ANNOUNCEMENT Gamescom Reveals - Fleet Carrier Details

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Can you refuel and jump repeatedly?
Can you store up fuel for multiple jumps?
Will others be able to help you refuel your own carrier?
Can you change the type of carrier after picking one?
Can you load the carrier with cargo and hammer the BGS?
Can you use recon limpets & hatch breakers to steal from people trying to do that?
Will there be an option (probably in the future) to go from resource to commodity IE water to progenitor cell and maybe have a player run corporation?
Can you see all carriers are in system IE see that a lot of people are exploring a system or there's tuns of combat going on in solo because of the carrier presence of others?
Is there difference between the types of carriers and what is provided/buffs like the to people of the right faction in system or permission?
Can the carrier be tied to the BGS by the PMF like a Squad
Would this let you help direct expansion by parking it where you want to expand to or prop up a falling system?
Will there be a pirate version that lets you have a black market will that affect the BGS security status?
Can you have red lights and sirens to improve the security instead?
Can they affect the BGS at all thorugh missions or other game play mechanics?
Will the galactic powers influence the carrier IE if your wanted by a power for defecting would it block you from there space?
Will there be a way to jump to a carrier IE if it's parked at a secondary star in a system could you drop out there not at the primary star?
Can you boot people off your ship once they are docked even if they are offline for things like a earth to Colonia transport for people to who find it hard to fly there themselves because of work or ability to focus on just jumping?
Can NPC co-pilots you hire be assigned to different duties on them to help offset costs, level up through missions or interact with them at all?

I'm so excited.. but my biggest question.
Can I paint it red so it goes faster?
 
I'm so ready for this !!!

This will be a nice project for end-game players who want to sink in some credits and have new goals. I'm really thrilled about all this and the solo aspect of it =D

So much questions without answers...can't wait to learn more and thanks for the sneak peek Paige !
 
'Unique Resource'.. Ok, fine use it to finally introduce Gas Giant Skim mining and harvesting please, you've only been promising that side since before launch, give it more actual game play then flying around and around an orb or just sitting with a meter going up until 100%.. like actually having to align and skim the correct fuel areas etc.

I mean the lore already states that the Capital ships Jump Drives run on that type of fuel.. because if the damned stuff's too rare I can see FDEV having a massive back lash when people suddenly get their x billion dollar capital ships stuck forever in a system.
 
Operations
  • All Fleet Carriers feature rearm, refuel and repair services.
  • 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

Its just missing hoopy casino & pub.
 
They should be persistent otherwise they'd had no point at all.

A super touch from FD would be if Carrier wouldn't jump for a long time it would develop similar behavior to our current ships paintjobs - degradation. Just imagine - visiting some CMDR carrier a long way away from home, dull and lifeless, that'd be so nice.
Not Jump, but travel farrrrrrrr
 
For me as a explorer 500ly jumps is next to nothing as a good 60ly jump ship can do 500ly in a little over 8 jumps 2 to 3 jumps if neutron star Boosting
As a explorer if and or when I get one I would use it as a jumping off point at around 1000ly - 2000ly out from homebase where ever that maybe .

Like someone pointed out earlier
I'd settle for a base I can park next door that stocks anti-good weapons and does rearm/repair so I can go light on the FSD drive and use the power elsewhere.

We could use them to specialise our ships better for more combat orientated missions and tasks
 
I'm excited by this announcement.

However i do have a suggestion. How about, instead of having only one type of super carrier, having different variations available for purchase.

For exemple :

Small Carrier : 2 med pads + 2 small pads + 2 large pads ; can jump to up 150 LY; 1/3 of the price => for little squadrons or group of friends
Medium Carrier : 3 med + 3 small + 4 large pads ; can jump to up 300 LY; 2/3 of the price => for small fleets or medium sized groups
Fleet carrier : the same as descriped in the OP

Like that everyone will be able to purchase a carrier fitting it's playstyle or purse and we won't see always the same "carrier size" everywhere.
 
Don’t forget to include the Ship Transfer function on these. I don’t see them having Shipyards as such, but you’ll struggle to get your fleet on to one without that.

Yep... people need to rein in the solo pilot with their entire fleet stored on a carrier until there is confirmation that there is rearm, refuel, repair... and shipyard.
 
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