2 - Reach places previously impossible to get to using the 500ly jump range.
Interesting. I wonder if the carrier carriers enough fairy dust to jump back?
2 - Reach places previously impossible to get to using the 500ly jump range.
Now you're just being disingenuous. It's long since been understood that exploration is more quantity over quality gameplay, and only recently has Fdev even started trying to swing it back towards quality. As such the vast majority of explorer builds are low mass focused, some builds going to extremes.
And why do you think it remains empty? because no one is out there, thus no reason to spend dev time putting things out there.I have no idea what you`#re talking about. You're already indoctrinated with the power creep I deem. I was out there in the good old days. It was boring for the most part, but I got a couple of pretty screenshots from it.
Good luck combing the desert with a little hairbrush, maybe you find the odd grain in a quintillion that is special.
That's a choice, not a requirement. I load my Type-7 explorer with limpets, food cartridges (a man's got to eat), water (to hydrate those food cartridges), coffee (which also needs water), and geological survey equipment since I don't believe in infinite probes. Now I do fly shieldless, but that's because I like an extra challenge / thrill when landing. I also have some mining lasers and other weapons for "science".Now you're just being disingenuous. It's long since been understood that exploration is more quantity over quality gameplay, and only recently has Fdev even started trying to swing it back towards quality. As such the vast majority of explorer builds are low mass focused, some builds going to extremes.
And the big one that no body is talking about, Colonization gameplay. Fleet carriers open up the possibility of potential colonization of star systems and thus allow players to expand the bubble or create their own bubble like Colonia but in a direct, player run way.
Im sorry but that is a patently untrue statement, I've been on plenty of exploration runs, the most recent I've done was DW2, the vast majority of the communities of which were encouraging low mass builds to get the most range, now granted they weren't suggesting extreme builds like the Jumpaconda, but most of the time it was smaller reactors, smaller thrusters, dirty drive tuning, stripped down on pretty much anything, no weapons, no utilities, G5 Range FSD with Mass Managers, Deep plating for hull (Since it doesnt increase mass for some reason, so it's basically fairy dust.) etc. Now for the long range stuff, most people kept their shields, especially if they were planning to land on High G planets.Nah. That's just the mistaken impression of people who don't ever actually explore. The people who are doing low mass builds are like witchspace drag racers. They are doing it just because they can.
I'd probably prefer a small fleet carrier for 1 large and 2 medium ships. That's about as much as I'd want to haul around. Lesser purchase and fuel cost too. Wishful thinking perhaps..
How? Permanently park a bunch of carriers in a system and pretend they are stations?
It may be a choice, but it's a choice most explorers make.That's a choice, not a requirement. I load my Type-7 explorer with limpets, food cartridges (a man's got to eat), water (to hydrate those food cartridges), coffee (which also needs water), and geological survey equipment since I don't believe in infinite probes. Now I do fly shieldless, but that's because I like an extra challenge / thrill when landing. I also have some mining lasers and other weapons for "science".
My jump range is usually about 50 LY with all this extra silly stuff, but that's plenty for me! So no, I'm not being disingenuous. The fact that dozens of griefers followed DW2 in battle-ready warships proves your hypothesis incorrect.
As for having a variety of different ships in different configurations when exploring deep space, it sounds fun and first, but I'm not sure what the practical purpose would be. I suppose it would be nice to have an Eagle for canyon racing, along with the ability to repair your primary exploration ship, but what will you need a combat ship for? As for mining, will that work without a mining fleet carrier? You load your Type-9 with tons of void opals only to be prohibited to switching to your Eagle due to lack of cargo space... In which case I might be more tempted to take a mining carrier, assuming such a carrier allows me to unload my cargo bay.
Speaking of, it's kinda weird that all carriers have the same jump range. I would have expected a large jump range with an exploration carrier, but less with some of the others.
I agree, all I was pointing out was what MOST explorers do, I very much WOULD like a slower more methodical approach to exploration. And it would be great if Fdev had more "Easter Eggs" to find while doing it. But again, to get Fdev to do that, requires that we steer explorer game play back toward the quality over quantity side of things, and I think FCs will help do that. Allowing players to plop down a carrier in a spot and do a proper survey of the surrounding systems with the FC being the center from which they measure from.DW2 is like a galactic rally race. It still isn't exploration. For actual exploration it doesn't really matter what your jump range is. In fact, it's better to do something a bit off kilter from the metagame hivemind builds because then you might accidentally stumble on some neat stuff that other people will jump past and never see because your route will contain more of the points along the way.
Sounds like the BGS. It's starting to feel like Farmville, LOL. But I'm still having fun with it, for now.Well apparently the Carriers require upkeep.
....
Im betting that 'Upkeep' is a login and player retention mechanic.
Now you're just being disingenuous. It's long since been understood that exploration is more quantity over quality gameplay, and only recently has Fdev even started trying to swing it back towards quality. As such the vast majority of explorer builds are low mass focused, some builds going to extremes.
It's long since been understood that exploration is more quantity over quality gameplay
Plan: One for each of my alts (I have a few!) And then I park them all in orbit around planets in a non colonised system and petition fdev to rename the system Central Klargia
Okay, but you just described a perfectly ordinary trading build, except with fuel scoops, AMFUs, gFSD boosters and such instead of cargo bays. Because for any activity that involves interstellar travel instead of staying in one place, more jump range is always better. Now it's true that a large fraction of the DW2 pilots were in Anacondas, KraitPs, AspXs, and the like, since those are ships that can get excellent jump range without making too many compromises. That's not min-max'ing, that's just picking a reasonable ship for the job.Im sorry but that is a patently untrue statement, I've been on plenty of exploration runs, the most recent I've done was DW2, the vast majority of the communities of which were encouraging low mass builds to get the most range, now granted they weren't suggesting extreme builds like the Jumpaconda, but most of the time it was smaller reactors, smaller thrusters, dirty drive tuning, stripped down on pretty much anything, no weapons, no utilities, G5 Range FSD with Mass Managers, Deep plating for hull (Since it doesnt increase mass for some reason, so it's basically fairy dust.) etc. Now for the long range stuff, most people kept their shields, especially if they were planning to land on High G planets.