Titan drive-based FSD - what could have been: Fleet Carrier module

It's no surprise that a lot of folks have speculated that Fleet Carriers might be getting some love, finally, as the titan's are "mega" ships of sorts, and thus their tech could be suitable for equally larger human ships. We are getting some regular size FSD with yet to be revealed effect, but that still leaves a hole in expectations for the Fleet Carrier owners.

I don't want to solutionise, and "get it wrong", so the below is just a rough mockup. I was thinking that such tech should take up space (so install it like a service), and perhaps would require an alternative fuel source to even operate - great for getting ready for a big journey, and thereafter just just hop normally (basically, anything beyond 500ly range would use it). I threw in spool up penalty to make it even more so strategic.

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Higher jump range is always good, because it reduces travel time. They still need to invent tech to let the Carriers move while inside a system without hyperspace jumping.
 
What's wrong with how they move in-system?

Well the Carriers don't move except when you initiate the hyperspace jump sequence. The engine effects could be on, but the ship stays in the same spot. Same for Megaships. It behaves like a mobile-base with teleportation. Such an expensive capital ship should be able to fly towards a planet.
 
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Well the Carriers don't move except when you initiate the hyperspace jump sequence. The engine effects could be on, but the ship stays in the same spot. Same for Megaships. It behaves like a mobile-base with teleportation. Such an expensive capital ship should be able to fly towards a planet.
Isn't making in-system hyperspace jumps way quicker than this would be?
 
I wouldn't say no to the ability to more precisely relocate within the system. Like, if I'm doing ground missions and have my carrier in orbit, it would be nice to be able to put my carrier directly overhead, rather than being on the far side of the planet.
I'd love that as well, but that could be integrated into the jump UI (or even allowing you to drop an arrival beacon at the location of your ship).
 
I think the reason that carriers don't move through a system like a ship is because they are essentially a game asset, available to all modes. It probably would put a fair amount of work on the backend processes to track an object that moves in a non-predictable way, particularly considering how many carriers are in the game.
 
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