Squadron and carrier suggestion

Hello FDev! I'm very grateful to you for giving a chance for community to discuss future of squadron-carrier mechanics.
As soon as the discussion on squadrons starts, I'm also adding my suggestions there.
I've got some feature ideas on that matter, they are worth reading.
1 - regarding squadrons, let's imagine what do we want of them in-game? Will them be something useful? If so, how to make them interesting? Obviously uniting players needs a goal. What could make of such goal? Let's overlook what exist in MMO gaming. In some games, like WoW, players forge guilds to beat dungeons and raids. In EVE Online, players are building corporations to benefit from common business ventures. In my opinion, squadrons should be focusing on EVE Online experience, such as: letting players to own properties, letting them to interact with properties of each other and properties of NPC factions, joining in attack and defense campaigns versus players and NPCs.
What could the properties be?
1 - refinery and mining business at planet surface or in belts.
2 - generic factories to fill market with some regular wares.
3 - outposts for support of exploratory initiatives in deep space.
4 - military facilities to provide better protection for own faction.
In other words, it would be cool if players finally become significant force in the economy simulation.
Now regarding carriers.
Let's go through all this again, what are they for, and how to make them interesting?
A couple of ideas here:
1 - probably they shouldn't be allowed to buy directly, as regular ships are. rather players should be able to initiate small CG for the squadron to deliver resources to the shipyard where their carrier is going to be built.
2 - in my opinion,it would be great idea to allow carrier commanders, apart from revealed functionality, to invite dignitaries of other factions who would generate missions depending on hte nature of faction (military factions could generate missions to eliminate enemies, explorers like Canonn could ask for star chart mapping. Imagine the case, a carrrer jumps to the border system, the game reads parameters of the system and through faction dignitary starts offering missions for charting nearby systems).
3 - there are some concept art of carriers and I'd like to see something like them in-game:
1- http://remlok-industries.fr/wp-content/uploads/2017/07/ED-Panther-Clipper-Artbook.jpg
2-https://prismaticimperiumdotcom.files.wordpress.com/2016/03/prismaticimperium-command-ship.jpg?w=331&h=207
4 - I'd personally like to see Majestic and Farragut classes as carriers for huge player fleets
 
Hello FDev! I'm very grateful to you for giving a chance for community to discuss future of squadron-carrier mechanics.
As soon as the discussion on squadrons starts, I'm also adding my suggestions there.
I've got some feature ideas on that matter, they are worth reading.
1 - regarding squadrons, let's imagine what do we want of them in-game? Will them be something useful? If so, how to make them interesting? Obviously uniting players needs a goal. What could make of such goal? Let's overlook what exist in MMO gaming. In some games, like WoW, players forge guilds to beat dungeons and raids. In EVE Online, players are building corporations to benefit from common business ventures. In my opinion, squadrons should be focusing on EVE Online experience, such as: letting players to own properties, letting them to interact with properties of each other and properties of NPC factions, joining in attack and defense campaigns versus players and NPCs.
What could the properties be?
1 - refinery and mining business at planet surface or in belts.
2 - generic factories to fill market with some regular wares.
3 - outposts for support of exploratory initiatives in deep space.
4 - military facilities to provide better protection for own faction.
In other words, it would be cool if players finally become significant force in the economy simulation.
Now regarding carriers.
Let's go through all this again, what are they for, and how to make them interesting?
A couple of ideas here:
1 - probably they shouldn't be allowed to buy directly, as regular ships are. rather players should be able to initiate small CG for the squadron to deliver resources to the shipyard where their carrier is going to be built.
2 - in my opinion,it would be great idea to allow carrier commanders, apart from revealed functionality, to invite dignitaries of other factions who would generate missions depending on hte nature of faction (military factions could generate missions to eliminate enemies, explorers like Canonn could ask for star chart mapping. Imagine the case, a carrrer jumps to the border system, the game reads parameters of the system and through faction dignitary starts offering missions for charting nearby systems).
3 - there are some concept art of carriers and I'd like to see something like them in-game:
1- http://remlok-industries.fr/wp-content/uploads/2017/07/ED-Panther-Clipper-Artbook.jpg
2-https://prismaticimperiumdotcom.files.wordpress.com/2016/03/prismaticimperium-command-ship.jpg?w=331&h=207
4 - I'd personally like to see Majestic and Farragut classes as carriers for huge player fleets

Mentioned using squadron carriers to improve mining here, potentially even joining up exploration, mining and trading - https://forums.frontier.co.uk/showt...eful-resource-hot-spots?p=6054187#post6054187
 
Hello FDev! I'm very grateful to you for giving a chance for community to discuss future of squadron-carrier mechanics.
As soon as the discussion on squadrons starts, I'm also adding my suggestions there.
I've got some feature ideas on that matter, they are worth reading.
1 - regarding squadrons, let's imagine what do we want of them in-game? Will them be something useful? If so, how to make them interesting? Obviously uniting players needs a goal. What could make of such goal? Let's overlook what exist in MMO gaming. In some games, like WoW, players forge guilds to beat dungeons and raids. In EVE Online, players are building corporations to benefit from common business ventures. In my opinion, squadrons should be focusing on EVE Online experience, such as: letting players to own properties, letting them to interact with properties of each other and properties of NPC factions, joining in attack and defense campaigns versus players and NPCs.
What could the properties be?
1 - refinery and mining business at planet surface or in belts.
I doubt it will happen and not something I want to see.

2 - generic factories to fill market with some regular wares.
I doubt it will happen and not something I want to see.

3 - outposts for support of exploratory initiatives in deep space.
Again doubt it will happen.

4 - military facilities to provide better protection for own faction.
This is what the fleet carrier will be.

In other words, it would be cool if players finally become significant force in the economy simulation.
I don't think it will be like that at all. I think a squadron will be like a mercenary company and will go wherever they wish. I will be surprised if they are tied into the BGS and specific factions.

Now regarding carriers.
Let's go through all this again, what are they for, and how to make them interesting?
A couple of ideas here:
1 - probably they shouldn't be allowed to buy directly, as regular ships are. rather players should be able to initiate small CG for the squadron to deliver resources to the shipyard where their carrier is going to be built.
I can see that happening and it wouldn't be a bad idea. I also suspect that a credit amount will be needed.

2 - in my opinion,it would be great idea to allow carrier commanders, apart from revealed functionality, to invite dignitaries of other factions who would generate missions depending on hte nature of faction (military factions could generate missions to eliminate enemies, explorers like Canonn could ask for star chart mapping. Imagine the case, a carrrer jumps to the border system, the game reads parameters of the system and through faction dignitary starts offering missions for charting nearby systems).
As I don't think squadrons will be tied to factions I am not sure how that would work.

3 - there are some concept art of carriers and I'd like to see something like them in-game:
1- http://remlok-industries.fr/wp-content/uploads/2017/07/ED-Panther-Clipper-Artbook.jpg
2-https://prismaticimperiumdotcom.files.wordpress.com/2016/03/prismaticimperium-command-ship.jpg?w=331&h=207
That is a panther clipper, not a fleet carrier and the other is fan art. I don't think there are any concept art for carriers.

4 - I'd personally like to see Majestic and Farragut classes as carriers for huge player fleets
The majestic and Farrugut are too small. They would need to be mega ships as Anacondas, Cutters and Corvettes would need to dock at these ships.
 
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All of the ideas suggested sound really good, I don't have much faith in frontier's ability to implement them but let's hope they do.

Assuming fleet carriers cost a huge amount of credit/resources, it would be great if they were not limited to player groups and such. What i'm implying is that it would be cool for a "solo" player (if he can gather the resources) to own one without requiring the help of other players, then it opens the door to new NPC uses/interactions.

How about deploying the carrier into an RES and letting NPC's taking control of the ships to mine or fight. NPC's have only one use today, they fly SLF and we can't even see them in the seats!

If an hypothetical solo player is willing to gather the resources by himself, he shouldn't be forced to collaborate with other players, make it easier for wings to earn their fleet carrier, but don't make it impossible for solo players.
 
All of the ideas suggested sound really good, I don't have much faith in frontier's ability to implement them but let's hope they do.

Assuming fleet carriers cost a huge amount of credit/resources, it would be great if they were not limited to player groups and such. What i'm implying is that it would be cool for a "solo" player (if he can gather the resources) to own one without requiring the help of other players, then it opens the door to new NPC uses/interactions.

How about deploying the carrier into an RES and letting NPC's taking control of the ships to mine or fight. NPC's have only one use today, they fly SLF and we can't even see them in the seats!

If an hypothetical solo player is willing to gather the resources by himself, he shouldn't be forced to collaborate with other players, make it easier for wings to earn their fleet carrier, but don't make it impossible for solo players.

If all the depth of capital ships amounts to mobile docking/refueling etc... Sigh!
 
I doubt it will happen and not something I want to see.


I doubt it will happen and not something I want to see.


Again doubt it will happen.


This is what the fleet carrier will be.


I don't think it will be like that at all. I think a squadron will be like a mercenary company and will go wherever they wish. I will be surprised if they are tied into the BGS and specific factions.


I can see that happening and it wouldn't be a bad idea. I also suspect that a credit amount will be needed.


As I don't think squadrons will be tied to factions I am not sure how that would work.


That is a panther clipper, not a fleet carrier and the other is fan art. I don't think there are any concept art for carriers.


The majestic and Farrugut are too small. They would need to be mega ships as Anacondas, Cutters and Corvettes would need to dock at these ships.

Well, if they make the squadron the usual mercenaries (just for "fun"), then it will be a complete failure. I therefore put these sentences here and sent them to the possible fd read them and maybe revised their vision of their concepts regarding the squadrons. I apologize, my English is very bad, I translate through Google.
 
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Given Frontier's current record, that will most likely be the case.
Critical as I may be, I still hope I'm wrong.

Q4 is going to be make or break for this game for me I suspect. A long overdue change of design ethos or.... more of the same :(
 
Well, if they make the squadron the usual mercenaries (just for "fun"), then it will be a complete failure. I therefore put these sentences here and sent them to the possible fd read them and maybe revised their vision of their concepts regarding the squadrons. I apologize, my English is very bad, I translate through Google.

I think all it will be is a guild/clan management system with the fleet carriers as your guild/clan base.

As to having EVE like functionality, it is not something I want to see in the game.
 
I think all it will be is a guild/clan management system with the fleet carriers as your guild/clan base.

As to having EVE like functionality, it is not something I want to see in the game.

Well, I do not know how else to make a squadron than it is really useful and interesting. in my opinion, the usual mercenary will not be enough motivation for the players to assemble in the squadron and with a high probability of the option of "mercenaries" will be as useless as the multi crew now
 
I think all it will be is a guild/clan management system with the fleet carriers as your guild/clan base.

As to having EVE like functionality, it is not something I want to see in the game.

all the same, the opportunity to own property will attract a lot of new players, moreover, in fact most of the real estate items from my list in the game already exist, it remains only to add to the game code the ability to own them for the players
 
Well, I do not know how else to make a squadron than it is really useful and interesting. in my opinion, the usual mercenary will not be enough motivation for the players to assemble in the squadron and with a high probability of the option of "mercenaries" will be as useless as the multi crew now

There are plenty of player groups out there that are looking forward to squadrons and fleet carriers. Just because they won't own stations or create corporations, do you think those groups will just stop playing when they were perfectly fine before squadrons and fleet carriers?

They will be left open so you an use your squadron/fleet carrier for whatever purpose you want to.

Your group want to use it for BGS play, do it, for Powerplay, do it, to create exploration waypoints, do it.

Basically it has the opportunity to enhance the gameplay already there and possibly include more with the management of your fleet carrier.

But don't expect EVE like corporations which are tied into the BGS as I suspect you will be disappointed.

As to them being useless, I see no reason why they would be. It will be an in-game guild/clan management system which people have wanted for a while, with there own comms systems which has been asked for. The fleet carriers when doing BGS or Powerplay work could be a very interesting mechanic to play with.

I am unsure as how it would be useless just because you can't have corporations ala EVE in the game.
 
all the same, the opportunity to own property will attract a lot of new players, moreover, in fact most of the real estate items from my list in the game already exist, it remains only to add to the game code the ability to own them for the players

I have no issues with players having their own personal base to call home, that needs upkeep etc. As long as it isn't tied into the BGS it will be fine.

As for player groups, the real estate is the Fleet Carrier which I suspect may need some management to maintain.
 
I have no issues with players having their own personal base to call home, that needs upkeep etc. As long as it isn't tied into the BGS it will be fine.

As for player groups, the real estate is the Fleet Carrier which I suspect may need some management to maintain.

so I did not mean that the ownership of the property must be necessary for the squadron, but there are also quite a few players to whom this part of the gameplay is not enough. ownership of property can be made one of the reasons for creating a squadron, but by no means the only one. if you want to own property, own, if not, how you want to build a squadron of free mercenaries and do what you want. one does not interfere with the other.
 
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so I did not mean that the ownership of the property must be necessary for the squadron, but there are also quite a few players to whom this part of the gameplay is not enough. ownership of property can be made one of the reasons for creating a squadron, but by no means the only one. if you want to own property, own, if not, how you want to build a squadron of free mercenaries and do what you want. one does not interfere with the other.

How would the property be managed? Would it be tied into the BGS? What about docking rights? How will all that work?
 
I think It's a good ideas, and some EVE-based suggestions is a right turn. IMO: BGS, player factions and linked to them economy and politics - must be represent core gameplay of "squadrons" - it will provide to players a goal to communicate in squadrons, as you said. Fleet carriers or something else - its just a content... there we need rebuild core mechanics of players interaction and communication in BGS-based economy (mining, trading, manufacture etc.) and politics.
 
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