Fleet Carriers - a few questions for those that love to speculate

With the imminent announcement of the announcement concerning Fleet Carriers, I have been doing a little bit of speculating about them and this caused more questions than answers. So far we know:
  1. It will be expensive (kind of, well maybe, depends on whom you are speaking to I guess)
  2. You can land 16 ships - 8 large, 4 medium, 4 small pads are available
  3. You can rearm, repair and refuel
  4. It can jump 500lys
  5. Different loadouts: Bounty hunter, mercenary, pirate, trader, smuggler, miner, explorer and search & rescue modules will be available.
Okay that is about it, our total knowledge of the new toy that will save the game (apparently anyway lol). Now I have some questions:

  1. How will you buy one? I am guessing from the shipyard screen but since they are too big to fit inside of a station, does this mean we will soon be seeing 'Honest Al's Fleet Carriers' lined up outside of the stations? And how do you get from the interior of the station (where you were docked to access the shipyard) to the actual Fleet Carrier? Will one magically appear outside of the station or at some defined location in the system and you have to fly there to find your new toy?
  2. Okay you have now purchased your new Fleet Carrier and you managed to find the USS where it is located and successfully docked with it. Lucky You :D Now get the rest of your fleet there ! Oh wait, nothing has been said about having a shipyard on the carrier so that mean that ship transfer isn't present? Unless FD disengage that aspect from the shipyard or make a new mechanism for magically getting your fleet from whatever station you have them located to the carrier. Ah guess time will tell ;)
  3. Congratulations, you have now purchased your fleet carrier, found it, and (somehow) gotten all of your ships to it. You being the inquisitive type purchased the exploration version of fleet carrier but realise you need to do some heavy duty mining first to fuel the beast. Does this mean you have to buy another fleet carrier, this one with the mining module, or can you buy separate modules to attach and unattach to your carrier as you needs change? Where can you leave these expensive modules when you don't need them? Are they interchangeable? Are they just a credit sink devised by FD? Can you still use your carrier for mining if it is fitted out for bounty hunting? Can you use your carrier for bounty hunting if it is fitted out for exploration?
  4. As stated, we know we can rearm, repair and refuel out ships, these are basic functions the Carrier provides. But where does the ammunition and fuel come from? I guess repair can be done by autonomous robots or something but the physical stuff? Does it mean we have to feed the carrier the mats to synthesise these items or will the just magically always be available for no cost and no restocking?
These are just the questions that instantly popped into my head, I am sure others have more realistic and thought provoking questions that I have missed. Anyway, how does the Community think FD will get around these little problems? Feel free to speculate the speculations, after all it is what we do here so well and we know all about the carriers. Hey you never know, this could be why the were delayed, they just don't know how they will be actually integrated in the game …. ;)
You might add, among the known knowns ....... fuelling will include a commodity.

The unknown known is what is that commodity? Rumour has it that it will be something ium beginning with B, or ite beginning with B, or ... if it began with M it could be Marmite 😬
 
You might add, among the known knowns ....... fuelling will include a commodity.

The unknown known is what is that commodity? Rumour has it that it will be something ium beginning with B, or ite beginning with B, or ... if it began with M it could be Marmite 😬
True, did forget that aspect. Although if it is Marmite then I hope I can use Vegemite and get three times the jump range :D

But whatever the material is, my betting is it will be relatively easy to locate and get but only in small quantities. There has to be some grind there otherwise this wouldn't be Elite :D Didn't one of the talking heads say that you can buy the materials for the fuel, if that is the case there is our continuing credit sink some have been asking for lol
 
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Hopefully the fuel can also be mined relatively reliably. It would make deep space exploration, (one of my primary use cases for a FC), pretty difficult if we can not mine for fuel.

LOL, there will be new third party tools aimed at finding FC fuel within days of their launch I suspect.

Just realized that the mining Cutter I parked because it no longer made sense to bring in 500T+ in commodities might just end up repurposed as a fuel ship.
 
Do the support ships just get added between the cockpit and the hangar bay

I just remembered there was a series of toy cars from the 90s that were based on this premise of having modular parts that you'd clip together into different vehicles with different parts on them like one with a crane and another with guns and supposedly you were meant to make a squad of cool sci fi colonists but in practice everyone just made one incredibly long truck
 
Do the support ships just get added between the cockpit and the hangar bay

I just remembered there was a series of toy cars from the 90s that were based on this premise of having modular parts that you'd clip together into different vehicles with different parts on them like one with a crane and another with guns and supposedly you were meant to make a squad of cool sci fi colonists but in practice everyone just made one incredibly long truck
Yep it is there support ships/modules/thingies that are worrying me more than most other bits concerning the carriers. Are they available as a stand alone module that you can swap out, what do they do, what happens if you try to do something that the module wasn't designed for?

Knowing FD's logic process I can see this happening: You purchase your carrier for Billions, and select the Exploration Support Ship because that is what you want to do - explore. But to get sufficient fuel mined you actually need the Miner Support Ship fitted otherwise you can't refine enough material in a logical amount of time to refuel your damn carrier .. !
 
My understanding is that these fleet carriers only exist in the instance of the owner and they will only carry 16 ships.

Personally I would prefer them to have been opened by a squadron and be available in every instance without any hard limit of ships, but that may not have been possible.
 
  1. How will you buy one? I am guessing from the shipyard screen but since they are too big to fit inside of a station, does this mean we will soon be seeing 'Honest Al's Fleet Carriers' lined up outside of the stations? And how do you get from the interior of the station (where you were docked to access the shipyard) to the actual Fleet Carrier? Will one magically appear outside of the station or at some defined location in the system and you have to fly there to find your new toy?
  2. Okay you have now purchased your new Fleet Carrier and you managed to find the USS where it is located and successfully docked with it. Lucky You :D Now get the rest of your fleet there ! Oh wait, nothing has been said about having a shipyard on the carrier so that mean that ship transfer isn't present? Unless FD disengage that aspect from the shipyard or make a new mechanism for magically getting your fleet from whatever station you have them located to the carrier. Ah guess time will tell ;)
  3. Congratulations, you have now purchased your fleet carrier, found it, and (somehow) gotten all of your ships to it. You being the inquisitive type purchased the exploration version of fleet carrier but realise you need to do some heavy duty mining first to fuel the beast. Does this mean you have to buy another fleet carrier, this one with the mining module, or can you buy separate modules to attach and unattach to your carrier as you needs change? Where can you leave these expensive modules when you don't need them? Are they interchangeable? Are they just a credit sink devised by FD? Can you still use your carrier for mining if it is fitted out for bounty hunting? Can you use your carrier for bounty hunting if it is fitted out for exploration?
  4. As stated, we know we can rearm, repair and refuel out ships, these are basic functions the Carrier provides. But where does the ammunition and fuel come from? I guess repair can be done by autonomous robots or something but the physical stuff? Does it mean we have to feed the carrier the mats to synthesise these items or will the just magically always be available for no cost and no restocking?
These are just the questions that instantly popped into my head, I am sure others have more realistic and thought provoking questions that I have missed. Anyway, how does the Community think FD will get around these little problems? Feel free to speculate the speculations, after all it is what we do here so well and we know all about the carriers. Hey you never know, this could be why the were delayed, they just don't know how they will be actually integrated in the game …. ;)
1. Probably they'll use a version of the Ship-Transfer mechanic. You'll buy the ship and magically find yourself still aboard your own ship, docked inside your shiny new carrier, you having been 'transferred' there. Probably having paid a 'zero-elapsed-time' premium for the privilege.
2. After that I guess the same transfer-only system can get you your fleet brought over - at massively inflated prices, natch, because having foolishly proved to Honest Al that you have the wherewithal to buy the damned carrier, he's going to be thinking any mark with that kind of money just HAS to be fleeced, and fleeced fast before anybody else gets to him.
3. I sort of thought that the version of carrier you got was not a module-fit thing, but depended on the type of support ship the carrier came with. So I'd guess you'd need to buy the appropriate support ship, the existing one possibly being traded in at the time of the transaction. Al will have all the details and costings which will possibly be only mildly larcenous - if he hasn't retired on wealth beyond the dreams of avarice by then, that is.
4. Al's brother, Joe will be happy to provide you with all your re-arming and restocking requirements - although not fuel, apparently - at merely extortionate rates as you're now a 'friend of the family'. Discounts available, ask at the counter.
 
My understanding is that these fleet carriers only exist in the instance of the owner and they will only carry 16 ships.

Personally I would prefer them to have been opened by a squadron and be available in every instance without any hard limit of ships, but that may not have been possible.
I thought I'd read somewhere that they will be persistent even to the point of being about when their owner is logged out of the game. Available for landings to anyone already having the appropriate permissions.
 
Fleet carrier expectations should be set to ship keychain and not Battlestar Galactica- which sounds unkind, but I suspect FD will have been forced to make FCs as near universal as possible since it could potentially mess up a lot of the game. So thinking basic is probably the most accurate:

One FC in your instance, so you never get hundreds floating about in Shin Dez. Will be interesting how FCs appear if a wing all had one though.

You will have superficial cosmetics for them.

Support modules are the separate ships that add a capability.

Indestructible, with no BGS effect.

You can't move if ships are being transferred to it (to fix a loophole).

Bare facilities are like those for engineer bases (refuel, rearm).

I suspect they will up the jump range from 500 to about 800Ly.
 
One FC in your instance, so you never get hundreds floating about in Shin Dez. Will be interesting how FCs appear if a wing all had one though.
I expect them to be persistent and not instance-related as such but will NOT be allowed into populated areas to avoid the 'hundreds floating about' scenario.

I've been wrong before...
 
I expect them to be persistent and not instance-related as such but will NOT be allowed into populated areas to avoid the 'hundreds floating about' scenario.

I've been wrong before...

What I imagine is one (or a handful) of POIs where they park infinitely stacked across instances. That way nothing gets cluttered, but I'll be very interested in seeing how they dealt with the issue.
 
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