ANNOUNCEMENT Gamescom Reveals - Fleet Carrier Details

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Some thoughts:

1) I assume we're going to get a new outfitting mechanic, since I'm pretty sure these can't dock at a station. Either that or you'll have to go to a dedicated space dock designed for megaships.

2) In the same vein, you're not going to be able to apply experimental effects to modules unless you can fit them to a conventional ship also, since carriers can't land on planets. (that we know of, and assuming you can engineer carrier modules at all)

3) I'm thinking these "support ships" are what you use to gather the "special resource" used to fuel this beast. Maybe they're able to mine gas giants?

4) I'm guessing that carrier fuel is something that you can aquire in most areas of space, otherwise an exploration carrier wouldn't be feasible.
 
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It's going to be fun watching this one play out. You can bet there will be 95% cut and paste reuse of what's already in the game - the trailer already tells you this:
  1. The ships are simply newly modeled/altered variants of the existing rescue ships
  2. Movement will be the existing capitol ship 'jump' animation and likely require a severe fuel grind to get to see this wonderful clip play
  3. Customizing likely means you'll grind or pay to pick an altered existing station menu that will have filtered missions and gear only for your choice of exploring, etc.
  4. Paints will probably be well stocked at launch ready for your hard earned game currency or cash
Let the dreams, speculation and hype begin! :cool:
 
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Sigh... Exactly as pointless as I feared they would be. They're just the current in game Megaships, with a limited choice of on board vendors / engineers as an excuse for having certain "roles". But there's just something about space games that make the audience unrealistically positive; a very few people in the thread spot the actual detail, but I've no idea where the rest of you are getting such exuberance from.

"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: "

There it is; do you not see it? The carriers aren't taking the role for themselves, they're supporting your load outs on your own ships. In other words, they're just going to have different vendor choices inside.

Now go back and watch the announcement video more closely; at no point do you see them moving relative to the background. There's a suspiciously truncated clip of the engines lighting up; I'll wager here and now that's the system jump animation, and they cut it short to hide that's what it is. You won't be flying them personally.

Schedule jumps from the Galaxy Map when you want and from wherever you are in the galaxy.

Being able to move them when ever you feel like would be "Movement on Demand": "Movement on a Schedule" means you can give the order to move, but it won't execute until a certain time, the scheduled time. They're tied to the server ticks or some other limitation, just like Megaships.

Now think about what that really means; even if you can somehow set the target location (Around Planet 1b for example), it won't be automatically updated by the server until the scheduled time. If it did more than one move, you could do more than 500ly. Thus you're only going to get a single executed move per tick, up to 500ly.

And it's quite possible that at schedule time, Planet 1b is going to be sitting right where the Carrier was requested to be moved too, so it can't allow you to move any old where either, because you likely won't accuratly know the future state of the galaxy either. You'll only be able to schedule it to where the game knows it'll be safe to be.

You're not going to get the freedom you think you're going to get. At best, you'll get a fixed selection of orbits for it to sit in and not move from between each scheduled tick.

Commanders require a unique resource to fuel the Fleet Carrier in order for it to jump.

And there's the grind the more realistic of us were expecting to be tied to this in order to string out the players for months more with the same content just repackaged again, just as Frontier have been doing for years now. That's what's so, so depressing about the state of the game's development now... I personally can almost certainly afford to buy a carrier outright when it launches. I've done the same old gameplay enough over the years to be rolling in money (and Triple Elite too). But what's the point of logging in for a Carrier when...

One Fleet Carrier per Commander. Available for base game and Horizons players.

It's just a personal vanity pet. That's all it is. It has no "fleet" component, except for only allowing certain people to land on it or not. There's no teaming up to build one. It's not tied to the in game "fleets" either, that in turn were just a new page in the UI and have no other functionality either, because it's tied to personal Commander accounts. It has no gameplay mechanisms at all except, maybe, cutting down the journey time for people in very, VERY limited circumstances by dropping effectively a private station somewhere. Maybe.

Why? Well you might think you're going to be exploring with one? But let's say that at best case scenario, it's one Schedule per day. Heck, let's be extremely generous and say it's 1 schedule per hour. How much distance can you actually cover in an hour? More than 500lys? An actual explorer build can do nearly 4 times that per hour now. But the Carrier can't.

Let's be insanely kind and say that not only is it one schedule per hour, but you can remote plot at least 24 leaps in advance, and it moves even if you're not online; in a day, a Carrier can then do 24 hours x 500ly, or 12,000ly total. That might actually be useful!

Except oops;

Commanders require a unique resource to fuel the Fleet Carrier in order for it to jump.

You're going to have to be with it to keep re-fueling it, remember? So unless it also allows you to store those unique resources in bulk aboard itself before sending it off...

And you know it's not going to be 1 schedule per hour. The current update for moving the Megaships is in fact once per week. 500ly per week. If you've fueled it. You're not going to be having your Carriers out in the deep black with you very easily. But hey, the challenge of getting one to Sagitarius A* will be enough to get the dedicated grinding the same content yet again! And all kinds of stories in the press about the first to arrive, no doubt!

Maybe we could all move them to a single system and say "Hey look at my billion dollar impotent space willy?" Especially if there are skin add ons for it in the store, eh?!

Which is why I sighed right at the start. We've already done this dance a hundred times before.

Meanwhile No Man's Sky has an entire player controlled fleet, where you can treat the capital ship as a moveable, customizable base, and send your smaller ships out on simple missions; sure, I'm not playing it right now, because one of the bugs with the latest patch has bricked my save; but when I get it back again, at least it'll have something genuinely new to play with...

I never thought I'd see the day where I was saying NMS was far better than E : D, but yet here we are.
 
Sigh... Exactly as pointless as I feared they would be. They're just the current in game Megaships, with a limited choice of on board vendors / engineers as an excuse for having certain "roles". But there's just something about space games that make the audience unrealistically positive; a very few people in the thread spot the actual detail, but I've no idea where the rest of you are getting such exuberance from.



There it is; do you not see it? The carriers aren't taking the role for themselves, they're supporting your load outs on your own ships. In other words, they're just going to have different vendor choices inside.

Now go back and watch the announcement video more closely; at no point do you see them moving relative to the background. There's a suspiciously truncated clip of the engines lighting up; I'll wager here and now that's the system jump animation, and they cut it short to hide that's what it is. You won't be flying them personally.



Being able to move them when ever you feel like would be "Movement on Demand": "Movement on a Schedule" means you can give the order to move, but it won't execute until a certain time, the scheduled time. They're tied to the server ticks or some other limitation, just like Megaships.

Now think about what that really means; even if you can somehow set the target location (Around Planet 1b for example), it won't be automatically updated by the server until the scheduled time. If it did more than one move, you could do more than 500ly. Thus you're only going to get a single executed move per tick, up to 500ly.

And it's quite possible that at schedule time, Planet 1b is going to be sitting right where the Carrier was requested to be moved too, so it can't allow you to move any old where either, because you likely won't accuratly know the future state of the galaxy either. You'll only be able to schedule it to where the game knows it'll be safe to be.

You're not going to get the freedom you think you're going to get. At best, you'll get a fixed selection of orbits for it to sit in and not move from between each scheduled tick.



And there's the grind the more realistic of us were expecting to be tied to this in order to string out the players for months more with the same content just repackaged again, just as Frontier have been doing for years now. That's what's so, so depressing about the state of the game's development now... I personally can almost certainly afford to buy a carrier outright when it launches. I've done the same old gameplay enough over the years to be rolling in money (and Triple Elite too). But what's the point of logging in for a Carrier when...



It's just a personal vanity pet. That's all it is. It has no "fleet" component, except for only allowing certain people to land on it or not. There's no teaming up to build one. It's not tied to the in game "fleets" either, that in turn were just a new page in the UI and have no other functionality either, because it's tied to personal Commander accounts. It has no gameplay mechanisms at all except, maybe, cutting down the journey time for people in very, VERY limited circumstances by dropping effectively a private station somewhere. Maybe.

Why? Well you might think you're going to be exploring with one? But let's say that at best case scenario, it's one Schedule per day. Heck, let's be extremely generous and say it's 1 schedule per hour. How much distance can you actually cover in an hour? More than 500lys? An actual explorer build can do nearly 4 times that per hour now. But the Carrier can't.

Let's be insanely kind and say that not only is it one schedule per hour, but you can remote plot at least 24 leaps in advance, and it moves even if you're not online; in a day, a Carrier can then do 24 hours x 500ly, or 12,000ly total. That might actually be useful!

Except oops;



You're going to have to be with it to keep re-fueling it, remember? So unless it also allows you to store those unique resources in bulk aboard itself before sending it off...

And you know it's not going to be 1 schedule per hour. The current update for moving the Megaships is in fact once per week. 500ly per week. If you've fueled it. You're not going to be having your Carriers out in the deep black with you very easily. But hey, the challenge of getting one to Sagitarius A* will be enough to get the dedicated grinding the same content yet again! And all kinds of stories in the press about the first to arrive, no doubt!

Maybe we could all move them to a single system and say "Hey look at my billion dollar impotent space willy?" Especially if there are skin add ons for it in the store, eh?!

Which is why I sighed right at the start. We've already done this dance a hundred times before.

Meanwhile No Man's Sky has an entire player controlled fleet, where you can treat the capital ship as a moveable, customizable base, and send your smaller ships out on simple missions; sure, I'm not playing it right now, because one of the bugs with the latest patch has bricked my save; but when I get it back again, at least it'll have something genuinely new to play with...

I never thought I'd see the day where I was saying NMS was far better than E : D, but yet here we are.
well let's keep the pessimism under control .... we haven't seen the details yet, let alone operated them in the game.
 
@Titler yep you've nailed it. Anyone who thinks it will be more than this is really using their imagination well! The trailer and carefully scripted marketing words tell us everything about what to expect.
 
This will not happen I am sure, but it would be awesome to get a new gas mining mechanic. Imagine having specialized ships that can mine the upper atmospheres of giants.
I'm hoping one day we get pressure ships that allow us to deep-dive INTO gas giants... but that's me being super hopeful.

Back on topic, thanks FDev! This is pretty exciting since I wasn't expecting anything much until 2020.
 
Except oops;



You're going to have to be with it to keep re-fueling it, remember? So unless it also allows you to store those unique resources in bulk aboard itself before sending it off...

I imagine the fuel resource will need to be farmable in every system out in the black...
 
Question: Modular?

Does this video show the base carrier with ALL available pads AND a customised variant with the post-custom lower number of pads because some have to be sacrificed to swap out that capacity? Or, does the video show two variants of the same ship, or does a separate support ship travel with it?

Also, can the "exploration" variant include options to increase the 500 Ly range?

[Edit: This might be a way to introduce 'legs', but restricted to the carriers at first?]
 
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Love what I'm seeing so far and hope in the future we might see some faction specific designs, mostly for combat support type carriers. What I really wan't is a general idea of the price range we're looking at, so we know what to work towards. I know the prices may change between now and release and may be system dependent or some other factors but having a general idea of the range we'll be needing to be in or near will be massively helpful. Thanks for doing this though, it's been what I have been wanting for a long time to have a mobile base of operations for my friends and I so no matter what we can play together. And that Jump distance is awesome.
 
Question: Modular?

Does this video show the base carrier with ALL available pads AND a customised variant with the post-custom lower number of pads because some have to be sacrificed to swap out that capacity? Or, does the video show two variants of the same ship, or does a separate support ship travel with it?

Also, can the "exploration" variant include options to increase the 500 Ly range?

[Edit: This might be a way to introduce 'legs', but restricted to the carriers at first?]
According to OAnt's video, a separate support ship travels with it.
 
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