Squadron-Only carriers would have killed squadrons straight out of the gate.

If Frontier had made Fleet Carriers Squadron-Only, everyone would have ditched their squadrons to create their own so that they could get a carrier of their own. We'd end up with way fewer large population squadrons, and a bajillion one-person squads.

I hear you saying, "But Goooost, if they limited the carriers to squadrons of 10+ people, people would actually start banding together more, not less!" Well... Sort of. I had already talked to my own friends about starting the "Carrier Pigeons" in the same vein as the Fuel Rats and the Hull Seals to temporarily join squadrons to get them to the required size before leaving. (I had already started sketching out the design, a silhouette of saluting pigeons on the deck of a modern aircraft carrier.) If I didn't do it, someone else would. This is a proven concept from back when facebook had the game 'Mafia Wars' and users would group up with temporary friend requests (which would stay in the mafia even after removing the actual friend).

What frontier did instead was genius. They let everyone have their own carrier, BUT they have to pick a role. So now if you want a support ship of every type, you have to join a squadron and have other players choose those roles. This is also a proven strategy for encouraging squads in FPS games like battlefield; Sure you can go solo as a medic, but if you have a support in your squad you will never run out of ammo, and if you have a scout you can spot your enemies, etc etc. It creates a culture of reliance where you're better off in a group. Your squadrons will now have the benefit of having multiple carriers, with different roles and functions, in different systems you're invested in. If you have a really large squadron you get more carriers in it! How is this not obvious to the naysayers? You will have more reason to communicate with each other to get these various roles filled, and you wont have to rely on a potentially absent squadron leader to move the bloody things around. Everyone will have an opportunity to experience the ownership aspect other than the most popular veteran players, and there wont be any reason to ditch your current squads to do it. In fact, going forward I would suggest Frontier never create any gameplay aspect that's primarily reserved for squadron leaders, as this will inevitably dissolve the groups.

Also, we have to consider the games that Elite is competing with now and in the future. EVE, Star Citizen, No Man's Sky, and soon even Kerbal Space Program 2, all offer the private ownership of truly massive ships in a multiplayer environment. Do you think someone is going to come over to Elite Dangerous from one of those games if the only way to get the biggest ship is to not only have lots of friends, but also be the alpha of the group? It's Elite, not Elitist.

But that's what you're all begging for- Nerfed Carriers. You don't want to own one yourself, you just want everyone in your squad to squabble over them only for the leader to just do his own thing with it anyway. He says they're really fun and that you should build your own squadron and try one. If ya'll keep yelling about it before we even hear the details, we might end up with another ship transfer times fiasco. Did you know Frontier was going to give us instant transfer before people complained about it? 3 years later, how do you guys like waiting over an hour for your ships? Do you, like me, shut off the game after transferring? Because that's the reason Frontier was going to make it instant at first, admitting that it was gamey but that uninterrupted gameplay was more important to the health of the server population. So please, stop asking for things to be worse, start asking for things to be better. Because unfortunately, sometimes Frontier actually listens to you schmucks.

In summary, Solo Carriers mostly benefit Open Play. Solo players will be limited to single roles and wont have anyone to share it with. This was strategic, just as the extra pip encourages players to open their ships to multicrew, the specific roles and limit one carrier per player encourage squadding up. Frontier put a lot of thought into this feature and I'm confident that if you give it a chance you will love it.
 
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Yeah, of course, that was the reasoning behind all the whiny mememememe demands for individual FC. (Sarcasm)

Sounds like the usual desperate justification that occurs when people get what they asked for and realise they shouldn't have asked for it in the first place. (Not Sarcasm)
 
Yeah, pretty much. Especially if only squadron members could dock at a squadron's carrier, can you imagine the uproar if people had to keep ditching and changing squadrons every time they wanted to, say, join an expedition, and they were already part of a squadron that was bgs-focused on a particular minor faction? What if the squadron leader wanted to do so? Your in-game activities would end up tied to a particular group, and for loose groups of freelancers that'd be an absolute death-knell.

Sorry guys, you can't go with the gnosis because you're a fuel rat. Sorry, you can't be a fuel rat because you've formed a squadron with your regular gaming buddies. OH WELL.
It'd be a terrible situation for everyone involved.
 
I was rather surprised that Carriers aren't going to be squadron-based after all, but I agree that this solves a lot of problems. No need to create one-person squads to get a Carrier, no arguments about who gets to operate a Carrier that a squad has paid for collectively, and so on.

Though I'm hoping that the choice of role and support ship isn't irrevocable, if we can't buy more than one at a time, we should at least be able to sell one and buy another.
 

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Did you know Frontier was going to give us instant transfer before people complained about it? 3 years later, how do you guys like waiting over an hour for your ships? Do you, like me, shut off the game after transferring? Because that's the reason Frontier was going to make it instant at first, admitting that it was gamey but that uninterrupted gameplay was more important to the health of the server population. So please, stop asking for things to be worse, start asking for things to be better. Because unfortunately, sometimes Frontier actually listens to you schmucks.

In summary, Solo Carriers mostly benefit Open Play. Solo players will be limited to single roles and wont have anyone to share it with. This was strategic, just as the extra pip encourages players to open their ships to multicrew, the specific roles and limit one carrier per player encourage squadding up. Frontier put a lot of thought into this feature and I'm confident that if you give it a chance you will love it.

Yeah, I remember that. The reason Ship transfers were not instant (and voted for with a large majority) was the same reason i.e. a travel to Colonia - or Beagle Point for that matter - aren't instant.
There's different games exactly for that. Instant gratification, instant PewPew, instant action. Casual Games. ELITE Dangerous clearly doesn't fit that.
Not saying there's no room for finetuning (push service coming readily to mind or Eco, Standard and Premium Transfer Options for example), but it retained the fundamental Simulation approach with its consistent, logical and credible consequences.

"Solo Carriers" won't benefit any specific mode, and there's (confirmed by FDev) no such thing as a mode-dependent Carrier. A Carrier will exist in all modes and persistently so.
If a Carrier is limited to a single role (not yet known btw.), it'll be limited to that single role in any Game mode. Squadding up so far has no known consequences - at all.


btw. right now we're planned to get "Personal Carriers", which is potentially very good for numerous reasons.
After gaining some experience with that new Gameplay element, there's nothing standing in the way of Frontier later adding "Squadron Carriers" with increased/Squadron-oriented new Options in the future.

PS.
So far, AFAIK there's no info on how many roles a Carrier can fulfill. If a 2nd Support Vessel can be added, there's your 2nd role at your service. I assume it will be possible to add more than one role - especially in regard to the general Utility and Flexibility of Carriers and several logical combinations of roles that can nicely go hand in hand.
 
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I neither interested in Squadrons nor Fleet Carriers. Give me my NPC crew (a proper crew that accompanies me on the bridge and does stuff) and I'll be happy! I'm much more of a Malcolm Reynolds than I am an Admiral Ackbar.

I really dont see why the crew we've hired isnt on our ship. The technology is there ever since they replaced the 2d generated NPC sprites with the 3d commander creator ones. If I can see the model of my friend in my ship, why not my crew? I spent like a hundred million credits on pilot tinder picking out my hot copilot. I've probably fired 10000 new hires at this point. I deserve more than a photo.
 
If you have a really large squadron you get more carriers in it!
This is one of the big differences. A squadron with ten players might get plenty of use out of just one carrier. A squadron with two hundred players would probably find it a bit limiting.

Even if it didn't encourage people just to form squadrons of 1, it'd set up an irritating trade-off between having fewer squadrons (and less paperwork) versus having more squadrons (and more carriers)

In fact, going forward I would suggest Frontier never create any gameplay aspect that's primarily reserved for squadron leaders, as this will inevitably dissolve the groups.
Yes. There's lots of useful coordination features which could still be added to squadrons that would encourage their use and make sense as squadron-only features.
 
Squadrons will get far more versatility out of personal carriers than if FD implemented them as squadron-only.
We don’t need another Wing Mission fiasco.

OP is wrong about ship transfer though - instant was always a terrible idea and rightly got voted down.
 
OP is wrong about ship transfer though - instant was always a terrible idea and rightly got voted down.
Carriers will, however, allow a form of instant transfer - or at least, transfer where the time cost in obtaining fuel is detached from the actual act of moving. It'll be interesting to see how, tactically, that has advantages and disadvantages over the existing ship transfer.
 
If Frontier had made Fleet Carriers Squadron-Only, everyone would have ditched their squadrons to create their own so that they could get a carrier of their own. We'd end up with way fewer large population squadrons, and a bajillion one-person squads.

I hear you saying, "But Goooost, if they limited the carriers to squadrons of 10+ people, people would actually start banding together more, not less!" Well... Sort of. I had already talked to my own friends about starting the "Carrier Pigeons" in the same vein as the Fuel Rats and the Hull Seals to temporarily join squadrons to get them to the required size before leaving. (I had already started sketching out the design, a silhouette of saluting pigeons on the deck of a modern aircraft carrier.) If I didn't do it, someone else would. This is a proven concept from back when facebook had the game 'Mafia Wars' and users would group up with temporary friend requests (which would stay in the mafia even after removing the actual friend).
Unless there was a minimum requirement to use a fleet carrier. If you squadron goes below that, your carrier is impounded. Pretty simple really.

What frontier did instead was genius. They let everyone have their own carrier, BUT they have to pick a role. So now if you want a support ship of every type, you have to join a squadron and have other players choose those roles. This is also a proven strategy for encouraging squads in FPS games like battlefield; Sure you can go solo as a medic, but if you have a support in your squad you will never run out of ammo, and if you have a scout you can spot your enemies, etc etc. It creates a culture of reliance where you're better off in a group. Your squadrons will now have the benefit of having multiple carriers, with different roles and functions, in different systems you're invested in. If you have a really large squadron you get more carriers in it! How is this not obvious to the naysayers? You will have more reason to communicate with each other to get these various roles filled, and you wont have to rely on a potentially absent squadron leader to move the bloody things around. Everyone will have an opportunity to experience the ownership aspect other than the most popular veteran players, and there wont be any reason to ditch your current squads to do it. In fact, going forward I would suggest Frontier never create any gameplay aspect that's primarily reserved for squadron leaders, as this will inevitably dissolve the groups.
It could work out like that. We will see.

Also, we have to consider the games that Elite is competing with now and in the future. EVE, Star Citizen, No Man's Sky, and soon even Kerbal Space Program 2, all offer the private ownership of truly massive ships in a multiplayer environment. Do you think someone is going to come over to Elite Dangerous from one of those games if the only way to get the biggest ship is to not only have lots of friends, but also be the alpha of the group? It's Elite, not Elitist.
I don't see those games as direct competition. They are both very different which allow very different styles of play. I suspect some play all three, some play two and some play only one because they are not interested in what the other offers.

But that's what you're all begging for- Nerfed Carriers. You don't want to own one yourself, you just want everyone in your squad to squabble over them only for the leader to just do his own thing with it anyway. He says they're really fun and that you should build your own squadron and try one. If ya'll keep yelling about it before we even hear the details, we might end up with another ship transfer times fiasco. Did you know Frontier was going to give us instant transfer before people complained about it? 3 years later, how do you guys like waiting over an hour for your ships? Do you, like me, shut off the game after transferring? Because that's the reason Frontier was going to make it instant at first, admitting that it was gamey but that uninterrupted gameplay was more important to the health of the server population. So please, stop asking for things to be worse, start asking for things to be better. Because unfortunately, sometimes Frontier actually listens to you schmucks.
A lot of assumptions there on how squadron members would react. As to instant transfer, it was originally going to be timed, made instant because it was easier to implement and then reversed because they realised it was crap.

In summary, Solo Carriers mostly benefit Open Play. Solo players will be limited to single roles and wont have anyone to share it with. This was strategic, just as the extra pip encourages players to open their ships to multicrew, the specific roles and limit one carrier per player encourage squadding up. Frontier put a lot of thought into this feature and I'm confident that if you give it a chance you will love it.
Possibly. It could be awful, it could be good. I haven't seen enough to persuade me either way yet. But I doubt I will have a fleet carrier of my own, I really don't see the point in having one myself.
 
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Carriers will, however, allow a form of instant transfer - or at least, transfer where the time cost in obtaining fuel is detached from the actual act of moving. It'll be interesting to see how, tactically, that has advantages and disadvantages over the existing ship transfer.

Hmm I never considered this. We'll have to see how expensive these things are to move, but yeah, allegedly you can jump them from the galaxy map so you could probably do that remotely. 500ly covers most of the bubble.
 
Carriers will, however, allow a form of instant transfer - or at least, transfer where the time cost in obtaining fuel is detached from the actual act of moving. It'll be interesting to see how, tactically, that has advantages and disadvantages over the existing ship transfer.

Yup, it’ll definitely be strategic to have your carrier fuelled and ready to jump.
But, the grind to refuel it can’t be ignored in the time required to move.
 
Did you know Frontier was going to give us instant transfer before people complained about it? 3 years later, how do you guys like waiting over an hour for your ships? Do you, like me, shut off the game after transferring? Because that's the reason Frontier was going to make it instant at first, admitting that it was gamey but that uninterrupted gameplay was more important to the health of the server population.

Yep I voted against the timer. Still a sore point for me and hope Fdev will change this to instant in some future update like it should have been originally.
 
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