ANNOUNCEMENT Fleet Carriers Update - Patch 3

A 152 trade runs in a Type-9 buying tritium at 4k and selling at 50k to purchase a fleet carrier. It requires some work, but not impossible to obtain a fleet carrier.
 
5BCr is a pretty good price for the functionality carriers offer, I was expecting something like 10-20B before the price was announced.

With exploits / gold rushes, i think the intent of the price is no longer achieved. Its not an extended experience anymore, is just a focus on that specific activity for a non significant amount of time. Given they've exploded and the desire or possibility of restricting their numbers is also out the window.. why not make them 1-2 billion to make it true to the reality. At least that way you could indulge in getting one via other means (the only grace left to them).
 
With exploits / gold rushes, i think the intent of the price is no longer achieved.

Okay sure. The problem (such as it is) isn't with the price being out of reach. A fully equipped Cutter is around 1BCr, seems like a carrier is worth a lot more than that from a tool to do a job perspective.

I can see justification for a mini-carrier, but what we have in the game right now is worth the cost IMO.

If you want one it is entirely possible to afford one (I can without mining or exploiting, or even focusing on money at all but I do play a lot).
 
Too little too late. When are FCs going to get cut down to 1-2b base price? If this nerf actually works as intended, the 5b price tag cannot be justified anymore.
Even if it works as intended then mining is still going to be well over 100M/hour, Tritium trading around 200M/hour in optimal cases, etc.

Given what people were getting from mining pre-3.7 if the price was reasonable then it's probably still reasonable now.

Frankly, a better resolution would be the randomisation^ of hotspots on a daily basis.

^ and no, not randomise the entire gslaxy, just change the seed to the procedural algorithm which generates these, daily.
Weekly (or even fortnightly) would probably be sufficient to keep a cycle of prospect->exploit going more interestingly, and less worries about synchronisation issues.

However, it'd be really annoying for exploration where the prospect->exploit cycle for good Tritium spots needs to be much longer.
 
Nobody stuck in a crowded system got there by accident... all were trying to get easy credits. Being locked out of the game is just a new game economy mechanic that automatically punishes players who take advantage of a broken system when they know better :)

Next time you'll think twice about jumping into a system that's likely to garner significant attention. Finally some strategic thought needed when going to a given system.

Hahahaha! Do you always check, if your next jump target is an overcrowded system with nice prices? I got stuck (but could get out after severals tries - it took me a 3/4 hour) in the pleiades. I wasn't running for LTD sell prices, but unfortunately the prizes there were (over night) nice enough to flood the systems down there with carriers. Enough to get me stuck. Hoping that your travel route won't cross a system with good prices or high attractivity is just a gambling game. Joyful playing is way different.

And no... Mining is no easy money. It's boring to shoot rocks all day long.

And if it was not LTD-Sell prices than other system properties would cause systems to flood with carriers - e.g. close distance to shinrarta or Sol, engineers, places for Material collection. You simply can not prevent carrier accumulations. The instability has to fixed NOW!...
 
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  • A bug with material distribution in overlapping hotspots was fixed and hotspost themselves we rebalanced. Now, the effect that each hotspot has on the base rarity of a commodity has been doubled. To counter this, hotspots of the same type which overlap will be less effective. The aim of these changes is to reduce the massive impact of overlapping hotspots while still ensuring they provide a higher yield than non-overlapping hotspots.
    [*]

could you clarify a little more? maybe an example.

Does this mean that while in a [commodity] hotspot we will see MORE of that commodity in all forms like more frequent SSD's like LTD inside a LTD hotspot, More Cores, , chunks per core, higher percentages for surface mining ETC.
 
Too little too late. When are FCs going to get cut down to 1-2b base price? If this nerf actually works as intended, the 5b price tag cannot be justified anymore.

Frankly, a better resolution would be the randomisation^ of hotspots on a daily basis.

^ and no, not randomise the entire gslaxy, just change the seed to the procedural algorithm which generates these, daily.

you seem to be under the wrong impression. FC's were set to 5B because they were not intended to be owned by EVERYONE. honestly i feel like they should have been between 10-20B. the fact that they are only 5B and are a persistent object is a major issue for many. FC's literally clog up the bubble and within 200LY of bubble. Parking one at this time is a serious hassle.

FDEV said it themselves that they intend only for a small percentage of the player base to own a FC. and within a single day of the release a large percentage of players already owned one.
 
you seem to be under the wrong impression. FC's were set to 5B because they were not intended to be owned by EVERYONE.

FDEV said it themselves that they intend only for a small percentage of the player base to own a FC. and within a single day of the release a large percentage of players already owned one.

The fact they issued a six x 36 registration sequence suggests they have at least planned for a maximum of over 2 billion Fleet Carriers, about 2,176, 783, 336.

Or is it trillions as its 36 x 36 , 36 squared? Anyway, a lot more than what play Elite!
 
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FDEV said it themselves that they intend only for a small percentage of the player base to own a FC. and within a single day of the release a large percentage of players already owned one.
No, a large number of players own one. Still only a small percentage.

Estimates from third party tools suggest that there's somewhere between 10k and 20k fleet carriers out there.

That's only about 2-6% of (at least somewhat) active accounts, or under half a percent of all accounts.

It's also enough carriers to clog up the system maps of the 100 most popular systems, of course, with plenty left over to go somewhere more interesting.


If Frontier had wanted them to be so exclusive there were only a couple of hundred total, they'd have made them cost just a billion credits but also require Quad Elite. Not surprisingly, having spent years working on the feature, they wanted people to actually be able to use it.
 
The fact they issued a six x 36 registration sequence suggests they have at least planned for a maximum of over 2 billion Fleet Carriers, about 2,176, 783, 336.

Or is it trillions as its 36 x 36 , 36 squared? Anyway, a lot more than what play Elite!
The first and third characters appear to be letters only, so 26x36x26x36x36x36 or 1.1 billion.

Depending on the algorithm used to allocate carrier IDs and avoid clashes, it's possible that not all of that space is actually usable. But still, definitely plenty of room for everyone to have one.
 
i don't think it's necessarily an issue with the number of fleet carriers that are owned, but rather the concentration of carriers/players in specific areas that is making the servers cry out in agony. Though could be wrong on this.
 
No, a large number of players own one. Still only a small percentage.

Estimates from third party tools suggest that there's somewhere between 10k and 20k fleet carriers out there.

obligatory: https://steamcharts.com/app/359320

That's only about 2-6% of (at least somewhat) active accounts, or under half a percent of all accounts.

those are (at least somewhat) silly numbers. any source?

If Frontier had wanted them to be so exclusive there were only a couple of hundred total, they'd have made them cost just a billion credits but also require Quad Elite. Not surprisingly,

well, that's funny because frontier explicitly stated that carriers weren't for everybody, only for the filthy-filthy rich. the initial maintenance fees were staggering in accordance. with the general outcry they practically made maintenance free and with the 'accidental' surge in mining everyone could buy one with only a few days of non-stop tetris in space.

which granted them the highest spike in players for years. until servers started to crack, oh wait ...

one thing is true, this time around frontier really listened to the community. except for the community just spoke a legion of pathological grade hoarders. the discussion at their shop must have been very amusing.

  • "they all want a personal carrier now ..."
  • "so let them have them, they cost us nothing anyway, more skins to be sold ..."
  • "yeah, but will the server hold?"
  • "hmmm, dunnno (sucks his thumb and looks at it from a distance) ... probably?"
  • "okay, let's do it"
having spent years working on the feature, they wanted people to actually be able to use it.

as a seasoned procrastinator i can assure you that months flying by is not work. are you really wanting to say that the current carriers as implemented took "years of work"? dunno if that's just silly humor or actually intended as an insult 😂
 
And the one thing, the ONE thing you incompetents couldn't quite find it in yourselves to accomplish with this patch was the Orange Sidewinders etc crashing the game when you try to enter/exit a system infested with your precious Space Locusts. But, any day now! Until then, we can just all be grateful that we at least have the loading screen to enjoy in the game we paid for, right?

Capital, Frontier, you surely are a wonder to behold and an example to us all. Now go polish some space legs, why don't you?
 
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