Shipyard ?

Deleted member 110222

D
Anyone expecting new mechanics exclusively for carriers, when there are existing mechanics for the exact same thing ingame already, seems intent on thinking up needlessly overcomplicated ideas for no reason.
Aye. For the most part storage works pretty darn well. Why fix what is not broken?
 
Kind of interesting but all the stuff FDev said Carriers would have is all stuff we can do on-deck and not the stuff we need to use a hangar for.

It'd certainly be a blow if Carriers didn't have Outfitting but maybe the idea is that it's up to you to populate your Carrier with all the ships you need to service it as well as the ships you want to fly off it?
In that case, I look forward to all the "Help! I jumped my Carrier 500Ly and I just realised I don't have a mining ship" threads. ;)

Equally, there has to be a ship-transfer feature of some kind, or the only ship anybody will be landing on a Carrier is a mining ship.
Currently, that's in the Shipyard so either that'll change or we will get a shipyard of some kind*.

Finally, when we log into the game we're always in a hangar (when we're docked).
Again, this'll either have to change or there will be hangar facilities of some kind on Carriers - which'd mean we could, theoretically, have access to some kind of Outfitting facility to swap modules.

All supposition, of course.
Time will tell.




* Said it before but I'd like it if the ship manufacturers had some kind of in-game presence; Lakon, deLacy, Core Dynamics etc had factories in various systems.
Carriers could provide some new gameplay related to this.
Set it up so the manufacturers are factions and you can run missions for them.
As you gain Allied status with a faction, you gradually gain the ability to purchase that manufacturer's ships aboard your Carrier.
Delivery of ships purchased on your Carrier would be subject to the current ship-transfer mechanic, so if you were at Beagle Point when you ordered a new Corvette, it might take 100 hours to be delivered from a factory in Sol.
 
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I have re-read the official FC statement from FD and read the follow up Q/A thread there is no mention of outfitting or shipyard as far as I can see.

As 777Driver points out they use the rather ambiguous term ship availability.

My take on this is that there will be a limited shipyard function for swapping between your ships and transferring ships (or potentially a limited subset of your ships) but there will be no outfitting of any sort. Therefore there will likely be no workshops for engineering either.

Again, it's all speculation but they were clear, re-arm, repair, refuel....nothing about outfitting or shipyard. Perhaps one or all of the support vessels will add one or more of those functions?

We need a lot more info before we know all the answers.

Also do you think FD will break the habit of a lifetime and actually have a proper beta for FCs, you know, well in advance of the release so they can fix the issues highlighted by the beta testers or will it be the usual, final month with all issues in beta making the final release?
 
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It'd certainly be a blow if Carriers didn't have Outfitting but maybe the idea is that it's up to you to populate your Carrier with all the ships you need to service it as well as the ships you want to fly off it?
In that case, I look forward to all the "Help! I jumped my Carrier 500Ly and I just realised I don't have a mining ship" threads. ;)
It's cool, I'm sure the fuel rats can jump a carrier out there with some to refuel you
 
The has to be some sort of shipyard available or some mechanic like it, for transferring your ships. As for buying new ships? I'd say that's a no, I dont see how they can store "ships for sale" on the limited size of a carrier, it wouldn't be very realistic.
 
As for outfitting, I would be quite disappointed if carriers didnt have the ability to swap and store modules. You should be able to store a wide variety of modules (perhaps based off our 120 module limit) on your carrier and swap and/or store as needed. But again, the ability to purchase new modules, or the selling of old modules, I dont think we will and I would be fine with that.

My carrier I envision is a mobile base of operations for my personal ships and equipment (space garage if you will) and a place to recoup and organize my next objective. I dont envision "ship dealerships" or "module salespeople" living and working on my ship... but that again is my vision, which may perhaps be in contrast with FDevs vision and what will actually be come December.
 
I wonder what ship availability means. It's an odd statement. It sounds like it means you can buy different types of ship depending on the support ship you have.

If that's the case, then I really don't like it.

If it means you can only dock certain types of ship, again, I don't like it.

I reckon it will be ships that cmdrs can purchase. Trade carriers might stock lakons & cargo racks etc etc. The other option would be ridiculous.. In fact no point guessing, both options are kinda strange. What class do multipurpose ships like the Python/Krait/Anaconda come under? Those ships in my fleet come used for every role, heck even my freighters are used for combat, mining, bounty hunting.
 
The has to be some sort of shipyard available or some mechanic like it, for transferring your ships. As for buying new ships? I'd say that's a no, I dont see how they can store "ships for sale" on the limited size of a carrier, it wouldn't be very realistic.
It's easy enough to set a shipyard to have no available purchasable ships.
I expect if it works for respawn, fleet carriers will technically stock sidewinders?
 
It's easy enough to set a shipyard to have no available purchasable ships.
I expect if it works for respawn, fleet carriers will technically stock sidewinders?
The sidewinder respawn is normally at your starter system, so no need even for that.

Examples of locations with no ships available are places like attacked stations, so that's already a thing.
 
Ship and module storage are stupidly simple. If it has shipyard, you can store ships. If it has outfitting, You can store modules.

People are displaying a glaringly obvious lack of understanding about game mechanisms as they write ridiculously complicated and nonsensical posts on they (wrongly) believe the mechanics work.

Yeah, and it's also been stated that Carriers will have outfitting based on certain roles (exploration, mining, etc)

The reason I'm questioning module storage is if outfitting is limited to certain roles, I wonder if the types of modules we will be able to store will be limited as well.

EDIT: I have over 1000 hours in this game and know how the mechanics work. There is still very little information on how Carriers will actually work and whether they will CHANGE certain mechanics. Based on how much Engineers changed the game, I don't think it's very wise to be so certain on anything concerning Fleet Carriers.
 
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Deleted member 110222

D
Yeah, and it's also been stated that Carriers will have outfitting based on certain roles (exploration, mining, etc)

The reason I'm questioning module storage is if outfitting is limited to certain roles, I wonder if the types of modules we will be able to store will be limited as well.

EDIT: I have over 1000 hours in this game and know how the mechanics work. There is still very little information on how Carriers will actually work and whether they will CHANGE certain mechanics. Based on how much Engineers changed the game, I don't think it's very wise to be so certain on anything concerning Fleet Carriers.
Dude what? You're overcomplicating things big time lel.
 
It would be impossible to dock more than one ship without a shipyard, as it is a fleet carrier... urm..

Minimum spec would be..
Shipyard - To choose which ship in your fleet to fly
Outfitting - To loadout your ships from stored modules
Reload - To reload
Repair - To..
Refuel -

And there's that potential misreading that fuels expectations... Yes, it is a fleet carrier, but is it a personal-fleet carrier or a personal fleet-carrier. It's still a fleet carrier if I own it, can only dock one of my ships, and it is capable of carrying a fleet of other ships - comprised of squadron ships, random BGS supporters, a rag-tag band of rebels banded together for a cause... still a fleet carrier.

As for, a shipyard is a shipyard... I'm willing to bet not, if they even exist on carriers.
Ability to purchase ships - I highly doubt that
Ability to store 40 ships - really?
What about other Cmdrs with docking permission - do they have access to the shipyard too?
If so, what happens when docking permission is revoked?

I fully expect there will be no 'shipyard' as they currently exist - we've seen the pads retract (1:18 of the release video). I'd be more inclined to expect a different means of transferring ships to a carrier (if this is a feature of carriers) - even if it's just a reskinning of the current shipyard video & graphics, but with seriously limited ship storage capacity. If we could land, lower the pad, then leave our ship and walk to a console, have another ship transferred to an empty pad, then walk to that pad... that would make sense, given the size ratio of pad to carrier, but would limit ship storage to occupying pads.

I reckon some people should prepare for their outrageous expectations to be underwhelmed.
 
Me, I'm interested in if they can be destroyed. Are there going to be NPC FCs? What happens to everything inside if they're destroyed, if that's a possibility? Presumably stored ships and modules, they're going to go poof? Will pirates attack FCs? How are we going to handle the Livery on these, and what kind of paint jobs are people going to be buying? FC Ship Kits]/i]?

I'm not gonna start thread #890 about FCs, but there's a lot of questions. I'm interested to hear more.
 
Me, I'm interested in if they can be destroyed. Are there going to be NPC FCs? What happens to everything inside if they're destroyed, if that's a possibility? Presumably stored ships and modules, they're going to go poof? Will pirates attack FCs? How are we going to handle the Livery on these, and what kind of paint jobs are people going to be buying? FC Ship Kits]/i]?

I'm not gonna start thread #890 about FCs, but there's a lot of questions. I'm interested to hear more.
FC's cannot be destroyed
 
The sidewinder respawn is normally at your starter system, so no need even for that.

Examples of locations with no ships available are places like attacked stations, so that's already a thing.
I've literally respawned in the starting sidewinder once, and that was after I blew up on the launch pad the first time I tried to take off. So my only frame of reference for respawning in the game is doing so at the last place I launched from.
 
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