I think f dev should allow a.is to dock on the fleet carriers because it would be kind of pointless not to
Who the h**l are you hiring? The CEO of CEO's? Not even real life carriers cost that much in upkeep.10m/week upkeep is ridiculous. It has to be at least 100m/week for a stock FC and about 300-400 for fully upgraded.
Remember, we're tacking on 1,286 years' worth of inflation here! XDWho the h**l are you hiring? The CEO of CEO's? Not even real life carriers cost that much in upkeep.
Who the h**l are you hiring? The CEO of CEO's? Not even real life carriers cost that much in upkeep.
I was super excited for the carriers, but the more I think about it, the more confused I am... from an exploration perspective, since that's what I do.
To put this in perspective, I think we need to remember that Exploration is one of the stated goals/roles for the carriers. I'd be more OK with carriers being a non-exploration feature, if it weren't for that. But if FDev wants it to support explorers, then it needs to have the correct tools. It's like saying that it's great for bounty hunting, but you won't be able to rearm on it or sell your vouchers there. So then why have it if you're a bounty hunter? As it currently stands, it doesn't offer explorers much of anything. Repairs are pretty well covered with AFMUs and repair limpets. Fuel? Nope, we have scoops. Changing ships/loadouts? Rarely need to. Commodity markets and rearming, nope. How do we make our money? Selling data. So unless it gives you a means to get a little more efficient with that, then it doesn't support our role. If not UC services, then at least something we can use, like banking the data for later sale, or something. Using the jump range to get to previously unreachable stars is nice, sure, but that's a very narrow use case, whose novelty will wear off in the first week or three.
Again, I'd be less annoyed if they just flat out said it wasn't for explorers. I'd be disappointed, sure. But right now there's a mixed message here.
I still can't understand what anyone who decided that it would be a good idea to use 500 units of fuel per 1 jump. As well as 1 hour to prepare for the jump and 1 hour to cool down.And don't forget you'd have to mine thousands of tons of tritium to get it to, let's say, Beagle Point.
Oh and a two hour wait between each jump.
Elite dangerous => elite grindeous Well, then.elite dangerous ==> ELITE TYCOON
And don't forget you'd have to mine thousands of tons of tritium to get it to, let's say, Beagle Point.
Oh and a two hour wait between each jump.
Beagle point = 65,279 ly away
Fleet carrier jump = 500 ly
Fleet carrier jump option every 2h.
Fleet carrier total jumps to Beagle point = 65,279 / 500) = 130.558 jumps = ~ 131 jumps
Fleet carrier total jumps duration to Beagle point if you fill it every jump stop instantly = 131 jumps x 2h = 262 h (10,9 days)
We know you can get the fuel by mining, but how long it takes to mine etc. is question mark.
If you jump and go mining as soon the carrier cooldown starts lets say 3h to get the fuel - your whole trip will move up to 524h = 21,8 days.
Good luck.
25,000, that's the limit on anything at all, even the crew, as I understand it from the stream.Wait..maybe i missed something. Is the 25000 limit for modules and ship storage or for the commodities market or both???
Haven't seen this in questions, so excuse me if I missed it. My question about the onboard shipyard: If a player who owns a FC has the Imperial and Federation ships unlocked, will they be able to have them for sale from their carrier? If so, will normal rank restrictions apply to other commanders wishing to purchase such ships from the FC??