The carrier is probably big enough to house a automatic collector ship.
......
Nevertheless, I clearly see theI won´t bet on that....
edit: fuel storage on T9 would work if friends park their T9 on your FC and donate fuel subsequently....
The carrier is probably big enough to house a automatic collector ship.
......
Nevertheless, I clearly see theI won´t bet on that....
Suppose I take my fleet carrier to the lower side of the galactic disc, then with the last of my fuel I perform a full-range jump to an isolated system 500ly below, containing only a single Y-class star and nothing else. Unless the unique resource is starstuff that's scoopable from any stellar class, which seems unlikely, the carrier and every ship aboard it is now effectively stranded.
Save us from ourselves!ORRRRR.... don’t jump there with the carrier?
Suppose I take my fleet carrier to the lower side of the galactic disc, then with the last of my fuel I perform a full-range jump to an isolated system 500ly below, containing only a single Y-class star and nothing else. Unless the unique resource is starstuff that's scoopable from any stellar class, which seems unlikely, the carrier and every ship aboard it is now effectively stranded.
I can't see any purpose for this ship exept TAXI lol . what a waste of time.
Yes, that would work. I'd forgotten the fuel was a commodity. I guess even a lone player with two accounts could do this on a single machine, as long as the carriers are persistent and docking permission can be granted to players who aren't logged in. Hopefully there'll be a "grant everyone access" option that would cover this by default.The carrier fuel is a commodity (see Q&A). So another way to rescue for you would be for another carrier with a bunch of freighters docked, those freighters holding enough fuel between them for at least two jumps. Some of them refuel the carrier they're on, the others refuel you, both carriers jump out.
I don't think it'll work that way for the reasons varonica outlined. 500ly exploration jumps into the unknown are part of the plan, I think. Certainly people are talking about pushing the fringes of exploration using carriers, so there'll be some disappointment if you can't do this.
- A carrier can only jump to a system that you have a system map for. Which, outside the bubble at least, equates to systems you have visited and therefore systems that can be reached in a regular ship. You could still get into a mess if you haven't brought your long-range ship with you.
It's the "lost" bit I'm curious about. Whether FD will have considered all the options, or might fall into the trap of thinking "indestructible = no need for a rebuy / replacement mechanic". I suspect they have thought of it and are just playing their cards close to their chest, but we have to consider the outliers.
- When you respawn you are always asked whether you want to respawn at the carrier or the last station you docked with. The carrier might still be lost.
Unless you make two sequential jumps through isolated, non-refuellable systems!I still see the only solid way to go is to allow at least 2 jumps per full fuel load, that way you can always get back to the last system you refueled at.
It's not about whether it's sensible to perform a given action, it's what mechanisms exist in the game to deal with the consequences if you do. Which is why I'm hoping for a beta. "My carrier has fallen and it can't get up," is the sort of thing you want to address in a test phase, not something you want Support to be bombarded with for the first month after launch while the developers race to patch an obvious hole before more players fall into it. Figuring potential ways to break the game is part of what betas (and in the absence of betas, speculative posts on the forums) are for.ORRRRR.... don’t jump there with the carrier?
No Idea what you want to say with that--- but uh yes?Nevertheless, I clearly see theopprtunity to store some 4-5 Cargo T9 on the FC with holds full of the fuel(nonsense, current game mechanics don´t support that) - the only logical thing is that You have some sub-menue in the FC interface where any visitior (incl. Owner) can "donate" fuel to the FC´s fuel storage - similar to Engis interface where you can donate goods....
edit: fuel storage on T9 would work if friends park their T9 on your FC and donate fuel subsequently....
It's actually a Godsend for those of us working the BGS to expand our factions.I can't see any purpose for this ship exept TAXI lol . what a waste of time.
Yes, that would work. I'd forgotten the fuel was a commodity. I guess even a lone player with two accounts could do this on a single machine, as long as the carriers are persistent and docking permission can be granted to players who aren't logged in. Hopefully there'll be a "grant everyone access" option that would cover this by default.
I don't think it'll work that way for the reasons varonica outlined. 500ly exploration jumps into the unknown are part of the plan, I think. Certainly people are talking about pushing the fringes of exploration using carriers, so there'll be some disappointment if you can't do this.
It's the "lost" bit I'm curious about. Whether FD will have considered all the options, or might fall into the trap of thinking "indestructible = no need for a rebuy / replacement mechanic". I suspect they have thought of it and are just playing their cards close to their chest, but we have to consider the outliers.
Unless you make two sequential jumps through isolated, non-refuellable systems!
Granted, finding two isolated systems so far apart with nothing else near them is pretty unlikely even near the edge of the galaxy, but probably not impossible. And there's nothing to stop someone repeatedly carrier-jumping between systems to deliberately run down the fuel supply. I want to know how the game handles that. Does it just sit there, abandoned yet indestructible, ready for a more forward-thinking explorer to discover as Winterwalker suggests? Actually that would be very cool, especially if they could be flagged as abandoned and rendered using a slightly more decrepit model than the default, but it's more likely they'll be determined to have self-destructed and be removed from the game entirely.
It's not about whether it's sensible to perform a given action, it's what mechanisms exist in the game to deal with the consequences if you do. Which is why I'm hoping for a beta. "My carrier has fallen and it can't get up," is the sort of thing you want to address in a test phase, not something you want Support to be bombarded with for the first month after launch while the developers race to patch an obvious hole before more players fall into it. Figuring potential ways to break the game is part of what betas (and in the absence of betas, speculative posts on the forums) are for.
I'm not sure I like the idea of getting any money back for being daft enough to strand a multi-million credit vessel out in the back of beyond. It'd be like rewarding inattention or deliberate sabotage. But then again we already have the pseudo-lore mechanic of recovery/rebuy upon "death", along with the invisible bulk carriers that handle station-to-station transfer of ships*, so the idea that the authorities have access to fleet carrier carriers that can salvage and recover lost carriers isn't too much of a stretch I guess.Well presumably you could “scrap” it to recover most of you money and then buy another one.
Unless it is the equivilant of a max jump anaconda already. it would be kind of ty, but they could as it's approximately 6 times the jump range.We have yet to learn what the fuel capacity is. It makes no logical sense for any vessel to be able to use up it's whole fuel capacity to perform one max jump, the minimum number of jumps must therefore be >= 2.
I'd hate to be the guy that drops 13B on one, only to have to price drop to 500M (or even 1B) in a few months...If I was writing the code I would have a target in mind. If the game will run OK with 100 carriers in it I would set the price so only 100 carriers could be bought. In fact it probably makes sense to set the price high for the first few months to check that the game remains stable and to iron out any bugs and unwanted exploits. Then bring the price down so that the number of carriers increases.
If they follow that logic, then I'd expect the opening price to be 10-13 billion (or even higher; I wouldn't be surprised if it was 100 billion, depending on the appitite for grind displayed by the target audience) and then around February it would drop to maybe 3 billion. If demand is high and is generating a lot of interest, and if the game remains stable and under control, it could reduce to around half a billion after another few months.
In the worst case, where carriers are received as white elephants and nobody wants one, or they have a large effect on the stability or BGS, then the price will stay high.
On the other hand, if carriers are greeted as a trophy only the elite can aspire to, its function may be best served if it remains expensive.
The more use it is, the higher the price. We will grind harder for it and so the price has to be higher if only a certain number can be allowed to exist. If it becomes a QoL workhorse and a valuable addition to life and the lore, then it can be brought down to a level where anyone can afford it. On the other hand, if it only costs 500 million, people will start asking why they can't have two.
Unless you make two sequential jumps through isolated, non-refuellable systems!
Allready confirmed in the first post,1. If not, who drives it? Is it worth wasting all your credits if you cannot fly it yourself?
Credits allow you to buy fuel.... skipping the fuel grind this is why even those with billions have started to grind a few more billions of credits in the hope that the buying of fuel will avoid the grind of mining the new item...3. What other ridiculous amount of grinding is required to get that special fuel to enable the carrier to jump?
Can you clarify what 'unique' resources are?
It will be a new commodity, which can be mined or bought from certain starports
If that NPC rabble think they're loitering near my carrier, then I have news for them:
Loitering is punishable by death!
THAT's what the (confirmed) weapons on the carrier are for!