ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

On the other hand, fdev,
You know, there's a very interesting game called no man'sky (you've probably never heard of it, I understand), so there are fleet carriers in it too, and the implementation is much better than what you can offer.
For example, there the player receiving at its disposal fc, also can hire an escort ships, building a fleet of them, and then as a real admiral, send them to various tasks (most likely they borrowed this idea from star trek online, also, by the way, not a bad game).
You could adapt this system, and for example allow wealthy players to hire npc pilots on their ships and send them to various tasks (from combat to star systems research), which would be really interesting character development from an ordinary pilot to an admiral of a small fleet, and not this is all you labeled as a "lucrative investment".
You could let fleet carrier npc pilots land and trade.
Because, from what I know, elite players have little interest in trading as an occupation. Therefore, I can already say quite confidently, without the participation of npc this seemingly good idea is doomed to fiasco.
 
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.
 
Well ...BH is a question too ..
CD-34 9020 system, my fav BH spot. Station orbits gas giant with haz res. There is mat trader on station as well (and I think interstellar is there too). So go hazres, hunt, collect mats. Once amo is empty - go to station, recharge, trade mats. So what FC could offer better?
 
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.

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.
 
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.
 
As a more trade-oriented player, I feel like the 25k cargo limit is a bit small.

I understand not wanting commanders to "hoard" resources and such, but I also believe a vessel that rivals a star port in size should have a far larger trading capacity than currently shown. 25k may sound like a lot for a single commander, but that can be filled/emptied extremely quickly when 4 or more commanders buy/sell goods at the carrier. 50k would feel a bit better In my opinion. Star ports can hold hundreds of thousands (sometimes MILLIONS) of various commodities, so why is my FC so heavily limited?

I also feel like the trading system is a bit too restrictive. Instead of placing specific buy/sell order and offers with specific amounts to be bought and/or sold, I would rather be able to set ALL commodities I'm WILLING to buy and sell, and at what price with an open-ended buy/sell amount, acting more as a true "supply/demand" system. I know this sounds like a lot of micromanagement, and to be fair it kind of is, but maybe this can be an optional trading mode? You can either have "restricted" trading which operates the way it has currently been shown, and an "open" or "unrestricted" trading which will operate in a similar way to what I've described?

To alleviate some of the micromanagement of this, maybe set this "open" trading mode to increase buy and sell prices using the tariff scale (specifically a separate tariff for buy and sell prices) and those prices will be based on the galactic average? For example, let's say I want to buy Void Opals and I'll offer to buy them at 10% higher than galactic average. So I set the "buy" tariff to 10%. Cool, every commander gets 10% more money than the average market price when they sell their Void Opals to me. Now, let's say I want to turn around and sell those Void Opals elsewhere for 15% higher than the galactic average (I set the sell tariff to 15%). Maybe I sell them somewhere that's far from a good source, or maybe someone needs them for a mission or something. Cool, I got you. I'll sell them to you for 15% more than market average to save you a bunch of time. Seems reasonable. I turn a profit, they get their mission done in far less time, everyone's happy.

(Then again, I can see how players could unknowingly become bankrupt by this method, especially if targeted by a malicious group of players seeking to drain the FC's funds.)

Again, this is merely an example and maybe the trading capabilities of the FCs will be just fine. I just feel like, the way FC trading has been shown, it's a bit too clunky and limited.

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Also, if at all possible, I'd like for there to be some way to recognize commanders that are kind enough to donate Tritium to a FC, especially if they are not already part of the owner's wing or squadron. Perhaps label the commander as some sort of "benefactor" which can be an optional docking approval group that the owner can set. Maybe this "tag" is applied to a commander for a week or two before requiring a new donation? (Maybe a month?) Or maybe such a commander would get "priority" docking compared to any other random player. For example, let's say there's one landing bay left. Two players request docking, but one player is a known "benefactor". The benefactor is approved for docking and the non-benefactor is denied until a bay opens up.

Or maybe instead of this, they temporarily get reduced tariffs for services at the FC when they donate Tritium.

The reason I suggest this is because, other than having wingmates or squadron members donate to the FC, there's really no incentive. I find it highly unlikely that anyone will just give your FC fuel. I'm not saying NOBODY will, but unless there's something you can offer in exchange, those kinds of commanders will be extremely few and far between.

Lastly (and I feel like this is already implemented), but I hope that you can set the FC to disallow tritium donations. I know you can already open/close Tritium purchases, but I also don't want people to potentially over-fill my FC with tritium and hinder my trading capacity. (I know this is a weird concern to have based on what was preciously written, but depending on how easy it is to obtain tritium, this is definitely a potential avenue of grief.)

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I'm still very excited for FCs and I am actively working up my (currently) measly bank account to purchase one. I'm at roughly 200m currently, so wish me luck commanders!

Side Note: I also hope that the BETA isn't a one-day only thing. I work away from home for a good portion of the week and I want to try these out before I spend the long grind to make this kind of in-game investment. I'm on PC and I'll have to work during the currently scheduled BETA
 
Since FCs can hold ships belonging to other players, I can think of some problematic scenarios.

Say, Player 1 owns a FC, where Player 2 parks his most prized possession, an engineered FDL. P2 logs out of the game. P1 can't contact P2, or maybe P1 is a practical joker, and makes multiple jumps to a spot that's inaccessible except for FCs, then logs out (for days or weeks). P2 logs in and is stuck in the system until P1 returns? What if P1 returns and, ignoring P2, decides to continue with an exploration trip? Is there a mechanics for P2 to bail out with the FDL intact?

I haven't watched the video, but did they cover this kind of "disagreement" between players?
 
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.

Yup, this is the thing explorers have been waiting for.
 
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??
 
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??

Good question, you could make a fortune selling Cutters and Corvettes to people who don't want to grind the rank.
It probably won't work that way though.
 
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