production and service bay.
Production Slots: 3
Module Slots: 2
Sensors Slots: 1
4 x Hull Defense Guns (gimbal
Lvl 1 Carrier Hull: 1500
Lvl 1 Carrier Engines: 500
Imp. Manufacturing: 3000
Hiigaran Carrier is perhaps the most versatile ship in the
Fleet. Properly outfitted, it can build and repair Fighters,
Corvettes, Frigates, and Resource class ships. The Carrier
can store 10 strike craft squadrons, and is very effective
as a mobile resource drop-off point. It features two ability
subsystem slots that can be used for whatever purposes Fleet
Command sees fit.
Hiigarans' technology has advanced significantly over the
years, and they're now able to construct capital ships and
strike craft in other ships. These are the carriers and a
new unit, the shipyard." - Dan Irish, Executive
"On each ship that can build vessels, there will be slots for subsystems now. These are broken down into three classes: production subsystems that build ships, innate subsystems such as resourcing and engines, and ability subsystems that take care of cloaking and extra sensors. While the Mothership will be able to build everything, carriers and shipyards will have to choose which systems they bring to the table. You can't build everything.
Perhaps even more important is that these individual subsystems can be destroyed. It won't be easy, but they take a while to rebuild and are worth a thought when it comes to your mid-battle target decisions.
When all is done, you'll be able to both right click on the actual systems themselves or right click and hold for a list of subsystems that you can choose from." - Dan Adams, IGN PC
"When the player starts a game, all of these slots will be empty, so if a player wants to build fighters, he or she will have to build a fighter
subsystem. But building isn't the only thing you can do with subsystems. So if you wanted a cloak detecting sensor you can build that, but again, you have a limited number of slots so you have to be careful what you choose." -
Josh Mosquiera, Lead Designer
"The introduction of subsystems adds new and interesting tactical depth to
Homeworld 2's research system. Players will be able to build key modules to customize their larger ships. Some sample subsystems include fighter production bays, fire control towers, and cloaking generators. Of course, players can target these subsystems, allowing them to perform surgical strikes on their enemy's fleet. If your opponent keeps building assault corvettes, take out his or her corvette facilities to give your bombers free rein." -
Josh Mosquiera, Lead Designer
the new shots from or since E3, the Carrier seems to have gone through
substantial changes since previous shots. The
hardpoints for subsystems (the gray areas) seem more clearly
delineated, the forward section appears much wider, and the
bridge section has changed dramatically; the circular
structure is gone, and the bridge superstructure is now
larger and looks more like that of the battlecruiser. The RN
E3 video interview also shows that there is now a large
frigate-sized docking bay on the port side. The subsystems
themselves now have detailed geometry that makes them
identifiable by sight.
you can see the Carrier's point-defense guns firing.
blue circle in this
shot is reportedly placeholder art
for a "rally point", the point at which fighters emerging
from the carrier fly to. This element was apparently
dropped; it hasn't been seen since.
shots of the Carrier sported some preliminary
placeholder versions of subsystems (the boxy white and
yellow bits topside). Apparently, subsystems will have
actual geometry that appears on the model of the Carrier
(and other ships such as the Mothership and
Shipyard that can build subsystems).
incarnation, the Carrier was much slimmer, and with a
large circular structure near the smaller superstructure. On
the concept art the ship is named "HSN
Dreadnought", for what that's worth. I am told that the
large starboard boom is not in the final design (not even as