Fleet carriers are a epic fail in one word

cos it feels like a crap job? :ROFLMAO:

Yeah, the grind for a FC does.... i so wanted to avoid the grind, but its either avoid it and forget about owning a FC for years, or just accept it and get a FC within a few weeks.

Thankfully i found watching Supernatural another grind that goes hand in hand with it. I wonder if i'll make through all 15 seasons...
 
Yeah, the grind for a FC does.... i so wanted to avoid the grind, but its either avoid it and forget about owning a FC for years, or just accept it and get a FC within a few weeks.

Thankfully i found watching Supernatural another grind that goes hand in hand with it. I wonder if i'll make through all 15 seasons...

I hear ya mate 🤜
 
That's a really terrible false equivalence.

Why do people keep forgetting this is game?
I do not forget that, but people play differently and use different tools to suit their playstyles.
You've asked what to do if you want to have a carrier that's designed to make credits for people who enjoy making credits, but you don't like to do anything that makes you credits.
 
That being said, carriers do not take anything away from the game, they just add options to those that want to use them. So it's all positives without negatives.. Ofc people that can't afford them will cry since they can't get them for free and have to actually put some work in.

That by definition is not a fail, let alone an epic one. How about you don't use them and continue to live your life?
fleet carriers add fish to very shallow puddle where they can barely swim
 
My tho
I actually thought about that too, but given thats 40+ jumps, with a delay of 20 minutes each, id rather go fly there the old fashioned way...
At any rate, i do like those things being mobile repair stations, so you dont have to carry decontamination limpets around anymore, but other than that
i too dont find theese things all that useful, or that they provide any additional gameplay really.
My thought then is a squadron such as ours might have carriers in both regions. I can see some possibilities.
 
That being said, carriers do not take anything away from the game, they just add options to those that want to use them. So it's all positives without negatives.. Ofc people that can't afford them will cry since they can't get them for free and have to actually put some work in.

That by definition is not a fail, let alone an epic one. How about you don't use them and continue to live your life?

If you don’t see wasting over a year or dev time on a useless time sink for the grind monkeys instead of developing something interesting for all players in a game that hasn’t produced any new features for most of its players in about a year as an epic fail.....
 
Im quite surprised.. im really enjoying mine. It feels great as my own little base. Really works. What's new is i actually like maintenance. By needing credits and fuel, it reminds you that it exists as a separate thing, rather than ships which are empty and more of an extension of you. There's more civilized ways of achieving that sure, but its frontier.

The only thing i can't forgive.. and it actually gets an angry rise out of me.. is the shoddy craftsmanship. If software were people, elite dangerous is barely a hobo. It says so much about the people involved with it too, and if anything, the marketing which presents itself as legal, squeaky clean, and arrogant enough to lie to our faces as it suits them is so out of line. Really. They show up with this and carry on like that? White knights fall into this and are just as bad.

Anyway. That's what i think :)
 
cos it feels like a crap job? :ROFLMAO:
Do you really need someone else to tell you what to do then? If your choice of entertainment is something that feels like a crap job, and posting on forums about that crap job, maybe you should try golfing or a different game. Like, do you want to be taken seriously when you are choosing to stay miserable?
 

Viajero

Volunteer Moderator
Indestructible
Hello commanders now mind you this is only my opinion. As I see it fleet carriers are only a time and credit sink they hold no real value in game. Now there are many players that will disagree with me and that is fine but that dose not change the fact that fleet carriers being indestructible is not only a imbalance in the game but a big wast of time. There is no real strategic value to them there was a no true emergent gameplay value to them. They are only a Vanity item for those who grind and grind and grind like mad men. If Frontier wanted to add something special and dynamic they should have made them be able to sustain damage. At the very least be able to drive the management or up keep cost up. But once again frontier has shown that they develop elite dangerous for solo and other players.
Well rant over that is all I have to say. Fly Strong Commanders.
Vicktore Beskor drops the mike

I wouldnt say they are an "epic fail" but I would agree they would tremendously benefit from some sort of exposure to direct attack/defense. Here is a proposal along those lines:


Intro

Fully aware that this proposal, even if entertained by FDEV, can easily mean significant coding and dedicated resources for balancing and testing, and that FDEV may be way past the point where this (or something along these lines) could be implemented. I still think this could lead to an interesting discussion and some ideas and principles that FDEV may want to keep in its back pocket for future use.

Please also note the proposal has been drafted with the intent the FC assault gameplay is entirely optional so no gameplay style is forced on anyone, and also it can be played from any game mode, solo, open, private group. For optionality to be of interest to players certain gameplay integration bonuses have also been introduced alongside some risks for adequate balance of said bonuses, such as damage repair costs.

It is worth noting that FC damage repair costs are also a feature that would help balance FC´s currently indestructible and zero risk nature, and can therefore allow FDEV to consider further reductions of upkeep and depreciation loss requirements.

Without further ado here is the full description, and a FAQ at the bottom:

1. FC owners can now switch on and off an “Active Duty” flag for the FC.
a) Once switched on it can not be switched off during a period of 3 days or until an FC withdrawal occurs (see 6 below), whichever happens first.
b) Alternatively a FC owner can switch off the “Active Duty” flag by paying 50% of the maximum possible damage repair theoretical cost figure (exact figure to be tested and decided based on game balance considerations), see section 6 below.

2. An additional module is now available for purchase and installation at FC: “Garrison” module (see 6 below).

3. FC can now align to a BGS faction or PP power similar to current PP and Squadron mechanics.

4. If the flag is switched off then there are no changes to current gameplay.

5. If the flag is switched on then the following changes apply:
  • FC upkeep is reduced by 10% (exact figure to be tested and decided based on game balance considerations)
  • Any BGS related action performed in the system the FC is parked in, and affecting positively the influence of the faction that the FC is aligned with, will see the impact of said action increased by 10% (exact figure to be tested and decided based on game balance considerations). This BGS bonus is not stackable with multiple FC.
  • With regards to PP, and for FCs aligned with a given power:
    • Bonus to Expansions: Each FC offers a 4% bonus to own power Expansion activities only in the system they are in, stackable up to a max of 12% (3 FC in the system)
    • Penalty to enemy Power activity: Each FC also offers a penalty of 2% to any enemy power PP activities (Undermining, Fortifying etc) in the system they are in, stackable up to a max of 6% (3 FC in the system).
    • Power aligned NPC buff: FC with the Garrison module give a buff to their own power NPC activity in the system they are in proportional to the bonus too. If, say, “1.0” is the standard quality and amount reference for Power aligned NPC spawning in a given system, then 1 FC in that system will increase quality/amount NPC to “1.2”, 1.4 for 2 FCs and 1.6 for 3 FCs in the system.
  • Any and all FCs with the active duty flag switched on become now subject to the assault gameplay loop described in section 6 below.

6. FC assault gameplay loop

Overview: The FC assault gameplay loop works as a hybrid of Conflict Zone and material gathering CG, and can last up to 3 days. During this period the FC can not switch off its “active duty” flag at all (unless it withdraws, see below). At the end of the gameplay loop the progress bars for the atack and the defense forces are compared and the end result decided based on the difference.
  • An assault is formally initiated when a player (or group of players) opens fire at the FC and the FC receives a total amount of damage over a (to be determined) certain threshold within a (to be determined) certain period of time. Note: Current FC fire response power would need to be tweaked to allow for this.
  • Once an assault has been formally initiated the FC owner and players on board will be notified of the fact, and a clear warning message should be displayed at all times at the FC info panel.
  • Once an assault has been formally initiated the following two gameplay scenarios are generated:
Attack scenario: An attack CZ scenario spawns around the FC location. Players can take sides as per usual CZ scenarios. Progress of the scenario happens in the same way the BGS currently accounts for regular CZ scenarios in War or Civil War states. Attack progress is measured via the progress in this CZ scenario.

NPCs are also spawned as per regular CZ scenarios in the two sides, “FC attack force” and “FC defense force”. Both NPC sides are by default exactly balanced. This balance can be modified in favor of the FC defense if an additional “Garrison” module has been installed and maintained at the FC. If, say, “1.0” is the standard quality and amount reference for NPC spawning for the Defense Force side in the CZ, then the Garrison module in that FC will increase the quality/amount of said NPCs to “1.2”

Any player ship that has sided at least once with the “FC attack force” in the CZ scenario will not be allowed to dock in FC for the remainder of the Assault gameplay loop.

Defense scenario: A delivery mission to bring in a (to be determined) specific type of commodity or commodities. Players can contribute to the defense of the FC via delivery of said commodities. Defense progress is measured via the progress in this delivery mission scenario.
Note: Players can also defend by opposing the attack progress bar via participation in the attack CZ scenario and siding with the “FC defense force”.
Note: These scenarios can be played in all modes, open, solo or private group.
  • Once an assault has been formally initiated both attack and defense progress bars will be displayed at the FC info panel as well as a FC assault status dedicated section in the right side info panel in all ships within the concerned system (similar to the local minor faction influence status info panel).
  • Once an assault has been formally initiated and the attack CZ instance has been generated the regular crime & punishment rules and security impact is disabled in the instance as in any regular war CZs.
  • After a 3 day period since the assault initiation the assault ends and the result is decided based on the attack and defense progress bars.
  • If the Defense progress bar is higher than the attack progress bar, Defense wins. No further changes. Assault scenario ends.
  • If the Attack progress bar does not reach a (to be determined) minimum threshold, Defense also wins. Assault scenario ends.
  • If the Attack progress bar is higher than the Defense progress bar and it is also higher than the (to be determined) minimum threshold referred to above, Attack wins. Assault scenario ends.
  • Consequences of an Attack win:
    • If the FC has not jumped out of the system by the end of the 3 day assault scenario, the FC is forced to do an Emergency Jump that does not require Tritium. The emergency jump is to a random system within a radius of 50LY, or to the closest system if no system is within a 50LY radius.
    • FC modules receive damage. Some of them shut down and need to be repaired via payment of a repair fee. Exact number of modules shut down / damaged and repair costs to be decided based on the attack and defense progress bars differential. The larger the differential the more modules impacted and the larger the cr repair bill.
    • FC “active duty” flag is automatically switched off. The FC owner can, if he/she so decides, switch it on again at any time.
  • FC withdrawal
    • The FC owner can also activate a regular jump as per current FC jump rules and fuel consumption, at any point in time within the 3 day Assault scenario.
    • Withdrawals also lead to FC damage (based on the attack and defense progress bars differential at the time the jump order is issued to the FC) as described under “Consequences of an Attack win”. After the withdrawal, the Assault scenario ends.
    • Following withdrawal if the FC has received at least an amount of damage above 25% of maximum possible damage (exact figure to be tested and decided based on game balance considerations) then the FC “active duty” flag is automatically switched off (even if less than 3 days since it was switched on). The FC owner can, if he/she so decides, switch it on again at any time.
  • Following an Assault scenario end, both CZ and commodity gathering missions despawn.

FAQ

Q: Isn't this proposal forcing players to be constantly under attack or even griefed?
A: No. Switching the flag on is completely voluntary, and with it switched off there is no change from current gameplay, i.e. no griefing possible. Also notice that following both Attack win and Withdrawal events with more than 25% damage the flag is automatically switched to “off” so to prevent repeated attacks/griefing.

Q: Doesn´t the “Active Duty” flag bonuses have the adverse effect of punishing players who “don't fight”? Won´t players with the flag switched off “miss out”?
A: Not really. Remember that FCs that switch on the “Active Duty” flag would be exposed to repair shut downs, damage costs, unwanted jumps and time delays that a FC with its flag off will not suffer, so switching it on is not a "free lunch". It is naturally balanced and the risks are significant.

Q: Doesn´t this mean that a FC out in the deep may be just enjoying easy “cheaper upkeep”?
A: Not exactly. It is true that the more isolated a FC is the lower the risk of being assaulted. But the impact of the assault risk materialising with the flag on is also significant. Locations for FC will be made public sooner or later, so a FC owner may still decide that he/she does not want to take any risks at all and keep the flag off even when in deep space.

Q: Would FC now be fully destroyable?
A: No. They can incur significant repair costs, suffer module shutdown (until repaired) and be subject to unwanted jumps and delays though.

Q: Would “Active Duty” flag BGS bonuses be stackable if multiple FC aligned with the same BGS faction were present in the same system?
A: No. The BGS bonus is applied only once, irrespective of how many FC are present in the system. Having said that if one of them is assaulted and forced to withdraw then the remaining FC will still apply the bonus, so having more than one FC in the area may come in handy. On the other hand, having too many FC in the same system may be a bit of a waste if your faction is also active in other areas. Decisions, decisions…

Q: Would “Active Duty” flag PP bonuses be stackable if multiple FC aligned with the same PP power were present in the same system?
A: Yes, but only up to 3 FCs. See section 5 for more details.

Q: Where do the attack scenario CZ NPCs come from?
A: The “FC attack force” and “FC defense force” NPCs are spawned out of “thin air” when the CZ itself spawns, much like NPCs in regular War or Civil War CZs. And will despawn when the assault gameplay loop ends. They do not represent any running cost (except the optional FC Garrison module buff) and they are solely used for the purpose of having players progress the CZ bars or slowing them down, as the case may be, depending on the side you join in the instance.

Q: How would the situation where a Faction aligned Carrier jumped to a system where the Faction was not present be handled
A: In this case there would be no BGS impact, but the FC will still have an upkeep saving bonus. Also remember the FC does not need to be aligned with a BGS faction, that is also optional. The proposal for upkeep saving is made so the active duty flag can support all FC gameplay styles, not just BGS related.

Q: How can players who do not play in Open defend against an attack from players in Open? Or vice versa?
A: Game mode does not affect the assault gameplay loop because it works in the same way the BGS works. All game modes are welcome. Players defending in Solo or PG modes can do so via participating at the attack CZ and siding with the “FC Defense Force” side, or by delivering the required commodity in the defense scenario. Conversely players in Solo or PG can also attack the FC in the CZ scenario fighting against the NPC “FC defense force” and the FC turret defenses.
 
Indestructible
Hello commanders now mind you this is only my opinion. As I see it fleet carriers are only a time and credit sink they hold no real value in game. Now there are many players that will disagree with me and that is fine but that dose not change the fact that fleet carriers being indestructible is not only a imbalance in the game but a big wast of time. There is no real strategic value to them there was a no true emergent gameplay value to them. They are only a Vanity item for those who grind and grind and grind like mad men. If Frontier wanted to add something special and dynamic they should have made them be able to sustain damage. At the very least be able to drive the management or up keep cost up. But once again frontier has shown that they develop elite dangerous for solo and other players.
Well rant over that is all I have to say. Fly Strong Commanders.
Vicktore Beskor drops the mike
I thought they made them special for you Vik'.
 
Do you really need someone else to tell you what to do then? If your choice of entertainment is something that feels like a crap job, and posting on forums about that crap job, maybe you should try golfing or a different game. Like, do you want to be taken seriously when you are choosing to stay miserable?

😃
 
The first time I played since the update, the system where I started had about 30 carriers in it, but then once I moved systems, I didn't see another one at all. They do look impressive. Can you ride them, as in land on one and wait for it to go travelling?
 

Viajero

Volunteer Moderator
The first time I played since the update, the system where I started had about 30 carriers in it, but then once I moved systems, I didn't see another one at all. They do look impressive. Can you ride them, as in land on one and wait for it to go travelling?

Indeed you can. FC owners can put in place certain rules to limit docking if they so wish though.
 
I'd love ED to give us some sort of filter so we could mask Fleet Carriers from appearing in the universe. I didn't mind the concept (although didn't want one), but now there are so many I think it just looks silly and ruins any hope of realism or immersion.
 
I'd love ED to give us some sort of filter so we could mask Fleet Carriers from appearing in the universe. I didn't mind the concept (although didn't want one), but now there are so many I think it just looks silly and ruins any hope of realism or immersion.

On the Galaxy map or System map? You can filter them out on the system maps for sure, so you don't see them, there is a tab in the filter on the left screen. Galxay map i have not found how you see where they all are yet, the main orange "fleet carrier" tab just shows me where my FC is.

Do you know how to set the Galaxy map to show all the FC??
 
On the Galaxy map or System map? You can filter them out on the system maps for sure, so you don't see them, there is a tab in the filter on the left screen. Galxay map i have not found how you see where they all are yet, the main orange "fleet carrier" tab just shows me where my FC is.

Do you know how to set the Galaxy map to show all the FC??

No, I don't, but am sure I can fiddle around and find it. But what I really meant was the system map. They're everywhere and look ridiculous, and the names some have chose do nothing to make me want to continue as a serious player. It's a bit depressing, I have one of every ship and have billions of credits and had a real second life here - now I sag every time I jump into a system. It's like the worst aspects of Facebook have taken over. One five hour session last night and I'm considering other games. I'd switch back to Solo if that would fix it but no, there's no escape from blobs on the map called things like 'monkeypants'. Depressing.

But your mention of a settings map for the System screen gives some glimmer of hope. I just figured that would take out all stations. I'll look. Thank you, Commander.

o7
 
But your mention of a settings map for the System screen gives some glimmer of hope. I just figured that would take out all stations. I'll look. Thank you, Commander.

o7

left panel , Navigation, Set Filters, Fleet Carriers.

Now you wont ever see them listed in the nav panel. But they will still be nameless icons in the System map. Just dont hover the mouse over a FC icon and you wont see the FC names.
 
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