ANNOUNCEMENT Gamescom Reveals - Fleet Carrier Details

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Hmm, I expect those long jumps to be severely limited by that fuel resource, but it would help to use a single expensive jump to increase the max distance from Sol by 500 ly. I feel a race coming up to be First.
 
These carriers were designed originally as squadron assets, which would have been OK if they'd been released along with 3.3 and the paid content - then there would have been would have lots on offer for solo players to distract them from the fact that they weren't getting to play with the big toys.

But now they're pretty much the only thing being offered to experienced players in 2019, so FDev have decided to make them available to all, not just squadrons.

Which is fine. But I just wonder how much work FDev have put into adapting the carriers for solo play. In particular, have the refueling requirements been adjusted to what an individual player can reasonably manage, or are they still set at levels which assume that much of a squadron would be pitching in for the refueling effort?
 
I must say that i am kinda unimpressed because they are indestructable and dont have any weapons to defend. Was hoping to see some capital fights.
All they offer is a mobile starport without trading.
 
These carriers were designed originally as squadron assets, which would have been OK if they'd been released along with 3.3 and the paid content - then there would have been would have lots on offer for solo players to distract them from the fact that they weren't getting to play with the big toys.

But now they're pretty much the only thing being offered to experienced players in 2019, so FDev have decided to make them available to all, not just squadrons.

Which is fine. But I just wonder how much work FDev have put into adapting the carriers for solo play. In particular, have the refueling requirements been adjusted to what an individual player can reasonably manage, or are they still set at levels which assume that much of a squadron would be pitching in for the refueling effort?

I think if Solo players want carriers then only the "solo player" owners should be able to refuel it, if they let other players refuel it's just a double standard, they cried so hard that it was going to be unfair not letting them be able to have one by themselves then let them carry the responsibility. If they allow the carriers to be refuelled by other commanders then they should be available to be purchased by a squadron, otherwise, it makes a mockery of the Squadron machinic and everything that Squadron are supposed to be (or should be). And when it comes down to it, if solo players couldn't afford to make their own squadron to get a carrier then they were never going to afford a carrier anyway.....
 
Pure Speculation on the cost...
Basic Ship 1-2 Billion
Outfitting 6-8 Billion
Total 7-10 Billion depending on the configuration.
 
Biggest Jump possible has been set at 500 LY's - But do Fleet Carriers have an economic jump if so what is the max total range on a full tank ?

Edit: Is the jump range affected by mass of FC only or total mass of FC + content like our current ships
 
I must say that i am kinda unimpressed because they are indestructable and dont have any weapons to defend. Was hoping to see some capital fights.
All they offer is a mobile starport without trading.

Carriers aren't battleships though.
 
Sounds good, but many details to be answered.

Curious to know, if you can move them inside a system, e.g. orbiting a planet. Also if you can get missions when docked (e.g. from your PMF, when your squadron is pledged to them).
 
How much will it cost?

Can it be attacked by players and/or NPCs?

If so, what defenses does it have?

Can it jump to in-system destinations such as planets, moons, asteroid belts, stations?

Can it be manually steered in supercruise and sub-light speeds?

If yes, does it have a bridge/cockpit seat or is it flown in 3rd person?

Does it have cargospace so we can fill it up with mined metals and ore then offload those at a nearby market?

Will it have its own marketplace where you set the prices yourself?

Will players that visit your carrier be able to walk around or go to a bridge view or are they “stuck” inside their own ship inside the hangar during supercruise or jumps?

Will it have its own sensors and scanners for exploration?

Can support ships be flown?

Do support ships have any features other than changing available services onboard?

How do we switch support ships? E.g. does it require a station or similar to switch?

How will the fuel be obtained? Space Mining? Market? Planet Survey/Mining? Synthesizing?

I have so many questions!

Most of your questions have been answered by the very announcement.

No it can't be attacked, no it has no defenses.
It can't be piloted, neither in or out of supercruise.
It has no cockpit.
It has no marketplace.
No sensors.
No walking around it.

Think of it as a megaship. It sits in an instance. You can tell it where to jump to, even if you're on the other side of the galaxy. You can dock and refuel and rearm... that's about it (that we know).

The support stuff is unclear at this time.
 
Wonder how the Fuel Rats will respond. Could make their life a great deal easier.

It's an interesting question. If the materials (I can't imagine them to be anything we cannot mine) are easily come by, then they could well be stockpiling for the eventual use... and IF we truly can jump them whenever we want, and without a long cooldown, it could be a real boon to them.
However, if each 500LY jump has a cool down (an hour... or a day) or even if the materials are a royal pain(ite) (yes, I'm hilarious)... then the carrier will be effectively useless.
 
Wonder how the Fuel Rats will respond. Could make their life a great deal easier.
Yeah, was just wondering this myself. An obvious thing would be to get members to position their carriers (assuming they offer refuel) at strategic locations all around the galaxy, maybe even with Alt account ships docked and ready to fly at a moment's notice. Another intriguing possibly which occurs is for them to have a new Carrier Refuel department, offering the service of resupplying people's carriers with the materials needed to make another jump. Of course the problem with this is - what's in it for the Fuel Rats? In the case of individual rescues the reward is the adventure itself (hence no paymnent required) but why would anyone offer to do someone else's grind for them? That doesn't sound (on the face of it) remotely rewarding.
 

Robert Maynard

Volunteer Moderator
I think if Solo players want carriers then only the "solo player" owners should be able to refuel it, if they let other players refuel it's just a double standard, they cried so hard that it was going to be unfair not letting them be able to have one by themselves then let them carry the responsibility.
That'll inconvenience Squadrons where one (or more) members own a Carrier, won't it?
 
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