Theorycrafting the Carrack

Blind Owl

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As for the Carracks pocket ship @Blind Owl, doubt it will have Jump drives, dont think it will be any different to what the Connies have. Will just give you another set of boots in the air or a basic scout. All the Business will be with the Carrack. God I want that ship, job for next week when my failed Carrack buy moneys are back in my account.
I can dream. I can dream.
 

Adiran

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Mar 28, 2015
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As much as i want the snub to be able to jump threw small jump points i know it wont as they have said it will not be able to. Its suppose to be a special supprise as to what it can do but we will have to wait and see.

The planed (so far) functionality of the tabe on the bridge is for mapping. Giving you a 3d in game layup of the solar system that you can move around and such. The tables on ships like the idris are for command and control allowing tracking of ships and such on what seems like almost the same 3d table. One would assume you can do the same or upgrade the stock table to be able to do the same as the idris.

Bookmarks are suppose to be given out or sold. That is the main way explorers are suppose to get paid is for the bookmark of the location.
 

Blind Owl

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As much as i want the snub to be able to jump threw small jump points i know it wont as they have said it will not be able to. Its suppose to be a special supprise as to what it can do but we will have to wait and see.

The planed (so far) functionality of the tabe on the bridge is for mapping. Giving you a 3d in game layup of the solar system that you can move around and such. The tables on ships like the idris are for command and control allowing tracking of ships and such on what seems like almost the same 3d table. One would assume you can do the same or upgrade the stock table to be able to do the same as the idris.

Bookmarks are suppose to be given out or sold. That is the main way explorers are suppose to get paid is for the bookmark of the location.
Good info. Thanks Boss of the Lost.
 

Han Burgundy

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The carrack will be perfect for the feature where you can have your friends control NPCs aboard your ship. If you own a Carrack and want to go out on a super long adventure, just crew up your ship with NPCs and take off into the dark on your own. When you find something that would be fun to check out, have one of your buddies log into one of your NPCs and take it from there. That way your friend can do as they please until its time to work the carrack. That's all assuming that the NPC control system works as I understand it. All of the action, none of the waiting.
 

Shadow Reaper

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If a ready-room is created per system, then it would be possible to setup quick response forces.
I suspect that will be one of Test's primary advantages.

If we can track our own people either by signing up for specific time that we're on and can be called upon should the need arise, or if we actually check-in as serving in some capacity so many hours each week with some sort of reward (like tokens, or others will then fly fighter escort for our freighter) then we can actually mobilize the most precious and important resource in the game--the players' time. It is usefully tapping into the players' time and skills that is the source of real POWER in games like this.

I can imagine an internal rewards system, where every hour served manning a turret or flying fighter escort you earn 50 minutes time others will do the same for you, and thus actually skims the till so Test itself obtains a bank of earned credits where we all jump in because a special op flying the Javelin is on the table, etc.

And noting too, any system like this has to be designed around how people play. If you're like me, most times I just want to do something a little mindless, so flying escort for an op someone else designed is just fine. OTOH, every so often I'd like to design an op. That takes more time and attention, and I want serious support for my plans, so if there is a way for me to EARN that support by other players, I'm totally into that.

Without something like this, freighter pilots are screwed. The whole universe comes to a stop if they don't keep flying, and they need fighter escorts to do this. So how do we motivate the fighters to fly "boring" escorts when they can be killing Vanduul and earning cash money? We have to pay them somehow, which means the freighters need to be earning serious cash with their hauling.

It's 5 jumps from Oberon to Stanton. That's lots of opportunity for pirates, and needs to generate lots of cash if you're hauling, or folks won't be hauling for long.
 
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maynard

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...Without something like this, freighter pilots are screwed. The whole universe comes to a stop if they don't keep flying, and they need fighter escorts to do this. So how do we motivate the fighters to fly "boring" escorts when they can be killing Vanduul and earning cash money? We have to pay them somehow, which means the freighters need to be earning serious cash with their hauling.
It's 5 jumps from Oberon to Stanton. That's lots of opportunity for pirates, and needs to generate lots of cash if you're hauling, or folks won't be hauling for long.
One eye-opening lesson I learned in Eve Online's player-driven economy was how cheaply haulers had to sell their time to be competitive. I worry that a lot of people who bought expensive ships in SC aren't going to see a return for their investment. I'm restricting myself to small combat ships until I see what emerges from players' interactions with CGI's game design.

My biggest concern for SC is how its implementation of the economy will work. I know Chris Roberts wants to avoid players manipulating the markets as they can in Eve, but IMO any intervention will distort the markets in other harmful ways. Even with Eve's wide open markets the great majority of players earn their money from missions against NPCs. Will a less dynamic market in SC attract anyone at all?
 

AstroSam

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I worry that a lot of people who bought expensive ships in SC aren't going to see a return for their investment.
To be honest, I bought the multicrew ships being fully aware that there is a huge possibility never being able to operate them efficiently. So why did I spend the money? Because - simply as it is - a) I just wanted to have them and b) I want them very badly. And if it ends in running around in my hangar, enjoying to watch the ships, but only being able to fly my Lancer or 350R, I'm very okay with it, because I delivered my part of money which helped to realize SC/SQ42. Thus: its not about logic. Its about excitement. And my excitement-level is about 978,32% and worth 2000 Dollaros ;)
 

maynard

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To be honest, I bought the multicrew ships being fully aware that there is a huge possibility never being able to operate them efficiently...
On reflection, money spent is the least of the problem. We can all take satisfaction in our contribution to the game's development. But a lot of people are investing a lot of time and energy anticipating and theorycrafting around their preferred playstyles.

In an ideal PU, we would be able to make what we love to do pay, so the game never feels like a grind. More likely, a fair number of us are going to have to grind in order to do what we love.
 

Shadow Reaper

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More likely, a fair number of us are going to have to grind in order to do what we love.
That's true but those who do grind in game rather than simply purchase their dream ships will likely enjoy the game more and stay longer. When you can purchase anything, each new ship is not a new accomplishment. My test is going to be to avoid buying whatever I want in a pinch. I am seriously hoping to buy just 2-3 small ships and capture the larger ones like the Carrack. Failing that, Carracks will always need crew members so I doubt they'll be hard to find. If I can get my Reliant to stick to the landing pad despite it's too wide, I'll be crewing carracks more often. I need some in space epoxy and some clothespins, or maybe some duct tape..
 

Mettan

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I will admit this is a ship I have been interested in, but have not bought yet because I do not really know what it will be capable of. I imagine its sensor capabilities and weapons load out will make it a good C&C ship, but I don't know, it could be released and only be good for exploration. I don't even really know what the full extent of its modulus will be good for. But if it IS good, hands down I am buying it wit LTI, bitches!!!!!! =P
 

Blind Owl

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That's true but those who do grind in game rather than simply purchase their dream ships will likely enjoy the game more and stay longer. When you can purchase anything, each new ship is not a new accomplishment. My test is going to be to avoid buying whatever I want in a pinch. I am seriously hoping to buy just 2-3 small ships and capture the larger ones like the Carrack. Failing that, Carracks will always need crew members so I doubt they'll be hard to find. If I can get my Reliant to stick to the landing pad despite it's too wide, I'll be crewing carracks more often. I need some in space epoxy and some clothespins, or maybe some duct tape..
I've installed velcro onto my Carrack's landing pad, just for you. Your reliant will fit...one way or another.

There's anyways a seat for you on board my friend.
 
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