Personal Carriers not so personal with current pad distribution?

Just my line of thoughts. You quite likely can store as many ships as you want, just like on other megaships around. The limitation of pads rather might rather matter in a very unusual situation. This would be when the carrier is not used by a single player moving his fleet around, but in the unlikely case that a squadron might actually use it in the intended way of being able to travel together.

This might make the "now everybody docks, we jump to the target system, launch and wreck havoc" procedure a little harder. Although not by much I would guess. It just would mean that people would dock and log off, till everybody who wants to come along is docked. Then you and launch, so the disconnected people can reconnect.



I actually think that what we saw there was a concept artist fail. Wanted to make good looking graphics and thought that putting the pads so close next to each other looks impressive. Little did they ponder about the implication of internal storage of that picture. I mean, when I looked at that, I even before thinking about the internal storage already noticed that the picture did not include any space for the sliding doors our current landing pads have. Opening one pad on the art we saw there would immediately block two other landing pads.

I am quite certain that if FD hasn't noticed the issue yet based on forum feedback, they will run into it in one of their earlier builds and change things. I mean, megaships are already modular, so I guess in the end they might just be a bit bigger than first planed, to provide the necessary space to carry all the promised landing pads.

So yea... concept art vs. final product. There always are some differences. We will see how things will turn out. I just expect landing pads to get some more space to avoid clipping problems.
I guess at some point the game just doesn't care for realism. You'll probably be able to launch 16 ships per instance.
At release, 100.000 people launched from Dalton Gateway. Don't ask me how.
 
I guess at some point the game just doesn't care for realism. You'll probably be able to launch 16 ships per instance.
At release, 100.000 people launched from Dalton Gateway. Don't ask me how.

Quite probable, yes. I mean, there are pictures around of ships merged into each other on the landing pad. Quite likely that's a result of the game trying to handle overflow. So yes, for launching the limit might even not be that important. Only when you want to get one of the really big squadrons with several hundred players to dock on the carrier at the same time, you might want to form some queues.

On the other hand, I actually consider this a rare scenario. I think that squadrons will quite often be used as mobile base of operation, but people dock and log out on it, instead of all rushing to it merely minutes before the squadron wants to do the jump. Time will tell how people will actually use the thing, though. My perception might be biased on my strange playing times and me just sporadically seeing other members of my squadron.
 
It works on regular stations and outposts as well. If you bring a small ship to an outpost and both small pads are taken you can land on the medium pad.


Hm... since lately I fly large or medium and it didn't happen to me hence my weird issue. Or I didn't noticed and just thought my ship is so sleek that landing pad I'm occupying feels so spacious.
 
Purely theoretical excerise as I probably won't be able to afford Carrier but theorycrafting doesn't cost credits, so why not.

As we know, carriers will have 16 pads: 8xL / 4xM / 4xS and judging by the promo material it doesn't seem they will have any more capacity beyond that. I'd like to be wrong but for the sake of theorycrafting, let's assume 16 pads = max capacity and this is what we get. This implies we, as a single CMDRs can have max 16 ships docked at the carrier at the same time. And it would be 8 large ships, 4 medium and 4 small ones.

This got me thinking on which ships I would take with me for a really long and deep space journey. And it struck me that landing pad distribution is somewhat against me. Currently I own 20 ships so with limits above I can't take all of them. No big deal, some of them are just hangar queens, covering same roles or simply collection items. But while I didn't have problem with filling L pads (6/8, 2 remaining free) the major problem arose with S-pads and M-pads in particular.

You see, in ED we have 38 ships:
  • 14 small
  • 15 medium
  • 9 large
See where it is going? While single carrier can load up almost every existing large ship (88%) it can take just 28% of small and 26% of medium ones. With medium ships providing the best ratio size : capabilities, limiting only 4 on carrier seems... odd. Well, I'm speaking from solitary CMDR POV that want to take his private fleet and disappear into void for a few months. I haven't done so previously for I cannot commit to one aspect of a game for longer than few weeks. I need change of subject otherwise I get burn out. Idea of having a carrier which will house few different ships sounds great. I could get into exploring and when bored switch to mining. Then I could travel some more to inhabited place, penal colony would do and run some missions for them. Or do combat.

But different choices require different ships, most of them are medium sized. And that we are limited to have. So in my eyes personal carrier isn't that much personal. But again, pure theorycrafting, based on thumb sucked basis, without any real data. I just hope FDEVs thought this really well and my concerns won't come true.

You will have to make choices and that is a good thing.
Making choices is an important part of what makes a good game.

Throughout the entire game the number of pads doesn’t dictate how many ships can be stored.

I sure hope in this case it will.
 
I actually think that what we saw there was a concept artist fail. Wanted to make good looking graphics and thought that putting the pads so close next to each other looks impressive. Little did they ponder about the implication of internal storage of that picture. I mean, when I looked at that, I even before thinking about the internal storage already noticed that the picture did not include any space for the sliding doors our current landing pads have. Opening one pad on the art we saw there would immediately block two other landing pads.

I am quite certain that if FD hasn't noticed the issue yet based on forum feedback, they will run into it in one of their earlier builds and change things. I mean, megaships are already modular, so I guess in the end they might just be a bit bigger than first planed, to provide the necessary space to carry all the promised landing pads.

So yea... concept art vs. final product. There always are some differences. We will see how things will turn out. I just expect landing pads to get some more space to avoid clipping problems.

This was my initial thought but this is feeling a bit to close to final now I think, December isn't that far off and I'm not sure how much they'll want to rejig things before then.
Still, you could be right. If we do get more storage space I certainly hope they fix the graphical issues...
I can't believe FD aren't aware, I give them more credit, doesn't mean they'll say anything (or do anything) though :)
 
Unlike a fleet carrier our other ships aren't persistent. I doubt FDEV change that concept and their whole game just for Fleet Carriers.

Meaning if a CMDR approaches a carrier in solo and another one in open, they are in different instances, and a different number of ships are likely currently docked at the carrier in each instance. Just like it works with normal stations too.
That would mean, even if the carrier is full in open, I can just switch to solo and all the pads are free.
 
Every time I see another one of these threads I can't believe how entitled people can be.
Currently we can take one ship into the black, ONE.
FD are giving us FCs and we'll be able to take up to 16 ships, that a huge improvement. And people are still complaining that it's not enough because they can't carry around their entire fleet of ships.
This is why we can't have nice things, because no matter how good anything is, or what new gameplay it could introduce or improve, people will always complain that they wanted more. More ships, more jump range, more weapons. We know almost nothing about the FCs and people are already asking for more.
 
Unlike a fleet carrier our other ships aren't persistent. I doubt FDEV change that concept and their whole game just for Fleet Carriers.

Meaning if a CMDR approaches a carrier in solo and another one in open, they are in different instances, and a different number of ships are likely currently docked at the carrier in each instance. Just like it works with normal stations too.
That would mean, even if the carrier is full in open, I can just switch to solo and all the pads are free.

If they are in several modes at the same time. I personally have my doubts on that. I mean, if these carriers are persistent through all modes, how will SD look like? Hundreds of carriers clogging up the navigation panel? Somebody else in another panel said it might be one carrier per system. In that case I would expect any system within several dozen of LYs around SD to have a carrier.

Neither option is desirable. I wouldn't be surprised if carriers in the end will be instance based. Mind you, just my personal guess, I wouldn't have seen any hard evidence to back up either theory yet.
 
If they are in several modes at the same time. I personally have my doubts on that. I mean, if these carriers are persistent through all modes, how will SD look like? Hundreds of carriers clogging up the navigation panel? Somebody else in another panel said it might be one carrier per system. In that case I would expect any system within several dozen of LYs around SD to have a carrier.

Neither option is desirable. I wouldn't be surprised if carriers in the end will be instance based. Mind you, just my personal guess, I wouldn't have seen any hard evidence to back up either theory yet.

I mean from what FDEV say it seems like it:

Do Fleet Carriers work in Solo?
Fleet Carriers will work and operate in all game modes, so Open, Solo, and Private Groups.

Will a commanders Fleet Carriers persist when logging in and out?
Fleet Carriers are persistent and will remain in the game regardless of whether or not the owner is online.

 
I mean from what FDEV say it seems like it:

Hmm. So that's their current plan. Somehow i expect things to change, latest during the beta. The first screenshots of hundreds of carriers filling the nav panel in SD might really make FD reconsider the plan... :D
 
Unlike a fleet carrier our other ships aren't persistent. I doubt FDEV change that concept and their whole game just for Fleet Carriers.

Meaning if a CMDR approaches a carrier in solo and another one in open, they are in different instances, and a different number of ships are likely currently docked at the carrier in each instance. Just like it works with normal stations too.
That would mean, even if the carrier is full in open, I can just switch to solo and all the pads are free.
If they are in several modes at the same time. I personally have my doubts on that. I mean, if these carriers are persistent through all modes, how will SD look like? Hundreds of carriers clogging up the navigation panel? Somebody else in another panel said it might be one carrier per system. In that case I would expect any system within several dozen of LYs around SD to have a carrier.

Neither option is desirable. I wouldn't be surprised if carriers in the end will be instance based. Mind you, just my personal guess, I wouldn't have seen any hard evidence to back up either theory yet.
FD have said FCs will be one per instance. Furthermore, I think that you might see the same FC in all 3 modes but the number and positions of docked ships will be registered at FD, so no duplicate free pads.
 
There's a lot of stuff floating around about FCs but has anyone thought about landing permissions?

Does the FC have an ATC to direct ship traffic?

As the owner, can a CMDR deny landing rights to anyone? Is there a way to block players from landing? Friends list?

Or are FC slots only for the owner's use?

Lots of unknown stuff.
 
There's a lot of stuff floating around about FCs but has anyone thought about landing permissions?

Does the FC have an ATC to direct ship traffic?

As the owner, can a CMDR deny landing rights to anyone? Is there a way to block players from landing? Friends list?

Lots of unknown stuff.

The devs said it will be possible to deny others landing rights. If it's an "full on/off" thing where you allow/disallow everyone, or if it will be more "refined" allowing you to allow/disallow specific people, remains to be seen.
 
IIRC, 16 ships (8 Large, 4 Medium, 4 Small) has been stated as the capacity of the Carrier. So I'm guessing that's how many it will be able to hold.

...Which is fine by me, as Carriers with infinite storage capacity are likely to be unaffordable. Especially infinite Large storage capacity, if FDev ever make such ships available to squadrons, it would make sense to start with infinite SLF's and Small ships, and work up from there.

At present, there is a hirearchy of repawn locations, something like this:

1. Nearest prison ship, if you were Wanted.

2. Nearest suitable station in the current system, if there is one.

3. Last station docked at.

I imagine Carriers will be inserted into this hirearchy, maybe in position 1.5. So respawning elsewhere is still possible if you can't respawn in the Carrier (because it's full, or you had docking rights revoked).
 
are giving us FCs and we'll be able to take up to 16 ships, that a huge improvement.
I really really wish people would stop stating this as fact. You are only digging a hole for yourself, that can only be refilled with salt. In all the little snippets and hints about these new devices, there is NOTHING that even hints at it.
The name Fleet Carrier is as close to 'ship storage confirmed' as you get anywhere. You do know how useless FD are like at naming things accurately. See Wing and Squadron.
 
As has been said in various ways, I suspect the purpose of the Fleet carrier is to carry 'A' Fleet, not ANY fleet. 16 ships sounds like a good maximum to me. If you can't get things done with 16 ships, you are a specialist and can expect some extra inconvenience and expense to move your armada. :)

If we are proven wrong and the ship has the capacity to physically hold more ships I won't be sad. I quite like a personal fleet carrier having a sensible maximium ship capacity though.
 
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Forcast: Early 2020 update. 16 pad extension module. Same price again.

There was gameplay footage in the trailer, so I think the model is probably fixed by now. The model is separate from the software though. Just because there's no physical space for a hanger and there are no doors, it doesn't mean one isn't there. There isn't a real hanger, you know, just a database table. It might mess up Spacelegs, but only a little and only if you can wander around the hanger, which is far from certain.

16 pads per instance is enough for me. I can see it being small for a large squadron maneouver though.

I can see FCs jumping to a fixed place in the system, maybe so many lightseconds out from the primary and distributed around that orbit. There would be plenty of space for thousands of them.

Let's say 1AUI: 500 ls, or 150,000,000,000m so an orbit circumference of 2.pi.r = 942,477,796,077 m
If we want the instances to be 10,000km (10,000,000m) apart, then there is space for 94,248 carriers in the system. At 700m/s it would take nearly four hours to fly from one to the next.

Even around an Earth-sized planet, there's easily room for more than a dozen carriers with the same separation.
 
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