing a carrier to self transfer to a station in-system at a rate based on distance to station from carrier makes more sense and is a better quality of life update than further unbalancing space trucking with a massive cargo ship.

this removes half the pointless grind of moving cargo, allowing the player to do something actually interesting in the game while avoiding any increase in bgs impact players could then have on the bgs by trading.

other big ships... I'm down. but unbalancing these existing basic grind loops the game is built in doesn't actually do anyone favors.

i want to see a player owned mini dredger that can be customised and flown by the player (destructible and damageable) where you can dock one large ship (since it can't land or dock) that's the kind of large ship content that sounds fun. since it would be for an entirely new game loop and not impact those other existing ones. salvage and refining (not to be confused with the limited refinery module).

mini dredger!!!!
Fortunately, most of my commodities are a jump or two away from my system so in that respect, I don't miss a carrier. From the aspect of the need to have an insystem shipyard, I do wish I had a carrier. Needing to jump to a different system every time I want to switch ships or outfit a large ship is a pain, but it's not the end of the World.
 
my point is, the grind loops are already unbalanced by the large ships we have.

we need new game loops (roles) so additional large ships have a place they can be properly balanced for and not further ruin the existing ones.

we need a proper salvage role. and it would be cool if exploration was made over and we had a science role (different from exploration). where science ships would be created to analyze dangerous anomalies detected in systems with new gameplay centered around those different types of things. stuff like that
 
rather than a larger ship for carriers, i think just allowing a carrier to self transfer to a station in-system at a rate based on distance to station from carrier makes more sense and is a better quality of life update than further unbalancing space trucking with a massive cargo ship.

this removes half the pointless grind of moving cargo, allowing the player to do something actually interesting in the game while avoiding any increase in bgs impact players could then have on the bgs by trading.

other big ships... I'm down. but unbalancing these existing basic grind loops the game is built in doesn't actually do anyone favors.

i want to see a player owned mini dredger that can be customised and flown by the player (destructible and damageable) where you can dock one large ship (since it can't land or dock) that's the kind of large ship content that sounds fun. since it would be for an entirely new game loop and not impact those other existing ones. salvage and refining (not to be confused with the limited refinery module).

mini dredger!!!!
It would be nice to jump a carrier next to the colonization ship and transfer, even if it took a couple hours to transfer
 
I was disappointed when the cobra 5 arrived, gutted i was hoping for panther clipper.
I bought t8, still in hanger no need for it. I've not bothered with new cobra, no use for it to be honest
 
I was disappointed when the cobra 5 arrived, gutted i was hoping for panther clipper.
I bought t8, still in hanger no need for it. I've not bothered with new cobra, no use for it to be honest
The T8 is superb if you wish to haul and not worry about NPCs interdicting you, it might not have the capacity of a large ship but it is great to fly.
I have a Cobra V still mostly E rated as delivered it has become my exobiology explorer of choice as it jumps far enough to fit in with how I explore and works better for me close to a planets surface than the Mandalay.
But as with all the ships it is what works for you that is important.
 
This makes no sense to me. How much a ship can hold is a line in code. It has no relation to the actual exterior dimensions of the ship.
Why not having a small ship with 10k tons of cargo space when it is 'only a line in the code'? Because the game and its assets (apart from our unicorn, the Anaconda and its magic hull) need to be halfway consistent to stay playable.
 
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