
Picture example of rather square shaped carrier with 2 docking pylons

Picture example with one top docking (with same impenetrable window/screen as the main stations have)

Picture example with two side docking planes (with same impenetrable windows/screens as the main stations have)
(Picture examples are not my work)
User: avarshina
Name: Mistral “28”
Class: Destroyer
Rank: 7
Upgrades: possible future development (to ranks 10/13 with additional ship parts?)
Faction: JERICHO
Type: Small Fighter-Carrier Light Cruiser
Role: Open space travel group/squad (warpgate-wormhole generator)
Repair, refuel, storage, and recharge platform (nano bots, maintenance robots)
Size: Light Cruiser (3/4 of Destroyer length, but more disk/square like in shape)
My dream Small Fighter-Carrier Destroyer:
*With this ship more secure explorations of deep space came into sight of possibility (warpgate-wormhole generator).
*It has a small scietific lab for space exploration (ore scanners, alien tech radar, etc.)
*It is a tactical vessel that can bring up to 3 interceptors or fighter crafts into every position in space, docked to it.
*Groups of 4 players can band together and go for open space invasions or ore farming or sector defence easily.
**Or one player with 3 standard AI fighter vessels.
*Inventory for open space: 4 x 12 - can be send home via on ship cargo drones.
*Inventory for trade / exchange / ppl store: two special inventory slots can be used by docked players to exchange / trade their stuff & access to the players store (storage space) and maybe to the SC-store (Bundles,Special,etc.).
*This Light Cruiser has no manually directed main weapon because it has auto-turrets. It is an defensive counter and clearly has lesser destructive power.
*It can survive in open space due to its better hull and shield repair rates.
*It is a rank 7 Destroyer-Light Cruiser, that implies it is slightly cheaper to build than other Destroyers. It has access to the limited r7 assortment of passive modules. It is very energy stable. It can not be speed up by passive modules that much and has no speed boost by an energy router, though.
*It is harder to be killed by (EM-blade) interceptors and small fighters than suppressor-destroyers, but has less offensive fire power.
Lore: In light of the threats from aliens invading our sectors, the Jericho took the decision to enhance their deep space operation perimeter. In this way they aimed at proactive defensive measures against outer dangers from deep space.
The exobiologists, theoretical warfare analysts, and space exploration specialists stuck their heads together and co-evolved the light carrier design concept with wormhole projectors, fusion reactor, and space exploration laboratory.
First prototypes were dismissed for various reasons, but eventually the Mistral mark “28” light carrier proved to be successful and positively came through all deep space field tests. The warpgate-wormhole projector worked perfectly. Quickly, the Mistral “28” became a carrier and support platform for smaller class ships. It needs protection from its fighter group, because it has limited (mostly defensive) fire power of its own.
Description: The light carrier Mistral is a unique ship design. Up to three interceptor class or fighter class ships can securely dock to (or in) its hull (Docking Ports) and can be auto-repaired by its nano-bots and auto-refueled by its larger maintenance robots (like engineer recharge stations and repair stations). Special cargo drone-functionality can send ores, alien-tech, blueprints, and stuff back home. The mini wormehole generator of the Mistral can easily auto-warp through the known universe (select your destination sector and warp right to it), making open space travel much more efficient for a wing of smaller ships. Only the known wormehole jump points became objects of conflicts, soon. Pirates, various minor sub-factions and corporations all presented themselves as stakeholders to these space areas for their own profits, security demands, or dominance aspirations, respectively. It can be surrounded by multiple repair and combat drones.
Role: It is a light carrier for a small squad or wing of up to 3 interceptors or fighters. It can provide storage for each of the players, refuel, and auto repair the docking ships in deep space. The light carrier can act as a small station in deep space for a wing of small fighter crafts. Its huge nuclear fusion reactor delivers enough power for deep space maintenance and autonomic demands in corporations. This concept is so successful, that newest intel reports reveal that the Federation and Empire factions planning to build carriers of their own design.
Weakness: Besides its Phalanx CIWS auto-turrets main weaponry and its Vanguard combat and repair drones, the Carrier relies very much on defence through the fighter ships it is carrying into the dangers of deep space. For the repair and maintenance of fighter crafts docked to it, it has a big energy system and good shields.
Speed: 160 m/s
Aft speed: 210 m/s
Aft erg. usage: 220 en/s
Reverse speed: 60 m/s
Strafe: 20 m/s
Accel.: 20 m/s^2
Roll: 20 °/s
Pitch: 20 °/s
Hull: 45,000 pts.
Hull regen.: 120 pts./s
Shield: 37,000 pts.
Shield regen.: 240 pts./s
Energy: 6,000 pts.
Enrg regen.: 240 pts./s
Sensor range: 4,000 m
Target lock: 2 s
Synergy bonuses:
Level 2: Shield resistance to EM damage +66 pts.
Level 4: Select between:
- 10% more combat drones durability
- 10% more shield regeneration
- 10% more speed
Level 8: Select between:
- Polarized hull plating (hull damage resistance +75 pts for 8 s when shield is lost, recharge interval 300 s)
- Shield system reboot (neutralis./immunity of/to all negative effects for 8 s when shield is lost, recharge 300 s)
- Emergency stealth field generator (ship is invisible for 8 s when shield is lost, recharge interval 300 s)
Main weapon (Phalanx CIWS auto-turrets):
* Light Cruiser class AI-mainframe controlled Phalanx close-in weapon system (CIWS) multiple target selector and tracker. Selects the locked target as target for AI-controlled XO-1 solid-state auto-laser weapon system. Small Fighter-Carriers have 10 auto-turret gun pods. So 1 left mouse click will lock 2 CIWS auto-turrets to the tocked target. 2nd left mouse click will lock another 2 CIWS auto-turrets to the locked target (in case target lock hasn’t changed, this will give 4 CIWS auto-turrets 1 target). 3rd left mouse click will lock another 2 CIWS auto-turrets to the locked target (in case target lock hasn’t changed, this will give 6 CIWS auto-turrets 1 target). 4th left mouse click will lock another 2 CIWS auto-turrets to the locked target (in case target lock hasn’t changed, this will give all 8 CIWS auto-turrets 1 target). 5th left mouse click will lock another 2 CIWS auto-turrets to the tocked target (in case target lock hasn’t changed, this will give 10 CIWS auto-turrets 1 target). This goes on in a cyclic way with the first gun pair. A special key can cancel all target locks, switching off the CIWS auto-turrets (like in key binds: ‘Cancel Lock’ key). A special key can link the CIWS auto-turrets to the AI-controlled active phased array radar (AI-APAR). On activation it switches the main weapon gun pods into auto-tracking mode, they now automatically fire at enemy ships until deactivation (like in key binds: ‘Lock any enemy’ key). It also reduces controlling effect’s duration by 25% and increases sensor range by 75%. The player can concentrate on an escape route while the ships AI-mainframe auto-attacks enemy ships (like the Destroyer’s plasma turret modules for example) with its main weapons.
* Select between (thermal damage lasers):
- Ytterbium-doped YAG (Yb:YAG) laser (0.1 spread, close range)
- Neodymium-doped YAG (Nd:YAG) laser (0.4 spread, medium range)
- Titanium-sapphire (Ti:sapph) laser (0.6 spread, long range)
Special module slot (“F” key):
* Carrier class Vanguard combat and repair drones.
Launches drones every 30s with 3300 durability pts., no more than 6 at once. Drones attack enemies dealing 650 EM damage per second up to a 3000m range. Uses up 500 energy pts. per launch. If the carriers shield volume is below 50%, each drone repairs 60 shield volume pts. per second instead of firing. Upon activation, one of the drones restores 5000 shield pts. for allied ships in 3000m perimeter and switches off.
Missile slot (Right-mouse-click):
*Helper-shield energy distribution to the front (+100% frontal shield power)
*Helper-shield energy distribution to the rear (+100% aft shield power)
Active module slots:
*Slot 1: Only active module slot one can be equipped with conventional Destroyer multi-purpose modules (e.g. Blaster turret, Multiphase shield, etc.), or:
**Scientific lab module for space exploration (GS spatial ore scanners, alien tech radar, etc. with destroyer-class range)
*Slots 2-4: Each module slot 2 to 4 is equipped with ship-dock modules that have auto-repair nano-bots and auto-refueling maintenance robots. Activation of keys 2-4 can release a fighter craft from its docking position.
Special upgrade modality: This Destroyer-Light Cruiser starts as a tier 3, rank 7 ship model that can be improved to upper tier 4, rank 8 to tier 5, rank 13. Players/owners of the basic rank 7 model can refit to higher (or reverse to lower) ranks by adding (distracting) special ship parts they did accomplish to craft. In this way the base ship could be more creatively adjusted, still retaining its basic layout/form. A refit from tier 3 to tier 4, i.e. would cost materials (rare ones from dangerous alien sectors maybe).
(Edits: tweaks of specifications, illustrative pictures reduced in size and resolution, merged with [consecutively deleted] Jericho mine layer concept)

(“Dewey” drone from the 70s movie classic “Silent Running”)
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User: avarshina
Name: Rota
Class: Destroyer (upgrades)
Rank: 8/11/14
Factions: ALL
Type: Commanding Flotilla leader
Role: Support and commando (open space, alien frontier)
Size: Leader-class (similar to rank 8/11/14 destroyers)
Special modality: Additional destroyer ship part - will upgrade rank 8/11/14 Suppressor-class destroyers
Lore: The Jericho recently engineered the Light carrier destroyer-class Mistral in order to enhance their deep space operation perimeter. The warpgate-wormhole generator worked perfectly, but soon the Mistral ships needed convoy support by destroyer class ships in deep space and alien territories.
Description: ‘Back to the docks for refit!’ - was the motto: the Commanding Flotilla leader is the newest warship suitable for commanding/supporting a flotilla. The Jericho upgraded some Suppressor-class destroyers through implanting certain additional ship parts (namely the warpgate-wormhole generator) to meet the needs via an additional special module slot.
Role: It is classic support/command role destroyer upgrade for support of Mistral destroyer-class carriers. Players/owners of the basic rank 8/11/14 Suppressor-class destroyer models can improve the ships for open space demands through refit by adding a special ‘warpgate-wormhole generator’ ship part. An upgrade-refit would cost materials (rare from alien sectors maybe).
(Edit: tweaks of various specifications & concatenation of 2 posts )