100M in cash, can I afford a fleet carrier!?

If I was FD, I'd data-mine all the player accounts to find out how many credits they have, then set the base carrier price so that 75% of them can get the basic thing.
I'd do much the same, but invert your proportion. Until we get player outposts, FCs are end-game. I'd say 10% could buy them from pocket change and 20% could easily save up for them. The rest of us will have to work toward them.
 
I'd do much the same, but invert your proportion. Until we get player outposts, FCs are end-game. I'd say 10% could buy them from pocket change and 20% could easily save up for them. The rest of us will have to work toward them.
I've been heavily bored with this game for a while now if I had to do some heavily boring stuff to get the new content I'll probably just buy No Man's Sky and get over it
 
What will a Carrier actually DO? I mean, that has to come into play for the pricing. A billion dollar Cutter can explore, do combat, mine and run cargo, etc. A Fleet Carrier is huge, but so far all we know it does is hold ships, and sits there until you refuel it before it can even move.

They just aren't impressive enough to cost billions upon billions imo. They are just all about one specialized utility.

It can repair, resupply and respawn, so for combat you can fly it into a system in conflict and you are your friends can use it as a base to carry out your combat operations. It can jump 500ly, so potentially explorers can use it to get to systems not previously accessible. These are the two possibilities I see as useful at the moment. It may also act as UC, maybe a cargo, module and mat storage. Those are two obvious possibilities from what we know at the moment, there will probably be others since it comes in mining variants, we will have to wait for more information as the release gets closer.
 
It can repair, resupply and respawn, so for combat you can fly it into a system in conflict and you are your friends can use it as a base to carry out your combat operations. It can jump 500ly, so potentially explorers can use it to get to systems not previously accessible. These are the two possibilities I see as useful at the moment. It may also act as UC, maybe a cargo, module and mat storage. Those are two obvious possibilities from what we know at the moment, there will probably be others since it comes in mining variants, we will have to wait for more information as the release gets closer.
In those cases FCs seem pretty redundant and are QoL feature at best.:cautious:
 
It can repair, resupply and respawn, so for combat you can fly it into a system in conflict and you are your friends can use it as a base to carry out your combat operations. It can jump 500ly, so potentially explorers can use it to get to systems not previously accessible. These are the two possibilities I see as useful at the moment. It may also act as UC, maybe a cargo, module and mat storage. Those are two obvious possibilities from what we know at the moment, there will probably be others since it comes in mining variants, we will have to wait for more information as the release gets closer.
I don't think that we know it will respawn. We don't know if it will have cargo space.

I hope it will have a commodity market with prices set by the owner, but we won't know for a month or two yet.

In those cases FCs seem pretty redundant and are QoL feature at best.:cautious:
That's right. This is not going to change the game overnight. It could be completely useless. If for instance it has no cargo storage and no market and the fuel costs are high. It will be useless for mining, when cargo is necessary in order to swap ships, and useless for exploration, when undiscovered stars are rare less than two jumps from the bubble. If it doesn't have a commodities market or it has one with prices set by the BGS, we won't be able to use it for trade in any meaningful way. If we can't specify that members of the general public can access its services, then we can't set up a resupply station far from the bubble or support a community expedition.

But imagine setting up shop in a system 500ly from the bubble as a void opal supplier. You do the mining and other commanders buy the opals at, say 800k Cr, and take them back to the bubble. Imagine a string of FCs offering resupply and refit services to the public.

It could be a new way to make money and to make the galaxy a richer experience.
 
And leading on from that...

To make money for the player, the FC's market needs to be limited to the goods and funds that are allocated to it and have some concept of profit and loss. It's no good if some ganker can bankrupt you by selling huge amounts of gold to you, especially if you cannot then sell it on. It's no good setting yourself up as a trader or as a void opal miner and wholesaler if you don't make money from the sale.

Which would make FCs a good test platform for an overhaul of the BGS market where each station could only buy a limited quantity of goods. And such an overhaul would fix a reccurring complaint in PP, where a massive dump of commodities has a profound effect on the system state.
 
And leading on from that...

To make money for the player, the FC's market needs to be limited to the goods and funds that are allocated to it and have some concept of profit and loss. It's no good if some ganker can bankrupt you by selling huge amounts of gold to you, especially if you cannot then sell it on. It's no good setting yourself up as a trader or as a void opal miner and wholesaler if you don't make money from the sale.

Which would make FCs a good test platform for an overhaul of the BGS market where each station could only buy a limited quantity of goods. And such an overhaul would fix a reccurring complaint in PP, where a massive dump of commodities has a profound effect on the system state.
You are successfully making the point why fdev wouldn't add on 'realistic' markets for FC :) Just opening up another can of worms.
 
You are successfully making the point why fdev wouldn't add on 'realistic' markets for FC :) Just opening up another can of worms.
But with FCs the problem is contained to a small number of markets and a small volume of trade. Sure there may be bugs and exploits. You may be able to stick a player with a thousand tonnes of biowaste so they have no cash-to-hand to buy anything and the local price of biowaste plummets so they are bankrupt. But such things can be fixed and the game as a whole isn't significantly broken. Trying anything like that in the BGS would be a nightmare. That's why FCs would be a good test platform.
 
I don't think that we know it will respawn.

They stated that as part of the original FC specs way back when it was going to be a squad thing, so unless they have changed it I am assuming it's still the same. I can't see you crashing and burning out at Beagle Point and having to fly back to your FC from your last docked or nearest port, that simply makes no sense at all.
 
You'll probably need several billions credits, highest Fed and Empire rank, unlock all engineers from Sol to Colonia and go pickup the ignition key and registration papers at Hutton. Then you will need to fuel it up with 1 ton of Hydrogen Peroxyde (only fuel-like mineral you can buy AND mine) per LY jump you want to undertake. My guess. I'm halfway prepared, two months to go to unlock.

And if in the end it costs only 500 millions, well then FD failed at bringing an Endgame credit sink, and I'm still richt like I don't know what to do with credits.
 
100m Doesn't make any kind of sense at all.

Agree, and what's the problem with that? In-game logic might not be the best thing to be using if you want to figure out what FD are going to do next.

Like I said before, the thing could cost anything after you're done paying for it to be fully upgraded. It could be 20 billion. Or could be a material and timesink instead. Who knows? The only thing that matters is player engagement, player retention, and of course selling Arx.
 
They're going to be pretty expensive. After all, they're made from all the Painite, Void Opals and Low Temperature Diamonds we've all been mining right? I assumed that's why the payout is so good, the Fleet Carrier builders need the materials...

My best guess is 5 to 10 Billion credits. However, they may be a cheaper base price but a LOT to fully kit out, as per other ships. Who knows.

Scoob.
 
And if in the end it costs only 500 millions, well then FD failed at bringing an Endgame credit sink, and I'm still richt like I don't know what to do with credits.

An endgame credit sink must be something that justifies, in terms of functionality and/or benefit, being an endgame credit sink. Like your own moon in which you could build as you please.

FC's, while seeming nice and cool, simply do not justify such an immense amount of credits.
 
This idea of 'endgame credit sinks' is fatally flawed:

1) If it's optional then people will avoid it, them complain there is no end-game credit sinks
2) If it's not optional then people will complain the game is forcing them to play a certain way

Pretty clearly the game is (1). witness all the people sitting on their billions who would be PvPing and killing Hydras and relatively penniless if they weren't optional parts of the game.
 
You'll probably need several billions credits, highest Fed and Empire rank, unlock all engineers from Sol to Colonia and go pickup the ignition key and registration papers at Hutton. Then you will need to fuel it up with 1 ton of Hydrogen Peroxyde (only fuel-like mineral you can buy AND mine) per LY jump you want to undertake. My guess. I'm halfway prepared, two months to go to unlock.

And if in the end it costs only 500 millions, well then FD failed at bringing an Endgame credit sink, and I'm still richt like I don't know what to do with credits.
That's given me an idea.
Make them free. But only available at Hutton Orbital. :)
 
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