[Suggestion] Carriers for solo players

Quick suggestion, in 2018, can solo player also have their own carriers?

They don't need to be as big as the ones squadron can have, but it would be nice to have our own place to store/repair/upgrade/refit our ships.
Plus it would be very convinient for those who are exploring the unknown far far away in the galaxy.

If later a player has a squadron, this mini carrier could be upgraded to a full size carrier.
 
or it could just be a full size carrier, but you don't have to be in a squadron to buy one... Cost would probably be too expensive for most, but should at least have the option. Be interesting to know what the jump range and other stats for carriers is going to be like too...
 
Interesting opportunity, but I'm not sure that a carrier is wise for deep space exploration. I get the impression it's going to be a wasted effort given that something that huge is going to have a jump range worse than a python. And modifying it is going to be just too much grind with the current configuration of the engineers.

Not to mention that as an overcautious player, I'm finding the thought of a carrier for Deep Space Exploration to seriously be overkill. Especially given that I've been using an ASPX or DBX and have yet to worry about the use of shields or weapons in spite of the fact that I always arm like an exploration craft in Star Trek. And as it stands, I've yet to see any proof that Thargoids are spreading out into the galaxy as fast as humans are.

I like the thought of it for the Richard Bransons of the Elite: Dangerous Community. After all, if they want to plug their credits into a sink; more power to them.
 
Off the Wall Idea (been thinking on this lately, glad to see someone else is too!):

Commander's Carrier
200ly range, additives enable up to 250 or 300ly
Docks 2 large, 2 medium, 2 small ships
Outfitted with six small turrets
150 speed, terrible turn
Allows repair, refuel, restock
500t Cargo
10,000 Material Storage
10,000 Data Storage
25 Module Slots for Storage

What it can't do:

Dock - it's an Extra-Large Ship.
Fuel Scoop - Too heavy, can't escape star gravity wells
Land on Planets - Too Heavy, will plummet to oblivion if it enters atmosphere

Other notables as a result of these features and drawbacks:

1) Repair and Restock uses materials which must be provided on the carrier. As the carrier cannot dock, it must be maintained by the commander to fulfill its role

2) The Carrier has a primary and secondary fuel tank. The secondary refuels docked ship, can siphon fuel from primary, and primary can siphon from secondary. Primary tank can also siphon from docked ships.

3) Fuel Limpets can be used to refuel the carrier, or direct siphon with docked ships.

4) The carrier cannot be outfitted or modified as it can't dock. 'What you see is what you get'. It is intended as an operational asset for commanders, not an actual ship.

5) The ship is pilotable, not multicrew. It can enter supercruise and drop into normal space. If it gets within 10km of a station, it will warn it then respond aggressively due to traffic concerns or threat of massive collision. (Keeps folks using it to block toaster racks honestly).

6) Upon launching a docked ship, carrier behaves like ship when launching SRV on surface: departing its normal space, or dismissing it, will cause the ship to depart and cease to be a targetable asset. Carrier can be summoned to normal space only. The carrier can be destroyed.

7) Thanks to proprietary hangar design, destruction of a commander's carrier only causes loss of the onboard materials and the ship itself. Insurance is based on existing algorithm, which is based on whatever the ship ends up costing. Ships that were docked are automatically salvaged and shipped to last station docked at, and will need to be redocked to the new carrier if so desired.

This was actually part of a much large idea I had for unlockables as they relate to the pilot federation ranks (this was the 'ultimate' with all three elite ranks). Someday I may post that. With the 2018 squad capitals coming, it's important such a ship doesn't replace or take away from the capital. So it isn't something you 'work' or engineer. It really is an operational asset.

For localized pilots, this allows a commander to easily repair and restock in the system they are working, notably combat pilots.

For miners and traders, the ship offers a means to transport large quantities of goods...but at a very slow pace (you'd have to undock a Type-9 as an example, then dock with a station...rinse, repeat for other ships). It's not meant to be 'the perfect' hauler - it's not a commodity hauler, it's a ship hauler.

For explorers, it offers a robust platform for deep-space excursions - but it requires effort to keep it running and jumping. The huge jump range is nice, but very time consuming as you have to undock, fuel scoop the nearest fuel star, and then redock...several times...to be able to make the maximum jump again. This is important: it isn't meant to get you around quicker - it's meant to assist you when you get there.

Module storage currently isn't possible, but would be necessary for a ship like this. This allows a commander to use their carrier as a 'mobile armory' of sorts. Keep in mind, missions still come from stations - but outfitting options could be radically increased with a mobile armory such as this.

The most important factor is that the carrier is not a necessary tool for success. Explorers constantly traveling wouldn't necessarily want or use this, nor would combatants based out of a station in system. The carrier merely opens up more flexible options for pursuing your playstyle in ED.
 
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I hope they can be destroyed, but a pain to do so. And I don’t see why solo should be able to have them if they can get the money themselves for it, as long as they are in a fleet by themselves. Although I do not want to see every player in open and private have there on personal carrier. That would kinda take the fun out of it
 
Concerning the destruction rule of a mini carrier, I would be quite disappointed if it is blown to smithereens and I invested a lot of time to get one. I do not see the fun in that. Depends on how it is implemented by FDev.
I would limit to max 1 carrier per player though.
 
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We also would need a way to summon ships to the carrier (like on stations), so solo players can get more than one ship on it.

Make it expensive, offer different sizes for the needs from solo to big sqadrons. Let us store cargo and materials.
 
Why does all multiplayer content in the game have to be hamstringed so that it's attainable by every solo player and his donkey?


Concerning the destruction rule of a mini carrier, I would be quite disappointed if it is blown to smithereens and I invested a lot of time to get one. I do not see the fun in that. Depends on how it is implemented by FDev.
I would limit to max 1 carrier per player though.

It's a goddamn mobile space station. If it is destructable but incurs no penalty when you lose it, what's the point? Might as well be done with it and put a free fuel pump on every space rock.

Such an asset should incur a disgusting monetary penalty/rebuy for losing it. If you don't want that, don't invest in a goddamn mobile space station :)
 
I hope they can be destroyed ...stuff... Although I do not want to see every player in open and private have there on personal carrier. That would kinda take the fun out of it

That's my thought exactly. The idea I gave on the 'Commander's Carrier' is meant to address this. It shouldn't be an end-all-be-all ship...it's an asset you can choose to use if it fits with your needs or chosen playstyle. I don't own an anaconda...apparently lots of folks do...but I don't need one. So why buy it? It's crazy expensive to replace and doesn't fit with my way of playing. The Carrier should behave similarly and not be a 'god' ship or some nonsense that makes you a fool for NOT having it.

It SHOULD be destructible - insurance would likely not be that terrible though since it can't be outfitted. Considering 'loss' in ED is a joke (in my opinion) anyways. Granted, bittervet from Eve Online here...so I'm used to going broke in a game several times and picking myself back up. I don't think ED plays to that crowd and, frankly, it probably shouldn't for its own sake.

The capital ships for Q4 of 2018 should be the stars of the show - any 'personal carrier' needs to not infringe upon that pinnacle achievement, but instead serve as 'just another ship' with nifty applications and uses you may or may not want or need.
 
Although recently I have seen the suggestion of when getting close to blowing up the ship retreating, that might not be bad if the cost to repair it from this state is a pain. Like repairs cost half of what you needed to get it or more... also I am considering playing eve for that reason I was expecting more risk reward type gameplay from elite and I’m sorely dissatisfied with the lack there of...
 
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