ANNOUNCEMENT Gamescom Reveals - Fleet Carrier Details

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Thank you, FDev! Let the haters hate, but I am excited to see for myself what exactly what this entails.

I guess my biggest hope so far is that we'll be able to somehow store more ships than landing pads. It would be nice to base your entire fleet out of your fleet carrier😉
 
I get that these ships are indestructible, but surely they should be damageable like stations otherwise they are basically a keychain for ships.

Plus, the one per instance kind of rams home how static ED is in comparison to NMS which has fleets interacting very easily.

Since they can't be damaged, they can't attack each other and its one per instance- whats really the point? If they were squadrons only I could understand as its a group keeping one giant ship going, but if each commander has one but they can't fly as a group thats.....silly.
 
I get that these ships are indestructible, but surely they should be damageable like stations otherwise they are basically a keychain for ships.

Plus, the one per instance kind of rams home how static ED is in comparison to NMS which has fleets interacting very easily.

Since they can't be damaged, they can't attack each other and its one per instance- whats really the point? If they were squadrons only I could understand as its a group keeping one giant ship going, but if each commander has one but they can't fly as a group thats.....silly.
Especially considering a CMDR can have his own squadron so the solo players won't be thrown under the bus.
Not enough Information available yet, but I don't see the need for them at the moment, except as a vanity item as written somewhere above.

A squadron rally point would've made more sense, but let's wait and see...
 
Especially considering a CMDR can have his own squadron so the solo players won't be thrown under the bus.
Not enough Information available yet, but I don't see the need for them at the moment, except as a vanity item as written somewhere above.

A squadron rally point would've made more sense, but let's wait and see...

So when I jokingly referred to FCs as mobile tree houses......I was essentially right. Going from whats been revealed they only really benefit explorers with their jump range- for anyone else they are marginal vanity items. PP/ mining/ BH? No real benefit except being a portable rearm point. No need to go back to a station (unless to drop data / bonds etc?).

I can see FD making these FCs to simultaneously please Panther Clipper guys / own my own station players but....I just feel empty with them. They are not really adding anything to the tactical game, and are kind of neutered when other games make ultra large ships shine. I am probably wrong, or want to be proved wrong....but so far its a bit meh.
 
So when I jokingly referred to FCs as mobile tree houses......I was essentially right. Going from whats been revealed they only really benefit explorers with their jump range- for anyone else they are marginal vanity items. PP/ mining/ BH? No real benefit except being a portable rearm point. No need to go back to a station (unless to drop data / bonds etc?).

I can see FD making these FCs to simultaneously please Panther Clipper guys / own my own station players but....I just feel empty with them. They are not really adding anything to the tactical game, and are kind of neutered when other games make ultra large ships shine. I am probably wrong, or want to be proved wrong....but so far its a bit meh.
I can see some uses, just not for Exploration.

From the first page:
16 landing pads & for solo players sort of implies having a shipyard or at least the ability to switch ships.
Repair Rearm and Refuel makes it basically a forward base. Handy in those systems where you need a long supercruise travel to get to a haz res for example, IF you can select the destination of the carrier (I hope it will orbit a chosen location like the rescue ships).

The different roles mean different module loadout variants, I think, implying also basic outfittery.
Depending on Cargo capacity it could also be a nice mining base or bulk trade vessel… we shall see.

What I don't see is them being helpful for explorers. The 500 ly range combined with "grind" for "unobtanium" will make the normal exploration still the usual thing to do. Propably fringe cases (pun intended) to get the carrier to the fringe of the galaxy to reach further away points. Bye bye Ishum's Reach.

It's more a base for pew-pew content imho, which will cause the usual pew-pew-bad uproar.
 
I can see some uses, just not for Exploration.

From the first page:
16 landing pads & for solo players sort of implies having a shipyard or at least the ability to switch ships.
Repair Rearm and Refuel makes it basically a forward base. Handy in those systems where you need a long supercruise travel to get to a haz res for example, IF you can select the destination of the carrier (I hope it will orbit a chosen location like the rescue ships).

The different roles mean different module loadout variants, I think, implying also basic outfittery.
Depending on Cargo capacity it could also be a nice mining base or bulk trade vessel… we shall see.

What I don't see is them being helpful for explorers. The 500 ly range combined with "grind" for "unobtanium" will make the normal exploration still the usual thing to do. Propably fringe cases (pun intended) to get the carrier to the fringe of the galaxy to reach further away points. Bye bye Ishum's Reach.

It's more a base for pew-pew content imho, which will cause the usual pew-pew-bad uproar.

:D

Now, it would be great if we could hack and steal the fuel / stored stuff. But then that leads to the solo/ open instance issue.
 
repair? have several ships at hand if they feel like?

it would end the 'lone ship in the black' theme, more like escorted expeditions.
But as someone said in this thread: 44 jumps to Colonia.
Depending on the "grind" for "unobtanium" and the number of jumps per week it would be a long journey to get your ship out there...
If the grind is moderate or small, and you can jump "when you want", then all is good, and I'd agree.
If the FC jumps on server tick thursdays, it's entirely another thing...

Not enough data available, does not compute ;)
 
I dunno, logically it would have to be something readily available in any system, so as to not strand the carrier.
Since there are systems which contain one brown dwarf star and nothing else, that might be tricky to guarantee.

So long as the resource can be carried by players and a group of players can carry enough to make at least two jumps, a stranded carrier could be rescued by another carrier even if it was stuck in a system outside normal ship jump range.

The Carrier division of the Fuel Rats might not see much business, but someone is going to use a carrier to jump 500 LY above the last reachable star in the galactic plane, and then realise they don't have enough fuel to get back down.

Especially considering a CMDR can have his own squadron so the solo players won't be thrown under the bus.
Not enough Information available yet, but I don't see the need for them at the moment, except as a vanity item as written somewhere above.

A squadron rally point would've made more sense, but let's wait and see...
I suppose the problem with the squadrons idea is that if the squadron can have one fleet carrier, it gives an odd disincentive to be a really big squadron - a squad of 400 can have 1 fleet carrier, whereas 10 squads of 40 can have 10 fleet carriers, and then it's just more paperwork to have MegaSquad A, MegaSquad B, etc. etc. to match the number of carriers you need to the squadron size, while losing a bunch of the in-game social benefits to the squadron feature at the same time.

So long as there's an easy "allow docking to squadron members" tickbox in the permissions, they could still be used for that.

it would end the 'lone ship in the black' theme, more like escorted expeditions.
Conversely, depending on how the fuel is obtained, they'd likely be a lot slower to move than just jumping normally (and it wouldn't be that big a deal if the fuel was only available from stations - that would give the "exploration should be about logistics and supply lines" DDF-preference players something to do!)
 
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