Vanguards / Squadron rework screencaps from stream......

I think I saw someone post a picture suggesting only 50k mt of shared storage space on the squad carrier. Lets hope its a lot more. Ideally around 250k to store all the commodities needed for a T3 primary orbital. If you're 5000 LY out (over 3 hrs each way) and want haulers back in the bubble to load your carrier for colonization, the more space and less trips you need to make, the better.
It's essentially 2 Fleet Carriers bolted together, so 50K seems fine. I don't see any reason why it should be designed around being a 'one-shot' for Colonisation when the whole point of Colonisation was for us to have to build up supply lines using... Colonisation.
 
Winged up with many other CMDRs or just fought alongside them with lots of fun and missions/credits to be had. It was awesome.
That was my best experience as well, great fun. Then tried the space ax combat zones but kept getting ganked on the edges when I was repairing or traveling to or from , ganked me when I was 20%hull with only ax weapons. Then moved into the AX private groups
 
This is your boilerplate 'I am totally not breaking the rules, see I even included the 'in game' wink wink nudge nude disclaimer.
Nope, it's saying I'd like to engineer and sell ships in game, nothing more. I have reported you for accusing me of wanting to break the EULA. You're out of order.
 
How are they supposed to enforce it? It won't happen on the official forums or reddit. It will happen in discord, reddit, Facebook or any of a multitude of online places.

FDEV doesn't have the resources to police the internet and will only act if someone reports them or a seller makes it too obvious to miss.

Black/Grey markets exist inspite of real world laws with real consequences. You think getting banned has any affect? It certainly hasn't stopped people from openly cheating in this game or any other, particularly when the game goes on sale for a few bucks.

Stating that the game has rules that would prevent it when you allow permenant ship transfers between players is completely unrealistic and ignorant at best.
All I have asked is how the ability to make and sell engineered ships in game will suddenly make lots of people break the EULA any more than is already happening. The argument consists of "because I say so" and nothing else, so I'm calling it what it is, paranoia with no evidence to suggest it will make EULA breaking any better or worse than it already is.

Just because someone doesn't accept your "argument" doesn't make them ignorant, so lay off the personal attacks just because you don't like being told you might be wrong.
 
All I have asked is how the ability to make and sell engineered ships in game will suddenly make lots of people break the EULA any more than is already happening. The argument consists of "because I say so" and nothing else, so I'm calling it what it is, paranoia with no evidence to suggest it will make EULA breaking any better or worse than it already is.

Just because someone doesn't accept your "argument" doesn't make them ignorant, so lay off the personal attacks just because you don't like being told you might be wrong.
Because if you can transfer assets in game, you can sell them on the internet. There is no way to stop it from happening once you allow assets to be transferred.
 
Because if you can transfer assets in game, you can sell them on the internet. There is no way to stop it from happening once you allow assets to be transferred.
So ... should Frontier be removing Fleet Carriers (which allow credit transfer at billions of credits per minute with the right cargo loads) or at least heavily restricting their use?

"Credit transfer will lead to an epidemic of real money offers" was a common forum refrain up until about 2020. Then Fleet Carriers came along, made it pretty straightforward to do (much more so than the previous dropping of valuable cargo for others to scoop) while simultaneously creating a significant demand for credits in larger volumes than before ... and there may or may not have been an increase in people offering trades of that sort but it wasn't large enough for the forums of 2020 or 2025 to be repeatedly decrying it, calling for Frontier to restrict FC commodity pricing to make it impossible, etc. (indeed FC pricing ranges were extended from 10x to 100x by popular demand not all that long ago).

We've been able to (clunkily) trade Odyssey engineering materials since Alpha 1, and much more easily do so since the FC Bartender service was introduced in early 2022. Again, if there has been massive "£10 for 10 Manufacturing Instructions!" stuff going on ... it's hardly risen to a level where the forums have noticed or where Frontier have had to take action against it beyond quietly banning those involved. And again, the relatively recent FC pricing range increase to allow players to make in-game credits-for-materials trades at a price reasonably reflecting the difficulty in acquiring the materials doesn't appear to have been at all controversial.

Now, sure, maybe it would be different for the in-game transfer of ship engineering materials or (as a further shortcut) the final engineered modules. Maybe that would be a problem when the others apparently haven't been. But if it is, it has to be for a reason that applies to those and doesn't apply (or doesn't apply strongly enough) to credits or Odyssey materials, not merely "well, people could in theory do this, ergo they obviously will at a level which will cause a noticeable problem".



(None of this, of course, stops there being other reasons unrelated to the potential for real-money trading which mean that Frontier doesn't want to allow inter-player trade in ship engineering materials either directly or indirectly. They might not want to allow someone for no recompense at all to give their spare materials to an in-game friend. It might even be as simple as having fifty other things they feel are a higher priority for their UI team.)
 
So ... should Frontier be removing Fleet Carriers (which allow credit transfer at billions of credits per minute with the right cargo loads) or at least heavily restricting their use?

"Credit transfer will lead to an epidemic of real money offers" was a common forum refrain up until about 2020. Then Fleet Carriers came along, made it pretty straightforward to do (much more so than the previous dropping of valuable cargo for others to scoop) while simultaneously creating a significant demand for credits in larger volumes than before ... and there may or may not have been an increase in people offering trades of that sort but it wasn't large enough for the forums of 2020 or 2025 to be repeatedly decrying it, calling for Frontier to restrict FC commodity pricing to make it impossible, etc. (indeed FC pricing ranges were extended from 10x to 100x by popular demand not all that long ago).

We've been able to (clunkily) trade Odyssey engineering materials since Alpha 1, and much more easily do so since the FC Bartender service was introduced in early 2022. Again, if there has been massive "£10 for 10 Manufacturing Instructions!" stuff going on ... it's hardly risen to a level where the forums have noticed or where Frontier have had to take action against it beyond quietly banning those involved. And again, the relatively recent FC pricing range increase to allow players to make in-game credits-for-materials trades at a price reasonably reflecting the difficulty in acquiring the materials doesn't appear to have been at all controversial.

Now, sure, maybe it would be different for the in-game transfer of ship engineering materials or (as a further shortcut) the final engineered modules. Maybe that would be a problem when the others apparently haven't been. But if it is, it has to be for a reason that applies to those and doesn't apply (or doesn't apply strongly enough) to credits or Odyssey materials, not merely "well, people could in theory do this, ergo they obviously will at a level which will cause a noticeable problem".



(None of this, of course, stops there being other reasons unrelated to the potential for real-money trading which mean that Frontier doesn't want to allow inter-player trade in ship engineering materials either directly or indirectly. They might not want to allow someone for no recompense at all to give their spare materials to an in-game friend. It might even be as simple as having fifty other things they feel are a higher priority for their UI team.)
It's a slippery slope...
 
But a slippery slope to what? We've slipped two steps down it already (considerably more than that if you count intangible assets such as BGS influence or Powerplay activity or Colonisation hauling) and ... nothing much appears to have happened at all?
Theres a difference between credits that mean nowt except at the beginning and paying to circumvent days/weeks of grind to earn engineering access and materials.

O7
 
Theres a difference between credits that mean nowt except at the beginning and paying to circumvent days/weeks of grind to earn engineering access and materials.
Then why are Odyssey materials - on which popular opinion is split as to whether they're a bigger grind than the ship ones - tradable and always have been? Ship engineering has never been cheaper and quicker, and just like credits you can run out of uses for the materials if you play long enough (see also the "can we have a way to get rid of spare care packages?" threads) - it just takes a bit longer.

Credits back in 2020 weren't exactly as readily available as now either, especially since Frontier had just introduced the Fleet Carrier costing 5 billion plus services and upkeep and the reaction at the time was certainly not "well, that's surprisingly cheap, I'll buy ten".

"The beginning" is also the hardest bit of the game when you get the most efficiency out of any gift of resources from another player. Even without engineering and allowing for not knowing what you're doing, you're going to advance a lot faster starting with a T-9 and a Krait (or credits equivalent) than you are starting with a Freewinder.
 
That's a good point but you still have to engineer the suits yourself, which means doing the engineer access grind.
True, though provision of services by a friend can in theory shorten that a lot too.
- you don't need engineer access at all to get them to baseline G5 (which is most of the actual improvement in power, and most of the material costs)
- if they're willing to move you around on a FC (or a Squadron Carrier might be a lot more straightforward if multiple people can schedule the jumps) then the only unlock requirements for the Colonia engineers which can't be resolved by throwing materials at them are "visit 5 settlements in the Colonia system" and "become friendly with Colonia Council", which are both very simple (and the second one can nowadays be sorted out before leaving the bubble)
- if they're not taking you that far afield, you can get Green, Fowler and Bond solely from provided materials and the shuttle journey to get to Green in the first place, and that gives you 14 of the 25 blueprints. They can also sort out the scavengers for you on restoration missions - or even do them as shared missions while you wait in the ship, if you really want - which makes Navarro a lot quicker and adds another 5.

You're not going to get into a fully-engineered suit and weapons set on day 1, sure - but with support from established friends you could certainly have it by the end of your first week, and be carrying enough basic firepower after the first day to be pretty useful on any mission which isn't marked specifically as covert/peaceful.

(And maybe the reason this is fine is because no-one plays Odyssey content much? But this was largely as it was designed to work on day 1 before Frontier knew that.)
 
True, though provision of services by a friend can in theory shorten that a lot too.
- you don't need engineer access at all to get them to baseline G5 (which is most of the actual improvement in power, and most of the material costs)
- if they're willing to move you around on a FC (or a Squadron Carrier might be a lot more straightforward if multiple people can schedule the jumps) then the only unlock requirements for the Colonia engineers which can't be resolved by throwing materials at them are "visit 5 settlements in the Colonia system" and "become friendly with Colonia Council", which are both very simple (and the second one can nowadays be sorted out before leaving the bubble)
- if they're not taking you that far afield, you can get Green, Fowler and Bond solely from provided materials and the shuttle journey to get to Green in the first place, and that gives you 14 of the 25 blueprints. They can also sort out the scavengers for you on restoration missions - or even do them as shared missions while you wait in the ship, if you really want - which makes Navarro a lot quicker and adds another 5.

You're not going to get into a fully-engineered suit and weapons set on day 1, sure - but with support from established friends you could certainly have it by the end of your first week, and be carrying enough basic firepower after the first day to be pretty useful on any mission which isn't marked specifically as covert/peaceful.

(And maybe the reason this is fine is because no-one plays Odyssey content much? But this was largely as it was designed to work on day 1 before Frontier knew that.)
If you work on that basis my Mrs started a few months back, it took 2 weeks for her to level 5 every ship engineer, yes its possible to rush things but at least she now has a good understanding of how everything works instead of it being done for her.
Again selling materials is fine by me, even ship materials but not engineered modules off the shelf, just my opinion.

O7
 
You're not going to get into a fully-engineered suit and weapons set on day 1, sure - but with support from established friends you could certainly have it by the end of your first week, and be carrying enough basic firepower after the first day to be pretty useful on any mission which isn't marked specifically as covert/peaceful.

(And maybe the reason this is fine is because no-one plays Odyssey content much? But this was largely as it was designed to work on day 1 before Frontier knew that.)
this is why I don't have the barkeep.
 
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