Hi Cmdr James,
I have a few questions, not trying to start a fight, so apologies if it comes across that way...
No worries or apologies needed, your questions are some that I have asked myself. I can tell you what the status quo for Realistic Shipyards is atm.
Do carriers as player ships ever work?
I have testflown some and yes, they do work nicely. Most of them turn rather slow and have high view positions - it leaves an impression of flying something big and heavy. And you can do all the things with them you can do with smaller ships, too.
Enemies can still be dangerous. Small ships are too fast to be hit easily with this slow-turning monster you`re flying. In RS, you can stumble over pirates with carriers! If your ship is small, RUN! If you have a carrier yourself, a quite interesting battle might ensue ...
That from 1.72 on, obviously turrets for player ships do work and a few of the big player ships in RS have turrets, will change the situation. I am already thinking of solutions, as this change will make player carriers that more powerful. Nothing conclusive yet - perhaps figure the turrets into ship prices
massively plus give the enemies something that tilts the balance back
There is no way to buy escorts (I dont think), and there are some open questions like what happens if you hyperspace out while your escorts are deployed -- I think they will be lost.
I think Eric - warning, SPOILERS ahead -
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... has written an equipment item that are actually ten ships doing escort for the player and can follow through witchspace without getting lost. I was thinking about adapting that for RS, but I was already flooded with work and made myself stop before that.
So, no escorts in RS (yet). If I put something like that in, player carriers + working turrets + escorts might become too powerful - or I would have to make the enemies ridiculously dangerous. Don`t know yet. Open for ideas, anytime.
What do we expect to happen when someone docks, should they be able to trade with us or something?
That would be a really cool feature, but I have no idea if it can be done. My question was just related to it being eye-candy if you could see ships docking and leaving your carrier while you do whatever you do
If it was possible to trade, that would be very cool imo ...
What happens when a ship with docked ships itself docks (can you nest ships like that)?
There are already NPC ships that can do "nested docking", I think. If it was possible to get player ships doing trade with docked ships while docked yourself in a station, don`t know squared.
Also, if you play a really huge ship, like a dredger, how do you ever do anything like dock, arent you too big?
Most really big player ships can dock and undock without a problem - but you have to be really exact. The biggest playable ships - the Navy Constitution and the Deep Space Dredger - have trouble with small entrances like those of rock hermits. They can undock fine, when docking terrible things can happen
Shift-D helps with the main station and always works. Besides those two mega-ships, usually there is no problem.
Does it make sense for superhuge ships to be available in a shipyard?
I think yes, but I guess everyone has to decide for themselves ... there is always the option to find it funny eye-candy to see those carriers in the TL 14 or 15 shipyards without ever buying one yourself - there are 170 other playable ships out there that are not carriers in RS.
Hope to have answered your questions acceptably without going into rambling mode too much
I am actually very open to ideas what could be done with carriers. At the moment, I am working on version 3.02 of RS that is mostly fixing problems that came from me being completely unexperienced at this sort of thing and a few new features (like, external views for
all player ships).
After that, I might think of improvements like doing more interesting things with player carriers and integrating them better - but first things first.
Cheers
L