ANNOUNCEMENT Gamescom Reveals - Fleet Carrier Details

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  • Commanders can choose a number of loadouts for their Fleet Carrier, governing services/module and ship availability to support a number of different activities, such as:
    • Bounty Hunter
    • Mercenary
    • Pirate
    • Trader
    • Smuggler
    • Miner
    • Explorer
    • Search and Rescue
no goid hunter? that's potentially disappointing.
Isn't that because large vessels are unable to defend against shutdown fields? Hence all those capital ships and stations dropping like flies early in the invasion. A fleet carrier would be no different.
 
Different, certainly. 500 ly per jump is only ~10 times the jump range of a fully equipped explorer ship. Depending on the resources needed per jump and the available amount of jumps per time (FSD cooldown estimates, anyone?), it may or may not be faster than a Phantom in neutron mode.

It may not be faster, but 'Repair, Refuel, Rearm' just removed any risk from the activity.
Oh, and the Universal Cartographics module will help too.
 
"Commanders require a unique resource to fuel the Fleet Carrier in order for it to jump"

I hope this isn't a grind to obtain...but I'm looking forward to fleet carriers.

As FDev are making them one per Player rather than Squadron, hopefully they'll not be too many billions of credits...

Scoob.
 
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