25 million weekly upkeep cost for Fleet carriers…

30 million is still less than one 50 million payout space mission per week.

Good luck mantaining it with just odyssey mission payouts or bartender profits from player trading with those very low price caps though.
 
These are traveling cities, and should have a self-sustaining market economies.

I don't think it's reasonable immersion-wise to assume there is going to be one little old pilot that keeps this city afloat by doing massacre missions or mining platinum.
Carriers should be self-sustaining, but Fdev don't want us to become filthy rich trading from them, even though it takes a fair bit of game time to collect the items the carriers sell.
I don't know any franchise on the planet that would work with such a business model that the fleet carriers use at present, and this is where Elite doesn't know if it is a sim or a game.

Also, if the carrrier "free trading" existed, I hate to think what would happen to the BGS. Maybe this is what Fdev are affraid of but, as it stands the grip is way too tight.
 
I dont need to own a carrier. Or play ED. Or any game. Or type on this forum. Neither do you, for that matter. Oxygen, food and water are all I really need.

Doesn't mean we can't point out the obvious fact that passive credit sinks in ED are needlessly punishing, not fun and just a cynical attempt to force people to log in to grind. FD got some things right. Some things went wrong, which happens in development. But some parts of FD are intentionally and purposefully anti-consumer, anti-fun, cynical and bordering on wannabe-EA-parody.
Fun fact: I made 130 million tonight in about an hour and a half just by doing massacre missions with my wing.

The passive credit sink is not punishing at all, in any way, shape or form given how incredibly easy it is to make credits in the game. I've made 300 million credits in about 4 hours of gameplay this week.

Get a grip man.
 
Well over the forums I’m seeing support for the bar being a standard installed module and only the bartender being an employee which you pay weekly for, and then can interact with. after all it is a social space for Cmdrs to meet with possible future mission applications

Flimley
 
FWIW, I made about a billion with a T-9 at the latest CG goal.

Got pvp interdicted once and learnt that I'd better add some point defences, as otherwise I'm a sitting duck for dumb fires that reset my FSD drive (still haven't been able to test if that is the solution). It was maybe a bit grindy, but I had fun flying the T-9 in open. That'll pay for my carrier for a while, and I didn't do it for the carrier rather just to get some stupid decals and powerplants that run hot and can't be engineered.. :)
 
Upkeep doesn't really concern me, as I have enough cash on hand to keep my carrier running for decades. Upkeep would only be an issue if I had other things I needed to spend my tens of billions of credits on (Base Building, anyone? Purchasing entire planets and systems, anyone?). But I dont.
 
You categorically do not have to earn 35mil per week. You have to pay 35mil per week, but you don't have to earn in the same week.

Right.
I can mine Platinum worth of 350 millions credits in like 4 hours (tops, rather lazy mining). And have it covered for 10 weeks.
 
350M/4hr = 87.5M/hr. While respectable, that's still quite low. I typically earn 300-400M per hr per account with wing missions. Earlier this week, I did another profit run to confirm wing mission payouts and they're still high. I earned just under 400M per account in 1.5 hr (took my time rather than complete as fast as possible). With three accounts, that was a total of 1.1B in 1.5 hr. With non-essential carrier services put on pause until FDev makes Oddysey worth buying, my weekly carrier expense is 10.5M. 400M translates to 9.5 months of carrier services.
 
Man I feel like a peasant browsing this discussion, wondering what's involved in getting a FC to make the universe a bit smaller. 9Bn is more than I've earned in my entire ED career....by a factor of 10 at least.
 
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350M/4hr = 87.5M/hr. While respectable, that's still quite low.

Well, when people post mining income figures, they usually count the time from the moment they fire the first prospector to the moment they fill out and depart the ring.
Getting there, getting out, traveling to sell locations, selling stuff - these time sinks are usually not counted.
While doing robigo runs it is a net income of 100 millions per hour. No hidden timesinks. Same for massacre missions.
 
Lets look at what was added;

Pioneer Supplies: 5MCr per week. No one is likely to buy suits or weapons (as only grade 1 is available), so basically it selling 1000cr consumables. The cost is out of proportion. Even with a 100% markup, I’d need to sell 5000 consumables a week to break even.

Bar: 1.5MCr per week, for a bartender with storage capacity of 100, constrained pricing, and that buy/sell mechanic that defies common sense. It borderline useless. I feel like I’m paying 1.5MCr per week for the cosmetic value of the bar. Would it be possible to have the bar always open for free, but without the bartender trading?

My carrier is intended to support, er, criminal free enterprise, so I’m committed to keeping everything open except the exploration related stuff. I don’t accept this ”it’s a mobile department store” logic, because they are a fundamentally loss making endevour. Cmdrs own carriers only because its fun to own them - tweaking the services a little would make them more fun, hurt no one, a could make them start to justify the cost.
They should let us trade with NPCs. It would give the game a new gameplay/career loop, you sell mats, weapons, ships(with the hangar module), etc. and NPCs buy them. It would be like a business and it would help us cover the fees every week. I don't know why Frontier is obsessed with the idea of players doing that instead of NPCs. Players rarely go to player-owned carriers.
 
If you want to enjoy the luxury of seeing all the services on your fleet carrier. Just means you have
to earn 35mill per week. You’ll sure want to enjoy the bar when in the black. Blaze your own trail.

Flimley
This is a game, far away from waht real life is.

As it is should be considered.
 
This is a game, far away from waht real life is.

As it is should be considered.

playing within your means is not about mimicing real life.

Game mechanics have costs and rewards. Not all rewards are accessible at all costs. That's an expected and logical way games behave. The fact that real life also sometimes works that way is beside the point.

If the premise is that fdev is trying to make it so only the most successful players find it acceptable to equip everything - besides credits , what would their alternative be to accomplish that goal? Perhaps there is a more effective means to keep all but the most successful players from equipping everything?

edit: to be clear: by most successful player, i think they're actually targetting squadrons with multiple players. It's just that since carriers are only able to be personally owned, this looks like a highly successful single player. But this is also within the ability of many highly successful single players too.
 
edit: to be clear: by most successful player, i think they're actually targetting squadrons with multiple players. It's just that since carriers are only able to be personally owned, this looks like a highly successful single player. But this is also within the ability of many highly successful single players too.

What have carriers to do with anything?
I got 50 billions even before carriers were launched
 
Fun? An FC is not about generating fun, its just a mobile station that carries your toys. People want all the goodies without any downsides, which is wrong if you are renting one and get 95% of your money back if you let it lapse (so in essence the only limit is the initial 7 billion or so to rent one). I mean, who pays the wages otherwise?
For players that know they are going to take a 6 month hiatus from the game (or just feel they don't need the carrier for a while), they could allow you to "sublet" the FC to an NPC, which would effectively remove the carrier from the game for 6 month increments. The sublet could automatically continue indefinitely beyond 12 months until the player returns to the game and requests the FC returned.
 
What have carriers to do with anything?
I got 50 billions even before carriers were launched

i'm not sure. I didn't say successful players had carriers. Nor did i say that "successful" meant only most rich in credits.

in a credit only cost setup, most successful would be judged on credits and while there would be some outlier players who can manage things on their own to get insane wealth either over time or per-time.... depending on the playerbase they want to achieve this goal, it would likely require multiple players working together to achieve those things that they levy a high enough cost on.

carriers being originally intended to be a squadron asset, would logically have certain unnecessary but perhaps attractive options that would require that multi-player cooperation to fund. As a way for them to achieve some of their original vision of what carriers were supposed to mean for the game. I could see that being put into place.

the fact that there are a few players with 50 billion credits sitting around and so they could circumvent that requirement is not relevant. It's not a large amount of players and so the goal would still be achieved if that is their intention.
 
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