Personal Carriers not so personal with current pad distribution?

No, of course not. Judging by what the it says on that description, your loadout type determines what modules and ships are available (I wasn't expecting it to have ships available, but the description implies it). There is zero chance that they have some arbitrary restriction against certain ships based on their purpose (exploration, combat, etc). For example, how would they classify an Anaconda? It can be outfitted for combat or exploration (as can pretty much every ship). Not feasible.

I disagree, I think it's entirely feasible.

Frontier have created ships with classifications in mind, there is also "lore" to say which ships are generally used for what in the game universe.

Frontier will decide which ships are classed as what, and will likely leave out any that don't fit. There would also be crossover ships.

An example is- frontier added "military compartments" to what they classed as "military ships"

The anaconda, despite being a totally multirole ship, was classed as a military ship, and given these compartments, as it was "flown by system security, and in combat zones"

My point being, frontier don't have to care if you agree with their decision, if they decide that an asp scout is a bounty hunting ship, then it'll be available on your bounty hunting carrier, to buy from the shipyard in the same way we buy any ship ever.

Equally, if they decide that a type 7 despite not having a way to fit a seismic charge launcher, is a "mining ship" it will be available at your mining specialised carrier.

Not sure why it's not feasible, it just might not fit everyone's personal ideas of what ships fall under as a classification.

That's what I reckon anyway
 
No, of course not.
Its not clear? in fact it makes very little sense currently unless you can buy ships on your carrier, and that I would not be happy about.

Judging by what the it says on that description, your loadout type determines what modules and ships are available (I wasn't expecting it to have ships available, but the description implies it).
Is that to buy? To store?

There is zero chance that they have some arbitrary restriction against certain ships based on their purpose (exploration, combat, etc). For example, how would they classify an Anaconda? It can be outfitted for combat or exploration (as can pretty much every ship). Not feasible.
I completely agree, thats why I can't understand it. It makes very little sense to me.

If you can buy ships and modules from your ship carrier, that to me is somewhat rubbish. I really hope that is not the case, but unfortunately, that seems to be the only logical meaning of that phrase. But Logic and FDev don't always go hand in hand, so it could mean something completely different.
 
Last edited:
I do wish there were multiple sizes and flavors of fleet carriers. I'd be happy with a small carrier with just four medium pads. I'm actually not a fan of the idea of a carrier being able to carry eight large ships. That's kinda like an aircraft carrier hauling a fleet of 747s - it just doesn't feel right. It makes the joke about "give us a fleet carrier for our fleet carriers" all the more funny, considering we can have a carrier with 8 large ships, each carrying two SLFs. Matryoshka dolls all the way down!
 
I do wish there were multiple sizes and flavors of fleet carriers. I'd be happy with a small carrier with just four medium pads. I'm actually not a fan of the idea of a carrier being able to carry eight large ships. That's kinda like an aircraft carrier hauling a fleet of 747s - it just doesn't feel right. It makes the joke about "give us a fleet carrier for our fleet carriers" all the more funny, considering we can have a carrier with 8 large ships, each carrying two SLFs. Matryoshka dolls all the way down!
This is what I have been saying. The big carrier should have been for squadrons, and have a small carrier for personal use. I hope that they are changable to have less landing pads. I don't fly an of the the large ships so I don't need any of those pads.
 
This is what I have been saying. The big carrier should have been for squadrons, and have a small carrier for personal use. I hope that they are changable to have less landing pads. I don't fly an of the the large ships so I don't need any of those pads.

Just chuck mediums in the large bays, that's what I'll be doing.
 
For people who are saying the Fleet Carrier won't have shipyard, it clearly says it will have both ships and modules available. Which ships and modules are available are different depending on which loadout you are using (Exploration, bounty hunting, etc). See the picture below. As for how many ships it will hold, I'm betting it will work like any other shipyard.
02-jpg.141079
I read that commentary as choosing the role of your fleet carrier (Bounty hunting, Mecenary, etc) and that the role would determine the supplementary support ships that will fly around the Fleet carrier, the services available and the refitting options that the carrier offered.

I don't believe that it covers the point I was making previously which was that the comms (to date) do not specify whether the Fleet carrier contains a shipyard that you can use to host your own fleet.

I hope I am wrong.
 
I read that commentary as choosing the role of your fleet carrier (Bounty hunting, Mecenary, etc) and that the role would determine the supplementary support ships that will fly around the Fleet carrier, the services available and the refitting options that the carrier offered.

I don't believe that it covers the point I was making previously which was that the comms (to date) do not specify whether the Fleet carrier contains a shipyard that you can use to host your own fleet.

I hope I am wrong.
We won't truly know until they show us all of the UI involved.

My guess, is that it'll just be the current station UI, which would require a shipyard to transfer ships.
 
While FD advertises that you can "command you own" carrier that doesn't imply that you can carry around your own fleet. There is no confirmation that I know that the carriers work as your own private shipyard. You get a carrier and can switch to a support ship is what we know.

We do not know that you can switch to a support ship. That is your conjecture. All we know is that the support ship will be there.

My feeling is that there is some software reason that the function is split into two ships. Maybe the object that has landing pads is constrained to be a single model for some arcane reason, whereas they wanted to show the different modules on the model. I don't expect there to be a cockpit in either ship.

If you can buy ships and modules from your ship carrier, that to me is somewhat rubbish. I really hope that is not the case, but unfortunately, that seems to be the only logical meaning of that phrase. But Logic and FDev don't always go hand in hand, so it could mean something completely different.

I don't want ships or modules to be available to buy; it would make no sense to be able to purchase stuff thousands of lightyears outside the bubble. But I do want ship transfer to be there. That is the only way a personal carrier makes sense. That might be the meaning of the odd phrase "ship availability", but it is a very strange wording for that concept and it worryingly implies that it won't be available on all loadouts. To allow purchase but not transfer would be illogical, stupid and, without engineering etc, useless.

If they do allow purchase of ships and modules, then I would want a wait timer on it to allow for ordering and dispatch from the nearest civilised system; it's effectively mail-order. That might be an unpopular opinion.
 
How many ships can the carrier really carry?
16 in solo
16 in open
and limitless private groups

Or will the carrier disable landing pads globally used in other instances.
 
How many ships can the carrier really carry?
16 in solo
16 in open
and limitless private groups

Or will the carrier disable landing pads globally used in other instances.

Nobody knows at this stage. All we know is that the carrier has 16 pads. We don't know if there will be an internal shipyard under those pads.
 
How many ships can the carrier really carry?
16 in solo
16 in open
and limitless private groups

Or will the carrier disable landing pads globally used in other instances.
I suspect that they have gone for the easy route of 16 ships per instance and shipyards facilities, where present, available for all players. Most likely there will be NPC ships too. This would be consistent with the way everything else works in ED

To limit capacity you would have to make docked ships persistent with permanently allocated pads. If someone docked and logged off, they block that pad for ever. Any shipyard facilities would have to be limited to the owner only otherwise a guest could fill your carrier with sideys and leave. It just creates a lot more development work for Fdev whilst only generating problems for the users.

So why are there, so many pads? I think they just want to make it easier for groups of players to instance together when using the carrier.
 
Really can't see the use of shipyards or outfitting on an FC. That's what stations are for.
All it needs is a tab for making a jump, one for calling ships and one for giving or denying access.
 
Last edited:
People can easily keep track of you carrier, by landing and buying a Sidewinder and leaving it on your carrier. They could then keep track of its position by looking at the galaxy map. Hopefully we have an option to eject ships not belonging to the player and they end up sending them to the nearest shipyard.
 
People can easily keep track of you carrier, by landing and buying a Sidewinder and leaving it on your carrier. They could then keep track of its position by looking at the galaxy map. Hopefully we have an option to eject ships not belonging to the player and they end up sending them to the nearest shipyard.

A simpler solution would be to simply give us control over who docks at our carrier. I don't want randomers docking on my ship, its for my personal use and possibly my friends under special circumstances.
 
I doubt that the number of pads will determine the number of ships which can be on board. I guess that the same code as for stations and megaships will be used, so pad conflicts will be sorted out by instancing. If there's a "number of docked ships" limit, this would be applied in new code and this would be a risky strategy as bugs could be introduced. We'll have to see what FD do though.

BTW if carriers are really implemented in the same way as stations and megaships, this means that they will not only be persistent when you log out and exist in every mode, but they will also exist on every platform.
 
People can easily keep track of you carrier, by landing and buying a Sidewinder and leaving it on your carrier. They could then keep track of its position by looking at the galaxy map. Hopefully we have an option to eject ships not belonging to the player and they end up sending them to the nearest shipyard.
I've just had an evil idea: The carrier owner can claim ownership of any unaccompanied docked vessel at any time.
That would cure pad-squatting and it would lead to marvelous opportunities for confidence piracy.
 
But they have given us control over who is aloud to dock on our carriers and what they have access to.
 
Back
Top Bottom