ANNOUNCEMENT Fleet Carriers Update - Patch 3

I hope there's an option to buy specific modules for outfitting. I don't need 2k of limpets that I don't want, I just want A class limpets being sold, I don't need 50 C class of every limpet being sold. It's using up way more carrier space than is reasonable.
 
If there's a technical limitation to lots of stations in a system, and there seems to be, then just abondon trying to make it "believable" and just force the jump attempt into a system that already has reached a max number to fail ... Then de-instance carriers that haven't had activity or owners haven't logged in in two weeks. When the owners log back in, their carrier will be re-instanced in the nearest (or same if count is below limit) available system at no charge to fuel.

That should fully handle the issue of too many stations in systems and increase competition around gold mines to limit their effectiveness. Win win. They already have most of that system in place when you purchase carriers, so it shouldn't take more than half a day to code that in during any jump. And since jumps must be scheduled and they all take the same amount of time ...it should be trivial to guarantee the count in any system at any time without races.
 
If there's a technical limitation to lots of stations in a system, and there seems to be, then just abondon trying to make it "believable" and just force the jump attempt into a system that already has reached a max number to fail ... Then de-instance carriers that haven't had activity or owners haven't logged in in two weeks. When the owners log back in, their carrier will be re-instanced in the nearest (or same if count is below limit) available system at no charge to fuel.

That should fully handle the issue of too many stations in systems and increase competition around gold mines to limit their effectiveness. Win win. They already have most of that system in place when you purchase carriers, so it shouldn't take more than half a day to code that in during any jump. And since jumps must be scheduled and they all take the same amount of time ...it should be trivial to guarantee the count in any system at any time without races.
What happens to the ships other players may have stored in that FC. Are they lost for the time being until a player decides to come back online (which could be months).

This is the precise reason why I think FC should have been squadron only, with far higher costs involved.
 
Sell your toy and buy a real computer, noob :p


But it’s 11 years old and very Dangerous, look:
18B93994-38EA-4EA7-8D64-7CA05314AC50.jpeg
 
and completely ignoring commanders like me who have loads of solo fun with the carriers, thanks. 👎
It's also not even remotely a solution: I bet some of the squadrons have a shorter life time as some of the veteran solo players. And if a squadron falls apart, what happens then with such a squadron carrier?
if the squadron falls apart, the fleet carrier would be decommissioned similar to how it does now.
 

Deleted member 38366

D
Hm, Patch 3....

By now it should read something like :
  • Carrier Bridge added
  • basic Carrier re-orientation from Bridge Controls now possible (rotation/pitch only)
  • advanced and enhanced NPC Control and Functions enabled, hired NPC Crews can now board assigned Player Ships and assist with specific tasks (Tritium MIning, Cargo on/offloading inside a System)
  • Carrier Markets : will now allow buy/sell orders for the same Commodity, additionally sell limits can be set (i.e. sell only a fixed amount of Tritium)
  • Carrier Fuel Management : Carriers will now allow remote transfer of Tritium into and out of the Cargo hold/Main Fuel Tank, additionally Carriers tasked to jump with low Tritium Main Fuel Tank will automatically draw any required Tritium from the Cargo hold if Tritium is stored
  • System Map : decluttered, many Carriers present will no longer distort the System Map
  • Galaxy Map : Filter for Carrier Vendors and Admin Systems reworked, will now display globally regardless of distance and/or visited status
  • Galaxy Map : Carrier Route plotter added, will provide Tritium Reserve and Consumption data on any plot
  • Carrier Navigation : Carriers can now perform multiple sequenced jumps if ordered to do so, provided sufficient Tritium Reserve is present
  • Bugs : 8 major and 22 minor bugs fixed
 
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Hm, Patch 3....

By now it should read something like :
  • Carrier Bridge added
  • basic Carrier re-oreientation from Bridge Controls now possible (rotation/pitch only)
  • advanced and enhanced NPC Control and Functions enabled, hired NPC Crews can now board assigned Player Ships and assist with specific tasks (Tritium MIning, Cargo on/offloading inside a System)
  • Carrier Markets : rebalanced and fixed (some Commodities did not show despite orders being active)
  • Carrier Markets : will now allow buy/sell orders for the same Commodity, additionally sell limits can be set (i.e. sell only a fixed amount of Tritium)
  • Carrier Fuel Management : Carriers will now allow remote transfer of Tritium into and out of the Cargo hold, additionally Carriers with low Tritium Main Fuel Tank will automatically draw any require Tritium from the Cargo hold if Tritium is stored
  • Systems Map : decluttered, many Carriers present will no longer distort the System Map
  • Galaxy Map : Filter for Carrier Vendors and Admin Systems reworked, will now display globally regardless of distance and/or visited status
  • Galaxy Map : Carrier Route plotter added, will provide Tritium Reserve and Consumption data on any plot
  • Carrier Navigation : Carriers can now perform multiple sequenced jumps if ordered to do so, provided sufficient Tritium Reserve is present
  • Bugs : 8 major and 22 minor bugs fixed
Dreaming is free, it is very depressing to see what we have obtained after 2 betas and 3 subsequent patches...

I start to think that the Elite: Dangerous project is too big for Frontier Developments

I edit and add: We are seeing how the game server is reaching its limit or already surpassed it with all the connection errors of the game, they will have to make a very serious decision about this, or decide to persist yes / no of the fc and an offline game mode or both to ease server load.
 
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and completely ignoring commanders like me who have loads of solo fun with the carriers, thanks. 👎
It's also not even remotely a solution: I bet some of the squadrons have a shorter life time as some of the veteran solo players. And if a squadron falls apart, what happens then with such a squadron carrier?

I agree, squadron-only fleet carriers could have been difficult to manage:

  • Personal conflicts that may arise between squadron members,
  • Inability to share the upkeep (members not having enough money to pay their share or not wanting to pay for a carrier,...)
  • Non-squadron players frustrated to be deprived of there own fleet carrier (well at least players could have created their own personal squadrons to circumvent this)
  • etc..

I thing the FDEV made a good decision to define fleet carriers as 'personal' and not 'squadron-only'.
 
I edit and add: We are seeing how the game server is reaching its limit or already surpassed it with all the connection errors of the game, they will have to make a very serious decision about this, or decide to persist yes / no of the fc and an offline game mode or both to ease server load.

Well... I thing the problem with that is that nobody want to use their FSD anymore.
Everybody want to be in the same place at the same time.
Since the release of the fleet carrier update, I had connection problems only when trying to buy my FC.
No more problems with the servers since I started to keep my carrier away from overcrowded star systems.
 
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