Carrier upkeep. Why?!

anyone who argues against carrier upkeep has absolutely no legs to stand on. Credits would have to take a really long time and/or be hard to acquire for any argument against a few million a week to be a hardship and they aren't and likely never will be. if you have enough credits to get a carrier, you have enough to fund it for literally years without caring about upkeep with little to no additional effort.

All upkeep currently serves is a means to limit the population of carriers by defunct players or players who have no business operating one. Which is fine.

if anything, carrier upkeep is too low to be as effective in it's purpose as it could be, but it at least isn't totally ineffectually low so long as we keep seeing crying about its laughably insignificant cost.
 
Just going to leave this here:
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I'll put this simple; You buy a Hotel. You're not supposed to pay the Hotel costs each week. You manage the Hotel, and it makes profit to you, enough for the expenses, and more into your bank account. If the Hotel doesn't make profit, why would you keep it? Better sell it away and save money.
I see FC as Hotels. They're supposed to be an investment. You're supposed to manage them, not work for them. You're supposed to HIRE people to work in them, and they are supposed to make profit.
So yes, FC's upkeep is rubish as long as they don't make meaningful profit with NPCs. Yes, the FC can take 25% of what players gain with cartographic data, bounties and bonds, etc..., plus the share, but I'm sure that depending on players to make profit is a weak expectation.

Using FCs to make profit with NPCs would even change the galaxy market for the better, because less people would stick to bulk trade, and markets wouldn't be so empty of high profit commodities. This kind of trade would be more used by med tier players, and FC owners wouldn't be so eager to bomb a station's market when selling excessive amounts of commodities.

I would use upkeep for one thing though, to allow a FC to be public - as in, visible and accessible to other players in Solo, Open or PGroups.
That way, there would be less FCs around in each system.
 
Because Frontier can't make a non-persistent carrier that will take up space on the system map, so FD had to make a gimmick that actively discourages you from owning it for any extended period of time.

I mean, if you want to put something in your game, the general consensus up until now has been to encourage your players to use it, but... you do you FD.
 
Because Frontier can't make a non-persistent carrier that will take up space on the system map, so FD had to make a gimmick that actively discourages you from owning it for any extended period of time.
And the discouragment definitely works on me - someone who goes afk for 9 months at a time. I see it as a soft subscription fee using in-game currency.
But I have come to terms with it - I don't need this brick for anything - I would just be spamming another "Event Horizon" in some backyard orbit parkinglot. And if I did need one - then I'm sure somebody out there would be willing to let me come aboard for the periods when I'm active.
 
FC is not a hotel. That's a stupid analogy.

a FC is a franchise store. You pay for the privilege of using their hardware to operate your store. It's your choice if your store makes profit or you operate it at a loss. But the franchise owner gets paid weekly regardless. You dont own your fleet carrier. You're leasing a franchised location.

it makes perfect sense that they would have recurring cost.

but if you're looking for logic in the cost of things in this game then you're not going to find it anywhere.
Insurance is a 1 time cost at rebuy (where does the rest of the rebuy cost come from? ) Insurance doesn't work that way anywhere in any permutation of the concept.

You get paid for trucking commodities where there is 0% risk of losing the cargo or risk to yourself.

Commodities cost different amounts when there is never a scarcity of commodities in the game and transporting goods is measured in minutes, so any localized demand should always be nearly instantly supplied.

exploration profits exist based on distance from where you sell, but you're selling to the same organization no matter where you sell it so why does it matter ? Purchasing data on places depends on where other players have sold that exploration data i believe, but yet again, it's the same company that buys this info, why would they be limited in where you can buy data based on where someone sold it? They're networked together.

etc etc etc. There's very little logic in how things reward you or how they cost throughout the game. But crying about this cost when this cost is trivial is just ridiculous. The game is already far too easy to become wealthy, there is no justification to make it easier.
 
And what about new accounts how do they feel about the cost/upkeep.
Will be a pretty hard credit grind for any newbs.
I mean, honestly, as I recall the upkeep is what, 5mil/week? And I preface this by saying I don't have a fleet carrier. But; I made 22mil in a session just doing whatever the heck I wanted to last time I played. I wasn't even trying and I was going for the rep rewards mostly. So once you have a carrier, upkeep is nothing, the only grind is the few billion it costs to comission it in the first place. Once you have one, keeping it is simple.
 
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