Fleet Carrier mechanics speculation

First of all I want to say that I am using the google translator, so if you don't understand something, I'm sorry, it's the translator.

There has been much talk about fleet carriers and I wanted you to know how I think these ships should work.

To start I want to talk about once you land on that ship> I think there will be 2 menus: First, a menu type that of the stations where you can change ships and what was mentioned about repair, etc ... and Second a transition ship/Srv style that will take you to the ship's bridge located in the stern central superstructure.

Once on that bridge you can control who lands and who does not and you can see the jump animation, I could describe something else from the menus, but it is secondary and / or speculation.

About the jump and piloting: I have read many comments on what will be stationary, that they will jump directly to the body that you select, that you first have to go with a ship revealing the road and then come back and jump with the ship, etc ... It all sounds very twisted.

Once on the bridge you select the destination on the galactic map (as we all do now) or failing that, there will be the same left menu with things added by that ship and now it comes, which many people have not noticed, has to have some type of piloting or what was called at the time the so-called "executive control" that turns on propellers and turn the ship ourselves or the E.C to its destination and start the FSD propulsion (if the same animation as normal ships) and jump, once in the new system will remain in super cruise, waiting for orders or move the ship ourselves to a new destination.

About this last one, I want to add a couple of things of things that I have read in this forum and again it sounds twisted.

For example, if we select a system that is behind the ship and does not move at all, it will start a leap forward and then appear in that system facing forward when the thrusters are facing the target system, it sounds to bungling and unrealistic, I have also read that they will jump to the star-planet-system directly, it implies that once in the system, they will go out to normal space and then jump again and appear in that destination regardless of distance, You can apply to this what you mentioned before.

And on the fuel tank, a ship almost 3,700M long, it would be unrealistic that it could only make a single jump, when for that size it would at least have to make 4-5 jumps.

Nothing more.
o7
 
What we know:

There will be restock, repair, refuel.
We can chose a target from the galmap.
It can jump 500ly

Everything else is wishfull thinking.

Changing Ships? Unconfirmed
Storing ships? Unconfirmed
Selecting body within system? Unconfirmed
Moving within system? Unconfirmed
Carrier Bridge? Unconfirmed

We will see in a year or so
 
My guesses:
-Bridge: Highly unlikely. It will probably be controlled in few menus.
-Jump interface: Unknown. It would probably be most simple for them to have it so that you'll have to fly to the destination in your regular ship and then activate a beacon in your panel, which causes the carrier to jump in. I'm hoping it will not work like that and you'll direct it on the galaxy map instead.
-Jumping itself: I think supercruise is highly unlikely. It will probably just jump directly to the target body with same kind of animation as the capital ships.
-Fuel tank, number of jumps: It's a new type of fuel so they could justify anything. Depends on how grindy they'll make it. Exploration type might have bigger tanks.
-Support ships: These will probably determine the carrier's specialization. Other players can't attack the carrier itself, but they might be able to temporarily disable the support ships.

Mainly, expect movable stations.
 
I think the FC docked UI will be similar to a station just with fewer services.
I suspect the services/modules/ships available, or not available, will change depending on role.
The jump interface will likely reuse current ship jump interface, except you will just mark on the system map what planet you want to go to.

What I want is to be able to store cargo.
A real marketplace controlled and profited off of by the ships owner would be nice, but not expected. Only able to sell what the market has purchased, and be able to sell anything that was purchased, having to resupply fuel/inventory to meet demand, etc.
 
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My guesses:
-Bridge: Highly unlikely. It will probably be controlled in few menus.
-Jump interface: Unknown. It would probably be most simple for them to have it so that you'll have to fly to the destination in your regular ship and then activate a beacon in your panel, which causes the carrier to jump in. I'm hoping it will not work like that and you'll direct it on the galaxy map instead.
-Jumping itself: I think supercruise is highly unlikely. It will probably just jump directly to the target body with same kind of animation as the capital ships.
-Fuel tank, number of jumps: It's a new type of fuel so they could justify anything. Depends on how grindy they'll make it. Exploration type might have bigger tanks.
-Support ships: These will probably determine the carrier's specialization. Other players can't attack the carrier itself, but they might be able to temporarily disable the support ships.

Mainly, expect movable stations.
Well, in my opinion that void sounds what you say ... Point 2 sounds like doing the same thing x2 ...

The truth is that I see a simple and conformist vision of you even negative of the fleet carrier.
 
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Deleted member 38366

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How it might look like (MVP - Minimum Viable Product) :
  • you're docked in your Ship at the Carrier (optional, Carrier can move alone)
  • you enter the Galaxy Map and there's a new Tab for moving the Carrier
  • you select a System within Range and Jump
  • after a small loading screen very similar to a Hyperjump animation you find yourself docked in your Ship on the Carrier in the new location
How it should look like (fully fleshed out with several Options)
  • you're docked in your Ship at the Carrier (optional, Carrier can move alone)
  • you open the Carrier Menu and select "enter Bridge"
  • with a few cutscenes using in-game Graphics and some mild variation, your CMDR leaves the Ship and heads towards the Carrier Bridge
  • you end up entering your CIC, where several Terminals can be used for different core functions of the Carrier (NAV, Weapons, Maintenance, Repair, Fleet Management), Tactical is in the Center with all relevant large displays to execute local Command & Control functions
  • NPC Crews are onboard and are manning all positions (they salute you and your assigned XO gives you a standard voice short-brief on the Ship's status)
  • invited Friends (or Authorized Squadron Members with sufficient rank) can replace all key Terminals and/or assist you at Tactical (i.e. a high-ranked Squadron Member acting as XO)
  • to move the Carrier, you either head to NAV and coordinate the Jump yourself - or remain at Tactical and order one of your NPC Crew to make the jump
  • NAV for example will permit you to set quite precise Coordinates for the desired position of the Carrier if the Destination System is explored (3D positioning via Orrery Map)
  • you initiate the short Countdown and authorize the jump, upon which all deployed Patrol Ships are recalled to dock and then all Pads are lowered, with the Carrier's Jumpdrive spooling up
  • you leave via two Cutscenes, showing both the departure of your Carrier as well as its arrival in the new System
  • after arrival, your Crew gives you a short & snappy voice confirmation on the successful jump, NAV-verified & correct Position and Operational Status
  • optionally,you can deploy your assigned Patrol Vessels to launch and establish a controlled defensive perimeter around the Carrier
  • Crew (NPC or Player) can be ordered certain states, affecting Patrol Ranges of deployed Ships, enforce the set ROEs for and behavior towards unrelated Traffic and a granular Control of Weapon States of the Carrier in any defensive situation
  • at this point, you're free to perform another Jump (Ship's Status and Fuel permitting) or head back to your Ship, undock and fly that (onboard Friends/Players can do the same and join the Carrier CMDR in their own respective Ships)
----------------------------

Point being though.... it's anyone's guess if they a) can and b) want to make it happen, so that Carriers will be more then "just another Asset in the Game".
(IMHO it should be some kind of a game-changer (even if just a small one), extend both the possibilities and the experience & gameplay of Carrier Command.... how deep a Player then dives into that - that's left entirely up to the Player. The way it should be.)
 
How it might look like (MVP - Minimum Viable Product) :
  • you're docked in your Ship at the Carrier (optional, Carrier can move alone)
  • you enter the Galaxy Map and there's a new Tab for moving the Carrier
  • you select a System within Range and Jump
  • after a small loading screen very similar to a Hyperjump animation you find yourself docked in your Ship on the Carrier in the new location
How it should look like (fully fleshed out with several Options)
  • you're docked in your Ship at the Carrier (optional, Carrier can move alone)
  • you open the Carrier Menu and select "enter Bridge"
  • with a few cutscenes using in-game Graphics and some mild variation, your CMDR leaves the Ship and heads towards the Carrier Bridge
  • you end up entering your CIC, where several Terminals can be used for different core functions of the Carrier (NAV, Weapons, Maintenance, Repair, Fleet Management), Tactical is in the Center with all relevant large displays to execute local Command & Control functions
  • NPC Crews are onboard and are manning all positions (they salute you and your assigned XO gives you a standard voice short-brief on the Ship's status)
  • invited Friends (or Authorized Squadron Members with sufficient rank) can replace all key Terminals and/or assist you at Tactical (i.e. a high-ranked Squadron Member acting as XO)
  • to move the Carrier, you either head to NAV and coordinate the Jump yourself - or remain at Tactical and order one of your NPC Crew to make the jump
  • NAV for example will permit you to set quite precise Coordinates for the desired position of the Carrier if the Destination System is explored (3D positioning via Orrery Map)
  • you initiate the short Countdown and authorize the jump, upon which all deployed Patrol Ships are recalled to dock and then all Pads are lowered, with the Carrier's Jumpdrive spooling up
  • you leave via two Cutscenes, showing both the departure of your Carrier as well as its arrival in the new System
  • after arrival, your Crew gives you a short & snappy voice confirmation on the successful jump, NAV-verified & correct Position and Operational Status
  • optionally,you can deploy your assigned Patrol Vessels to launch and establish a controlled defensive perimeter around the Carrier
  • Crew (NPC or Player) can be ordered certain states, affecting Patrol Ranges of deployed Ships, enforce the set ROEs for and behavior towards unrelated Traffic and a granular Control of Weapon States of the Carrier in any defensive situation
  • at this point, you're free to perform another Jump (Ship's Status and Fuel permitting) or head back to your Ship, undock and fly that (onboard Friends/Players can do the same and join the Carrier CMDR in their own respective Ships)
----------------------------

Point being though.... it's anyone's guess if they a) can and b) want to make it happen, so that Carriers will be more then "just another Asset in the Game".
(IMHO it should be some kind of a game-changer (even if just a small one), extend both the possibilities and the experience & gameplay of Carrier Command.... how deep a Player then dives into that - that's left entirely up to the Player. The way it should be.)
I take my hat off with his explanation, you even take it to another level compared to my post and I like to see someone who doesn't expect an MVP as you say, not like the rest that sounds even negative

o7
 
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I'm into BGS manipulation and having a mobile station where you can store your ships is a bit of a game-changer by itself. The current system I'm operating on is otherwise nice, but it only has outposts. If I had a carrier on a convenient orbit, I could do my business with my big ships and swap to a small ship to interact with the outposts. Better yet, if the roles and support ships allow having the local services onboard the carrier, I wouldn't even have to use the outposts.

... Point 2 sounds like doing the same thing x2 ...
Not really. You take your ship, perferably something with a lot of jump range like a Diamondback Explorer, go to the spot you want, press the "summon carrier" button in your right panel, probably, and the carrier jumps in. That being said they say it'll be done in galmap and I believe them. It's more logical to have it there. I hope it can be moved wether you are on board or not.
 
I raised a similar question a while back and the most likely gameplay prediction came from MadDogMurdock -

...for all the hopes of inventive new deep mechanics and resultant gameplay, they'll just bolt on different aspects of outfitting dependant on modules/roles... Done!

Note: That limited bolt on re-use of mechanics, with little effort to actually raise the bar and push gameplay mechanics forwards is pretty much in keeping with what we've seen for the past 3-4yrs...
 
Dock at megaship.

You've just seen what fleet carriers will be.

Just add gal map jump selection and docking privilege setting, blend, half bake it, grind on some fuel gathering, and serve several years after dinner and you have fleet carriers.

Done.
 
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There is a lot that worries me about Fleet Carriers, still trying to get my head around the concept and how it will be executed.

For those that think FC's will add excitement for SQN v SQN or PMF v PMF type activities, think again. Those types of battles will be won by whoever gets their carrier into the area first. Remember we have been told that there can only be ONE Fleet Carrier per instance right. So if you side gets their carrier in first, you have an insurmountable advantage. You can quickly re-arm, repair and if needed refuel right in the battle zone, in a location that can't be damaged in any way. Meanwhile your opposition has to retreat to the nearest station. Yep will make those types of battles worthless or at least so one sided no one bothers with them.
 
There is a lot that worries me about Fleet Carriers, still trying to get my head around the concept and how it will be executed.

For those that think FC's will add excitement for SQN v SQN or PMF v PMF type activities, think again. Those types of battles will be won by whoever gets their carrier into the area first. Remember we have been told that there can only be ONE Fleet Carrier per instance right. So if you side gets their carrier in first, you have an insurmountable advantage. You can quickly re-arm, repair and if needed refuel right in the battle zone, in a location that can't be damaged in any way. Meanwhile your opposition has to retreat to the nearest station. Yep will make those types of battles worthless or at least so one sided no one bothers with them.
One carrier per instance, but there need be no limit to the number of instances which can be created in a system.
 
All I'm expecting is the ability to have my own mothership for flying some of my ships around without having to spend credits on moving ships around (and of course waiting for them).

I'd like things like an ability to link into local stations for picking up missions, universal cartographics and any other non-physical transfers (access to the commodities market, for example, wouldn't make sense to me).

One thought that occurs to me though. It's been mentioned that these will be indestructible. However, even if we can't destroy them, has anything been said about damaging or disabling them?
 
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