All this angst over upkeep on Fleet Carriers - why?

from the dev post in another thread, if upkeep isnt done then the carrier can be decommissioned and sold off - that seems quite a punishment to me.

It could be a solution to avoid having "inactive" carriers occupying popular locations. but then it rasies the question why not simply move them, to a holding shipyard for inactive Carriers... where they stay until the player settles the operational costs or similar.
 

Deleted member 110222

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Its very simple really. Imagine if your fleet had a weekly upkeep, and you had to play and grind weekly to keep your ships. I hope it is just the services on the fleet carriers that need upkeep, or the loan payments if you take one to buy the ship, etc.. and not the actual ship itself..
It's not real. It is a video game. There is no upkeep.

It's to keep you playing, pure and simple.
 

Deleted member 110222

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It could be a solution to avoid having "inactive" carriers occupying popular locations. but then it rasies the question why not simply move them, to a holding shipyard for inactive Carriers... where they stay until the player settles the operational costs or similar.
Because I do not think for a moment that is the primary motivation for Frontier's ideas.

The primary motivation is probably motivation. :p
 
lol no, when I play the game I want to play the game, not grind credits for the sake of getting a bill out of the way

if I take a break for a couple of weeks, that all builds up into several evenings (or at least a decent day-off) dedicating myself to upkeep in a video game

the most onerous use-case for a carrier that I can think of, besides setting it up as a mobile market, is if community goals came back and people wanted to use them to jump their fleets to the CG system. If the upkeep on a carrier is more than just transferring your ships from one side of the bubble to the other, then they'd be worthless for the one thing that their very name suggests that they should be good at - namely, carrying a fleet. If it takes you more time to grind out tritium for a jump than it would take to just fly there in a hauler and hit the transfer button before logging out, then existing game mechanics will already have rendered them redundant.

You perform upkeep on your ships to keep them operating to your requirements, which includes fuel and repairs, ammunition and limpets, materials for synthesis, and of course any NPC crew members.

These upkeep items entail a credit cost, which your use of the game loops (often referred to as playing) has to cover. It seems the most likely reason for upkeep on a carrier would be for maintaining crew. While you have the same type pf upkeep on a multi-crew ship albeit it almost certainly on a smaller scale, on a Fleet Carrier, no crew would mean no functioning services, but it may also mean no maintenance and repairs, which would result in a derelict craft. That could be why it gets decommissioned.

Again, more detail is needed about why, how much, and how long, but as a concept it is sensible, and fairly comparable with existing upkeep in the game, if the scaling is made proportionate.
 
Odd that you are still incentivised to come to a game forum when you consider the overall game to be 'rubbish', don't you think?

Should I decide a game is mainly 'rubbish' it goes into the same place all of those DOS / Win 95 games have gone, lost forever and barely missed. Is ED the only game where folk who really dislike it in the main continue to vent discontent rather than walk away?

You should be replying to the other guy, because I was just quoting from him.

While I do think Elite has its boring part, I don't think it is right to call it part of rubbish, or at least not when FDev are still considering how to polish it. I don't think the FC will be boring for most players either, just that it might have a maths problem regarding the balance factors, when we know that the rest of Elite always has that in different mechanics.
 
You perform upkeep on your ships to keep them operating to your requirements, which includes fuel and repairs, ammunition and limpets, materials for synthesis, and of course any NPC crew members.

These upkeep items entail a credit cost, which your use of the game loops (often referred to as playing) has to cover. It seems the most likely reason for upkeep on a carrier would be for maintaining crew. While you have the same type pf upkeep on a multi-crew ship albeit it almost certainly on a smaller scale, on a Fleet Carrier, no crew would mean no functioning services, but it may also mean no maintenance and repairs, which would result in a derelict craft. That could be why it gets decommissioned.

Again, more detail is needed about why, how much, and how long, but as a concept it is sensible, and fairly comparable with existing upkeep in the game, if the scaling is made proportionate.
The operating costs for using the thing are an entirely different kettle of fish to recurring costs for having the thing. If I take a break for a couple of weeks, my ships don't degrade in the hangar. There are no game loops when I'm not logged in. And when I'm logged in, I don't want to have to worry about how "profitable" my activities are. This is a game. I play it to have fun, not to pay rent.

If you want to talk operating costs, then if it turns out they're greater than using existing in-game methods then they're dead from day one - especially if they're going to ask a 5 billion credit premium for the privilege of having the facility available. I don't think I could spend 5 billion on ship transfers. Maybe if I decided to relocate my entire bubble fleet out to Colonia, including the AX ships, that'd just about manage it.
 
So you've spent multiple hours grinding 5,000,000,000 Cr to afford a fleet carrier and since FD announced that said carrier would require a nominal amount of regular "upkeep" in the form of more grindy credits or materials many of you have spat the dummy out?

Why?
I doubt you can prepay the upkeep. The whole idea is to prevent people from taking extended leave from the game. They want you to log in every so often to make sure they dont have vacant carriers hanging around and to keep the player count numbers up. I think we all get it, but we also like coming back to a game and still having all our progress. I would prefer the same system as fighters where you just lose a percentage of the profits you do earn you dont necessarily have to make profits.
 
The operating costs for using the thing are an entirely different kettle of fish to recurring costs for having the thing. If I take a break for a couple of weeks, my ships don't degrade in the hangar. There are no game loops when I'm not logged in. And when I'm logged in, I don't want to have to worry about how "profitable" my activities are. This is a game. I play it to have fun, not to pay rent.

If you want to talk operating costs, then if it turns out they're greater than using existing in-game methods then they're dead from day one - especially if they're going to ask a 5 billion credit premium for the privilege of having the facility available. I don't think I could spend 5 billion on ship transfers. Maybe if I decided to relocate my entire bubble fleet out to Colonia, including the AX ships, that'd just about manage it.

It is a different kettle of fish, until having the thing becomes synonymous with using the thing, which may be the case with fleet carriers. We'd need to know whether owners will be able to shut down services for a while, and whether that will impact upkeep, but as long as its services are active, it's incurring operating costs, and may also be earning revenue, as it's persistent in game.

Profitability of one's activities in game at one time or another becomes a consideration, whether it be for general upkeep and rebuys, wanting more modules, more ships, transferring those ships around the galaxy, or buying a fleet carrier. The 5 billion credit price point will all but completely exclude ownership by those who don't enjoy any of the various high credits per hour activities in the game, or who are unwilling to engage in them. The few who amassed their 5 billion+ credit fortune over several years of "just playing", and decide to purchase a carrier, may have to depend on making their carrier profitable enough to cover its own costs if their general play style won't earn enough credits for the upkeep, which remains to be seen. Upkeep may be something so nominal as to make all these discussions moot. I will reserve judgement until the upcoming Livestream.
 
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So.... I started playing again after my 2 month hiatus. KB+M only because I can't find my HOTAS... urgh... Anyway. Starting to chew away on making the billions I need. Playing on my alt account where I only have a 1/2 b in cash.
 
Naming them fleet carriers has been misleading. They should have called them like they are - Player-Owned Mini-Stations!
 
Its very simple really. Imagine if your fleet had a weekly upkeep, and you had to play and grind weekly to keep your ships. I hope it is just the services on the fleet carriers that need upkeep, or the loan payments if you take one to buy the ship, etc.. and not the actual ship itself..

No ship, no game.
No flight carrier, well that's how it's been from the beginning. Bad equivalency.
 
Hey no problem, didn't feel like I was being got at at all - mostly because I agree with you.

Which is why I don't want Frontier to add in mechanics that are literally designed to get people to log in more - not to entertain them.
Pretty sure they are designed for entertainment too. Whether you get entertained by it or not is purely subjective.
 
So.... I started playing again after my 2 month hiatus. KB+M only because I can't find my HOTAS... urgh... Anyway. Starting to chew away on making the billions I need. Playing on my alt account where I only have a 1/2 b in cash.
I have 150 million. Probably take me a year or so to get the cash, which is fine in my view. They are not only going to be available at launch. That's depending on whether I want one or not that is. I'll find out on Thursday.
 
I have 150 million. Probably take me a year or so to get the cash, which is fine in my view. They are not only going to be available at launch. That's depending on whether I want one or not that is. I'll find out on Thursday.
Kind'a why I'm starting to play too. It's the "maybe I want one". So why not start working on it.

What's nice is that I'm already one elite and Duke on that account, so it's not all from bare scratch. And I'm going to play my way, not grind credits. Just play the things I like to do. Besides, there probably will be one or two patches before the carrier is a stable thing.
 
So, you think you should be able to build an indestructible, mobile space station where you can set market prices, charge tariffs and customize its outfitting with no drawback other than one-time cost?

Yep, sounds like the Elite:Dangerous community.

How about this:
  • Eliminate all play modes other than open.
  • Increase FSD cooldowns.
  • Reduce immersion breaking NPC quantity by 50%
  • Allow players to manufacture weapons, ammunition and modules.
  • Allow player to player trading.
  • PvP ship loss leaves materials, cargo and salvage.
  • Increase ship buy back costs and disallow replacement of custom engineered modules.

No? Still like your solo game with zero risk? Like having your cake and eating it too? Just shut up and accept the fact you'll have to put some effort into your indestructible mobile space station. There is zero risk to owning something so sought after. Stop being babies. This game has catered enough to you.
says the one who shoots down unarmed freighters with unskilled pilots. LOL What? Fighting fighters with skilled pilots too much risk for you? The irony here is priceless
 
Games do not need to have a consequence due to IRL absence, having such is punishing to players and ultimately a loss to the game.

atm I am not playing elite at all, but went back to a MMO I hadn;t played for 2 years... do you know what I lost? absolutely NOTHING, all my characters, inventory and items were there exactly as I left them.

I know - lets go to another game I havent played for ages... in that game I would have lost NOTHING...

Lets try a third.. or a fourth... or a fifth game - nope everything I had in those games is exactly where I left it, no punishment, no loss of items or progress, no loss of ANYTHING.

Yet now FDev want to take things away from players who stop playing because of lack of content, lack of fun or IRL causing a player to stop playing.... they then come back in 3 months, or 6 months, or 2 years, hell the MMO i'm playing at the moment a player just returned after 9 years and they still had all the items and currency they had when they left.

you take things away from players and it is a punishment, you dont retain players by punishing them and that you keep defending that....well lets leave it there
Indeed, if the Fleet Carrier has some bonuses, you can stop the bonuses if player is inactive, having a cost and punishment is silly.

due to Elite's sporadic content drops I come and go as a player, so in my 3k hrs I earned enough for a Fleet carrier... come launch day, I buy one, play for a few weeks then log out... come back in a few months, and my FC is gone or some other reversal of progression takes place?

In WoW, I left during content droughts, when I came back my Base just had its coffers at the max, and the crops were not harvested, but no reversal of progression... imagine if WoW players logged in after months and the characters were naked and De-Leveled due to their inactivity :ROFLMAO:
 
Too early to tell. Looking forward to learning more about them on Thursdays video. Hopefully it is chock full of info and answers to the most burning of questions. I will hold off judgement of the carriers until I get my hands on the beta. Overall so far though, carriers look promising.
 
Too early to tell. Looking forward to learning more about them on Thursdays video. Hopefully it is chock full of info and answers to the most burning of questions. I will hold off judgement of the carriers until I get my hands on the beta. Overall so far though, carriers look promising.
It is too early I agree, but like myself I'm sure others are antsy from previous mechanics put in game by Frontier, be it punishment mechanics like crew perma death or super grindfests just for the sake of grindfest like day 1 engineers or guardian fighter unlocks.

They need to aim for realism, but then tune it back to fun
 
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