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Thread: Handling Fleet Carriers in 2018 - Fleet Carrier Concept

  1. #46
    Originally Posted by andrak View Post (Source)
    The same way it works in the bubble I suppose. Maybe an NPC Type 6 or Keelback jumps into your carrier instance now and again and docks at your carrier when you have a market connection purchased, if that maintains "immersion".
    Maybe allow non-squadron members to use the trading module on the ship, they don't get access to anything else, just trade to both buy and sell commodities

  2. #47
    I like a lot of what you had to say - what we are going to get, though, isn't going to be that grandiose.

    Not because Frontier can't deliver, but because they won't - and shouldn't. Some of the things are just too much, such as the incredible costs you outline for various things, and a number of the capabilities that you would like to see, and some of the things have logistics tied to them that sound really difficult to manage.

    I actually don't think that the Carriers should have any combat capability, nor should they be attackable. Some situation where the Squadron isn't able to push back an NPC attack that is part of a mission (choose from a multitude of reasons), and now their Carrier is wrecked. No one is going to like the taste of that, and even the most hard-core Save Resetters would probably not be on board as well. Too much time investment from too many people, and that is something that needs to be respected, in my opinion.

    I really think that these things are just going to be a mobile base for the squadron - Repair, Rearming, Outfitting (from what you have deposited there), and hopefully Cartographics capability as well. I think they will just sit at the entry star, hopefully scooping fuel that you can then Refuel your ships from, until you dock, and tell it to go somewhere else. If you had one of these on an Exploration mission (a place to save your Cartographics Data and a Save Point), that would greatly open up the options for what kind of dangers that Frontier could place out in the black. Sign me up, please.

    Any kind of large upkeep costs will also effectively lock out any solo players from ever having one of these, and I think that is something that Frontier should very carefully consider before deciding. I am hoping that you don't actually need to lead or be part of a Squadron to buy them, even if that means saving up a lot of credits over a long period of time.

    Overall though, I did like your presentation, and the thought that went into it. +1

    Riôt

  3. #48
    I like the work which was put into this video, but I believe a lot of concepts which were expressed are not need at all and over complicate it.

  4. #49
    Very nice Andrak, I like all your ideas and particularly your presentation. Only place I might slightly differ is that the Carrier must take damage. By this I assume you mean significant damage. Only difference I might have is if a Carrier is well run and well winged, there might be a significant force available to repel attacks. As in WWII and carrier fleets there, it depends on how you deploy your resources! Small point only. +1 Sir.

  5. #50
    Originally Posted by MrFailfactory View Post (Source)
    I like a lot of what you had to say - what we are going to get, though, isn't going to be that grandiose.

    Not because Frontier can't deliver, but because they won't - and shouldn't. Some of the things are just too much, such as the incredible costs you outline for various things, and a number of the capabilities that you would like to see, and some of the things have logistics tied to them that sound really difficult to manage.

    I actually don't think that the Carriers should have any combat capability, nor should they be attackable. Some situation where the Squadron isn't able to push back an NPC attack that is part of a mission (choose from a multitude of reasons), and now their Carrier is wrecked. No one is going to like the taste of that, and even the most hard-core Save Resetters would probably not be on board as well. Too much time investment from too many people, and that is something that needs to be respected, in my opinion.

    I really think that these things are just going to be a mobile base for the squadron - Repair, Rearming, Outfitting (from what you have deposited there), and hopefully Cartographics capability as well. I think they will just sit at the entry star, hopefully scooping fuel that you can then Refuel your ships from, until you dock, and tell it to go somewhere else. If you had one of these on an Exploration mission (a place to save your Cartographics Data and a Save Point), that would greatly open up the options for what kind of dangers that Frontier could place out in the black. Sign me up, please.

    Any kind of large upkeep costs will also effectively lock out any solo players from ever having one of these, and I think that is something that Frontier should very carefully consider before deciding. I am hoping that you don't actually need to lead or be part of a Squadron to buy them, even if that means saving up a lot of credits over a long period of time.

    Overall though, I did like your presentation, and the thought that went into it. +1

    Riôt

    Thanks. We have slightly different opinions I think. I feel as if there isn't enough consequence in the game. Not only that but players even feel the need to email support when they make a mistake to reinstate their loss. I think carriers should get damaged and how much they do or don't is directly tied to player skill.

    On upkeep you don't have to hire crew. There would be a big initial cost and then you could just outfit the modules you need. Only upkeep is then the cost of damage. If you took on a mission that was just way too threatening you could dismiss the carrier very early, take very little damage at all and just fail the mission. Not too big a deal. The carrier could be dismissed at any time.

  6. #51
    Originally Posted by Ebel View Post (Source)
    Very nice Andrak, I like all your ideas and particularly your presentation. Only place I might slightly differ is that the Carrier must take damage. By this I assume you mean significant damage. Only difference I might have is if a Carrier is well run and well winged, there might be a significant force available to repel attacks. As in WWII and carrier fleets there, it depends on how you deploy your resources! Small point only. +1 Sir.
    Thanks very much.

    I wasn't thinking significant damage. If your squadron are all epic pilots maybe it takes next to no damage at all.

  7. #52
    Originally Posted by MrFailfactory View Post (Source)
    I like a lot of what you had to say - what we are going to get, though, isn't going to be that grandiose.

    Not because Frontier can't deliver, but because they won't - and shouldn't. Some of the things are just too much, such as the incredible costs you outline for various things, and a number of the capabilities that you would like to see, and some of the things have logistics tied to them that sound really difficult to manage.

    I actually don't think that the Carriers should have any combat capability, nor should they be attackable. Some situation where the Squadron isn't able to push back an NPC attack that is part of a mission (choose from a multitude of reasons), and now their Carrier is wrecked. No one is going to like the taste of that, and even the most hard-core Save Resetters would probably not be on board as well. Too much time investment from too many people, and that is something that needs to be respected, in my opinion.

    I really think that these things are just going to be a mobile base for the squadron - Repair, Rearming, Outfitting (from what you have deposited there), and hopefully Cartographics capability as well. I think they will just sit at the entry star, hopefully scooping fuel that you can then Refuel your ships from, until you dock, and tell it to go somewhere else. If you had one of these on an Exploration mission (a place to save your Cartographics Data and a Save Point), that would greatly open up the options for what kind of dangers that Frontier could place out in the black. Sign me up, please.

    Any kind of large upkeep costs will also effectively lock out any solo players from ever having one of these, and I think that is something that Frontier should very carefully consider before deciding. I am hoping that you don't actually need to lead or be part of a Squadron to buy them, even if that means saving up a lot of credits over a long period of time.

    Overall though, I did like your presentation, and the thought that went into it. +1

    Riôt
    This very much this!

    I also hope there will be no need to restock the carrier so you can then restock your ships or that would just kill it for exploration outside the bubble.

  8. #53
    Originally Posted by MrFailfactory View Post (Source)
    I actually don't think that the Carriers should have any combat capability, nor should they be attackable. Some situation where the Squadron isn't able to push back an NPC attack that is part of a mission (choose from a multitude of reasons), and now their Carrier is wrecked. No one is going to like the taste of that, and even the most hard-core Save Resetters would probably not be on board as well. Too much time investment from too many people, and that is something that needs to be respected, in my opinion.
    Indestructible carriers would be boring and unrealistic. Carriers should have basic defense turrets which could be automated (and upgrade-able). Real-life carriers have extensive active and passive defenses such as sensors, missiles and Gatling guns.

    If carriers are fully destructible then Frontier must decrease the grind to acquire and upgrade a carrier or people would get burned out.

    If carriers can't be blown up, as the OP suggested in the video, they would automatically retreat (hyper-jump to safety) with a low hull. Or let high ranked squadron members decide. Then players need to grind to repair the carrier. It creates an endless cycle of utilizing, upgrading and repairing a carrier. Upgrades would eventually be maxed out.

    This is what ED needs: end-game loops that can be replayed for months and years. The way squadrons utilize their carriers (exploration, combat, squadron missions, mining etc) adds variety.

  9. #54
    I bet it has a gunner seat and a fighter seat

  10. #55
    Originally Posted by Henri View Post (Source)
    I bet it has a gunner seat and a fighter seat
    No, arcade mode reserved for multipew only (semi joking)

  11. #56
    Not watched video (quiet house right now) - would the Carrier exist in all modes / platforms simultaneously?

  12. #57
    Awesome suggestions, just one concern, the time to jump should not be hours, I don't think this will work, let the cool down be long but not the jump out time.

    Originally Posted by Cosmo View Post (Source)
    Indestructible carriers would be boring and unrealistic. Carriers should have basic defense turrets which could be automated (and upgrade-able). Real-life carriers have extensive active and passive defenses such as sensors, missiles and Gatling guns.

    If carriers are fully destructible then Frontier must decrease the grind to acquire and upgrade a carrier or people would get burned out.

    If carriers can't be blown up, as the OP suggested in the video, they would automatically retreat (hyper-jump to safety) with a low hull. Or let high ranked squadron members decide. Then players need to grind to repair the carrier. It creates an endless cycle of utilizing, upgrading and repairing a carrier. Upgrades would eventually be maxed out.

    This is what ED needs: end-game loops that can be replayed for months and years. The way squadrons utilize their carriers (exploration, combat, squadron missions, mining etc) adds variety.
    Auto jump to safety is a good idea.

  13. #58
    Super concepts!!! well thought out... It would be nice to see this available for gameplay !! +1 rep.. thanks for your work on getting it done!

  14. #59
    Originally Posted by andrak View Post (Source)
    Thanks. We have slightly different opinions I think. I feel as if there isn't enough consequence in the game. Not only that but players even feel the need to email support when they make a mistake to reinstate their loss. I think carriers should get damaged and how much they do or don't is directly tied to player skill.

    On upkeep you don't have to hire crew. There would be a big initial cost and then you could just outfit the modules you need. Only upkeep is then the cost of damage. If you took on a mission that was just way too threatening you could dismiss the carrier very early, take very little damage at all and just fail the mission. Not too big a deal. The carrier could be dismissed at any time.
    I agree that there is indeed not enough consequence in the game, and this is underscored by the fact that Frontier seems to be pretty liberal about granting Mulligans for things that are the Commanders' own fault.

    This is a big feature, and potentially game-changing in a good way. I am concerned, however, that people that prefer to play in Solo are going to be left hanging, and I really think that Frontier should consider whether or not doing so would be a good idea. I am also concerned about how the logistics of moving them will be handled, and whether or not the implementation of said movement is acceptable.

    Also - epic fights around the Carrier would be fantastic. Again, I did like the majority of what you had to say, and I am looking forward to seeing how they get implemented.

    Riôt

  15. #60
    Yes really like the video, amazing work with the mock ups and all

    The ELW migration mission is very cool

    I really hope solo players can buy a fleet carrier, I want to fly mine out to the core and use it as an exploration base there

    And let other explorers join my "squadron" if they also want to use it as an exploration base of operations.

    Would love to see modules for outfitting ships, stellar cartographics, repair etc too. I am hoping for something along these lines

    What would be really amazing is if you could choose to set your carrier as able to be used by all players, not just your squadron, so the players themselves can start engaging in some real emergent gameplay with people setting up carriers all over the galaxy anyone can stop in for repairs, have a new spawn point, change their outfitting, etc

    What i really want to see is fleet carrier owners / squadrons able to turn a profit by offering these services to other players from their publicly available carrier (and after the very large investment in setting it all up)

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