I’ll try to explain why I put what I did in the previous reply, then. There 's a few areas where I addressed your new questions, apparently not clearly enough.
There are maps already ingame which do only have aircraft carriers as landing zones, in Naval these are mostly the [Conquest] open-circle cap maps* such as Midway or Jungle.
How they work is, aircraft which cannot land or take off from them have the normal airspawn location, or can choose to be air-spawned at speed, approx. 100m above sea level directly above the carrier. Much the same is found in those Air maps which, too, only have carriers to start and rearm from - for one or both teams. Examples: [Operation] Wake Island(light vehicles), [Operation] Malta. That 100m airspawn is also automatically applied if a non-carrier-capable aircraft 's player crash lands on the carrier and is not so critically damaged as to prevent airfield repair.
*an aside, other open-cap maps such as La Manche used to not have any kind of rearm zone for aircraft, only the airspawn to start from.
I brought those up previously bc I did not understand where the idea that a player spawning a plane for SP would be somehow restricted from using it if the map only featured AI carriers as rearm zones - these already exist ingame but do not have any such limitations.
I see now that you’re talking abt this from the perspective of how a playable carrier might be implemented ?( or atleast it seems like that, correct me if I’m wrong ) The idea where a carrier would be controlled by a separate player from those using it 's aircraft mostly fell out of these discussions w/ the introduction of catapult seaplanes, since - as you noted - there 's not much relevance to playing a carrier if the carrier player cannot perform actions, i.e. directing carrier-based aircraft in offense. The seaplanes showed that having aircraft under the direct control of the player of the ship which launches them, rather than needing to be controlled each by other players, was indeed possible w/in the framework of WT.
As above. I brought these up as they exemplify how a WT aircraft carrier 's player might be able to control the aircraft their ship carries, w/o needing other players to control those.
It 's also why I pointed you towards how we’ve found playable carriers to work in War Thunder Mobile - codewise, theirs work much the same as our catapult seaplanes do, simply extending on that mechanic to allow employment of multiple aircraft at once and adding a few more basic controls on top of " orbiting " to allow those aircraft to be used in an offensive capability while the player retains direct control of the launching ship.
And, as WT and WTM share the fruits of eachothers development - including some of the carriers currently implemented here - knowing how theirs work might have some relevance to how our future additions could.