Update 11 Patch Notes

I've just realised - weren't the ship interiors supposedly sacked because "It would get boring / you don't really want it / there's no gameplay loop"?
What's this update all about then? ;)
Proof of concept. They gave us one ship interior to prove their point. And you know what? They were right. Walking through a carrier and watching a jump gets boring after the second or third time.
 
Proof of concept. They gave us one ship interior to prove their point. And you know what? They were right. Walking through a carrier and watching a jump gets boring after the second or third time.
Much like getting out and walking around in a station, but even less "fun" (no mission givers).
Not entirely useless, though, for carriers out in the black with Vista and Pioneer.
 
Proof of concept. They gave us one ship interior to prove their point. And you know what? They were right. Walking through a carrier and watching a jump gets boring after the second or third time.
I would enjoy more if they open landing deck and sub bridge to walk around. I did that in XR and X4.
Back in XR there were highly rated mods called ship bridge (similar to FC bridge but every officer can meet face to face and talk to) and station interior (allowing player land ship on the living ring and walk around).
 
I love having a carrier interior and a ready room and a bored pilot below me on the command deck and watching jumps.
I love being able to sit down.
I love that my barmaid has a sexy voice with a northern accent.

I don't understand why I can't use anything while I'm sitting down. I don't understand why I can't access my shipyard to choose a ship, if I was "brought in" on someone else's ship - isn't it still my carrier and aren't they still my ships parked on it? I don't understand why the elevator doesn't list all of my hangared ships instead of only the last one I happened to use.

Still - happy with the update, it's pretty cool.
 
Two words: carrier heist.

There's a guard with a rifle next to the elevator to the command deck, but it's for decoration only. The concourse is a safe space, you can't draw your gun, and there is nothing to steal. Carriers should be more like settlements. Imagine firefights in those corridors. A successful heist could lower the system's security rating, thereby affecting the BGS. Instead, there is zero gameplay in concourses. They are just 3D menus to access carrier services.
 
Was there an adjustment concerning the prices of some mining minerals in update 11? The last time I mined platinum and osmium (2 weeks ago) I got around 200.000 cr/to. Yesterday I got around 40.000 to 60.000 cr/to. I checked several stations and the prices were down everywhere.
 
I'm going to sound like a right fusspot lol. But can I request different lighting for the Fleet Carrier bar for the 'Research' interior skin. It's a bit bright and should be more like with the other interior skins. I feel it should be darker with lighting like you would expect in a wine bar.

Anyway that's me done. Have a good day everyone :cool:
 
Some hardpoints are [AGAIN] randomly not firing!!!

I.e. C2 beams/rails on the Anaconda... no ship kit, fixed or gimbal doesn't make a difference.

This happens when developer focus and makes hype on almost useless cosmetic stuff and totally ignores core gameplay fixes.(n)(n)(n)(n)(n)
 
Much like getting out and walking around in a station, but even less "fun" (no mission givers).
Not entirely useless, though, for carriers out in the black with Vista and Pioneer.
Not convinced on the usefulness of Pioneer, either, having installed it.

It doesn't look like the shops get any premium gear the way station shops do (not that I was expecting them to, to be honest).
It seems unlikely that anyone is going to want to buy suits or weapons at a carrier shop. Unless perhaps they've been out of the bubble since before the release of Odyssey, come across a carrier out in the black and decide to pop in for an Artemis.
That leaves the usefulness of Pioneer as really being upgrading (which again could be done at any station) or buying consumables. And most consumables can be just found lying around, to the extent that it's pretty easy to hit the 100 limit without buying any (and then you can't get rid of them and they causes problems boarding your ship, but that's another story).
That just leaves E-Breaches. Useful, yes. But 450 million credits plus another 1.5 million (thanks @Northpin) per week is a hefty amount to pay for how much actual use the carrier Pioneer seems to be.

It's much the same as I thought about the carrier shipyard from introduction, really. The facility to store ships and switch them for the carrier owner is included by default. The cost to add it for other players too is, to put it mildly exorbitant - and as for the ability to buy new ships, under what circumstances would anyone even buy one from a carrier? I just don't get it.
 
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That just leaves E-Breaches. Useful, yes. But 450 million credits plus another 1.5 million per week is a hefty amount to pay for how much actual use the carrier Pioneer seems to be.

Pioneer Supplies takes 5 millions weekly upkeep

And yes, they're completely useless in the Bubble while they have a very limited use in the Black - assuming the DSSA carriers will take the trip back to Bubble/Colonia to install services - to sell the odd Artemis costume to the poor soul that has Odyssey, but still didnt managed to visit Colonia/Bubble in the last year.

As i said, i got mine, but only because i didnt want to see that shut door.
 
Pioneer Supplies takes 5 millions weekly upkeep

And yes, they're completely useless in the Bubble while they have a very limited use in the Black - assuming the DSSA carriers will take the trip back to Bubble/Colonia to install services - to sell the odd Artemis costume to the poor soul that has Odyssey, but still didnt managed to visit Colonia/Bubble in the last year.

As i said, i got mine, but only because i didnt want to see that shut door.
I was quoting from memory, thanks for the correction.

That's pretty much the only reason I got mine too. I can't even bring myself to do Vista or the shipyard yet.
 
Alas, but this is another update for the sake of updating. The development was carried out for 3 months and what did we get? You can sit down and watch the carrier jump.
Atmospheric planets are all the same dead. Where are my CLOUDS?
Missions are just as boring. Where is the whole narrative?
Why they screwed "sit on a chair" but did not develop any additional functions for this, for example, drink, eat, read GalNet
Jumping on an ordinary ship - is it really not possible to develop a functionality that would allow the ship to independently jump from system to system on autopilot?

Dear and beloved Frontiers, please do some deep mining. Throughout the life of the Elite, you only grab icebergs, but do not go deep. From the game you can make something amazing. Something that can replace many games in one, but you don't.
If you do not have enough money - well, screw on a voluntary donation of funds for development! Just make the game NORMAL! I love you, hoping for a super realistic space... o7
 
And then, I'm afraid, we get to the real elephant in the room.

The bartender.

Seriously, I really want someone at Frontier to tell us what they expect us to do with the current implementation of the carrier bartender. I'm at a loss as to what possible use it could be.

It's obviously designed as an on-foot analogue of the commodity trading. So the first question should be "does that work well?".

I'm not convinced it does.

Quite apart from the sheer clunkiness of setting each commodity up individually, the commodity trader can only be of use if commodities can be bought low somewhere where there's high supply, moved somewhere else where there's high demand and sold again for a higher price. The only real circumstances in which this is likely to happen that I can think of in the current game are 1) community goals and 2) mining.

Because there are no permanent NPC ships carrying out economic activities à la X3, this requires other players to be motivated to do it. They have to find it a better use of their time to sell to your carrier (or buy from your carrier at the other end) than to make the delivery themselves. Unless there's some really dedicated miner/trader players out there with no jump range on their ships or no ability to either outrun or outfight any pirates, this seems a bit unlikely.

And, of course, this requires them to know your carrier is even there in the first place. Third party tools aside, there is of course no facility in game to do this other than squeeze in some sort of advertisement instead of a proper carrier name. So unless they happen to be looking around and see you, it's not going to happen. (My first suggestion for this is that carriers be given the ability to regularly broadcast a user defined message in system chat, kind of like NPC chatter).

This aside, however bad the system is, does it translate to the bartender?

No. Bartender resources are not commodities.

They're not produced by the BGS, they're not consumed by it. Beyond player engineering, they have no intersection with any economic activity at all.

As far as I can see no player is ever going to sell a resource to a carrier bartender for less than they'd get for selling it to a station bar. And no carrier owner is ever going to set their bartender to buy something for more than a station bar would pay just to sell it off for the lower price later.

In terms of perhaps setting a bartender up to just buy materials you need for engineering, perhaps that would make more sense - but again, you run into the problem of advertising it. How are other players meant to find out that your bartender is buying these things?

The whole system needs a complete rethink. I would like to see the trading system plugged into the economic system somehow - maybe you could park your carrier in a system that produces goods and pay a fee or premium of some kind for NPCs to transfer the goods over, or to unload at the other end. (I'm not suggesting actual NPC ships doing this, although that would be nice. Handwaving it on board over time would be acceptable.)
 
Seriously, I really want someone at Frontier to tell us what they expect us to do with the current implementation of the carrier bartender. I'm at a loss as to what possible use it could be.

Player trade of rare items.
Not common or less rare items, only rares

The problem is advertising them...

 
The whole system needs a complete rethink. I would like to see the trading system plugged into the economic system somehow - maybe you could park your carrier in a system that produces goods and pay a fee or premium of some kind for NPCs to transfer the goods over, or to unload at the other end. (I'm not suggesting actual NPC ships doing this, although that would be nice. Handwaving it on board over time would be acceptable.)

It seems to me that too many things in the elite require rethinking. And it feels like it's much easier to make Elite 2 than it is to refine what we have now.
 
Not convinced on the usefulness of Pioneer, either, having installed it.

It doesn't look like the shops get any premium gear the way station shops do (not that I was expecting them to, to be honest).
It seems unlikely that anyone is going to want to buy suits or weapons at a carrier shop. Unless perhaps they've been out of the bubble since before the release of Odyssey, come across a carrier out in the black and decide to pop in for an Artemis.
That leaves the usefulness of Pioneer as really being upgrading (which again could be done at any station) or buying consumables. And most consumables can be just found lying around, to the extent that it's pretty easy to hit the 100 limit without buying any (and then you can't get rid of them and they causes problems boarding your ship, but that's another story).
That just leaves E-Breaches. Useful, yes. But 450 million credits plus another 1.5 million (thanks @Northpin) per week is a hefty amount to pay for how much actual use the carrier Pioneer seems to be.

It's much the same as I thought about the carrier shipyard from introduction, really. The facility to store ships and switch them for the carrier owner is included by default. The cost to add it for other players too is, to put it mildly exorbitant - and as for the ability to buy new ships, under what circumstances would anyone even buy one from a carrier? I just don't get it.
Fair points.

Certainly the shipyard service gives no incentive to stock ships whatsoever. If carrier owners could bulk buy at a discount so we can be competitive, then I'd see the point. But then the ship packs are not great either. The exploration pack for instance stocks 2 or 3 Diamondback Explorers and 10 Diamondback Scouts. Same with the Asp variants. But who buys Scouts for exploration! (or anything else for that matter). I was tempted to stock ships when I was fitting out my on foot modules, but I soon came to my senses.

I've added the Pioneer Supplies just to have the full interior kitted out and have more of a sense of stuff going on. No other reason.

Have a good day.
 
And then, I'm afraid, we get to the real elephant in the room.

The bartender.

Seriously, I really want someone at Frontier to tell us what they expect us to do with the current implementation of the carrier bartender. I'm at a loss as to what possible use it could be.

It's obviously designed as an on-foot analogue of the commodity trading. So the first question should be "does that work well?".

I'm not convinced it does.

Quite apart from the sheer clunkiness of setting each commodity up individually, the commodity trader can only be of use if commodities can be bought low somewhere where there's high supply, moved somewhere else where there's high demand and sold again for a higher price. The only real circumstances in which this is likely to happen that I can think of in the current game are 1) community goals and 2) mining.

Because there are no permanent NPC ships carrying out economic activities à la X3, this requires other players to be motivated to do it. They have to find it a better use of their time to sell to your carrier (or buy from your carrier at the other end) than to make the delivery themselves. Unless there's some really dedicated miner/trader players out there with no jump range on their ships or no ability to either outrun or outfight any pirates, this seems a bit unlikely.

And, of course, this requires them to know your carrier is even there in the first place. Third party tools aside, there is of course no facility in game to do this other than squeeze in some sort of advertisement instead of a proper carrier name. So unless they happen to be looking around and see you, it's not going to happen. (My first suggestion for this is that carriers be given the ability to regularly broadcast a user defined message in system chat, kind of like NPC chatter).

This aside, however bad the system is, does it translate to the bartender?

No. Bartender resources are not commodities.

They're not produced by the BGS, they're not consumed by it. Beyond player engineering, they have no intersection with any economic activity at all.

As far as I can see no player is ever going to sell a resource to a carrier bartender for less than they'd get for selling it to a station bar. And no carrier owner is ever going to set their bartender to buy something for more than a station bar would pay just to sell it off for the lower price later.

In terms of perhaps setting a bartender up to just buy materials you need for engineering, perhaps that would make more sense - but again, you run into the problem of advertising it. How are other players meant to find out that your bartender is buying these things?

The whole system needs a complete rethink. I would like to see the trading system plugged into the economic system somehow - maybe you could park your carrier in a system that produces goods and pay a fee or premium of some kind for NPCs to transfer the goods over, or to unload at the other end. (I'm not suggesting actual NPC ships doing this, although that would be nice. Handwaving it on board over time would be acceptable.)
The bartender facility on both Carriers and in Stations is completely wrong. But I believe they are aware of feelings towards this. It doesn't make sense in it's current iteration.
 
I don't think the bartender is very useful at all. I get the impression that it's meant as a mechanism for a squadron to exchange some mats between members, and not as a general market place giving players the ability to upgrade on foot gear without playing the loops.
 
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