Carriers: make them uber as people want, but with significant Megaship like flaws

How about:

Upping jump range x 4 to 2000Ly per jump, giving them UC, and no upkeep and lower spooling time to 10 minutes, but with the following:

They can be hacked for fuel (set % per tick) and cargo? If the fuel goes below a certain % services go down, until at 0% you can't move. In short fuel becomes 'upkeep' replacing credits for repairs. You could then have crew on as a % of profits maybe too (not especially realistic but unifies NPC hires) or go full Achillies robo or slaves (i.e. no crew cost).

These changes provide an almost Battleships like hunting game, where carriers provide significant advantages but you can also maroon other carriers found in either hostile territory or ones you discover encouraging piracy. It would then be prudent to hide your carrier in a secret location and be aware of moving it when rumbled.

It would provide a way to retaliate against an FC parked doing crazy BGS stuff, while at the same time keeping the explorers happy with the jump ranges and utilities. 10 minutes would be enough to make an emergency jump if attacked or retaliate if you find them (plus you have defensive guns) making for ambush opportunities and providing a bit more interaction. It would also give a good reason to be friendly with the local cops, who would help defend it when you are not there.
 
Sounds like that would be some fun game play, nice ideas.

Would you see them still being persistent under a plan like that though?
 
Sounds like that would be some fun game play, nice ideas.

Would you see them still being persistent under a plan like that though?

Yes, it would have to be. What it would do is prevent carriers becoming too static and encouraging them to move more. You would have defence guns and sec ships though, so its not all bad.

Also:

FCs do not appear on maps initally unless you are invited. So its easier to remain concealed but once you are scanned you appear and are logged (and anyone can nick stuff!)
 
sounds like it could open some new gameplay for piracy actions, but could also be used as a window for griefing players out of FC's all together. having a select group of greifers perma locking carriers regardless of mode the player plays. wasting their assets.

so no, I would rather an upkeep of 20M a week than to be subject to players of that mindset. sorry mate, while I believe that piracy is a valid playstyle, there are those who kill and harass for fun that taint the water :(
 
sounds like it could open some new gameplay for piracy actions, but could also be used as a window for griefing players out of FC's all together. having a select group of greifers perma locking carriers regardless of mode the player plays. wasting their assets.

so no, I would rather an upkeep of 20M a week than to be subject to players of that mindset. sorry mate, while I believe that piracy is a valid playstyle, there are those who kill and harass for fun that taint the water :(

One possible way out would be that you have an unhackable 'emergency jump' that can be triggered in emergencies either manually or at some set threshold (on attack / fuel at x %). Its downside is that your carrier jumps to a random location and this jump facility trickle charges every two ticks (or x time period to prevent abuse).
 
One possible way out would be that you have an unhackable 'emergency jump' that can be triggered in emergencies either manually or at some set threshold (on attack / fuel at x %). Its downside is that your carrier jumps to a random location and this jump facility trickle charges every two ticks (or x time period to prevent abuse).

That sounds a fair bit more reasonable, still a considerable inconvenience to ship owners as it would be continuously pushing them out of the way of player traffic (the sole and current way these things stand any chance of being 'profitable') and your griefers will once again be able to disrupt players with impunity.

A much better solution is to yes, have lootable goods from these vessels, but make them instance dependant assets that do not hinder the owner of the ship. that way you can steal as much as you like (as they will keep spawning) and the owner doesn't get bullied into selling off the fleet carrier.

It seems the idea behind these new carriers to to promote community efforts to benefit endgame players, but FD appear to has royally screwed up with many factors they have not considered. a good example of many is that these carriers don't have Universal cartographics facilities, so explorers just got rooted, they are 100% dependant on player activity, so if these stations are in anyway away from concentrated areas in the bubble, you are rooted. if a area is too populated with carriers you will get less traffic and you will be rooted. These things also come with a tax system, so increased price of goods means players won't go there anyway (logically) and thus once more...you are rooted

what i am getting at in a long winded way is that these things need some sort of tie (even a miniscule one) to the BGS, then not only can players who own the ships benefit from AI actions (these will just be a sum of passive credits earn from trade and what not) but also this will support your idea of piracy, your actions will not harm the Owner, but effect the BGS instead ;)
 
That sounds a fair bit more reasonable, still a considerable inconvenience to ship owners as it would be continuously pushing them out of the way of player traffic (the sole and current way these things stand any chance of being 'profitable') and your griefers will once again be able to disrupt players with impunity.

A much better solution is to yes, have lootable goods from these vessels, but make them instance dependant assets that do not hinder the owner of the ship. that way you can steal as much as you like (as they will keep spawning) and the owner doesn't get bullied into selling off the fleet carrier.

It seems the idea behind these new carriers to to promote community efforts to benefit endgame players, but FD appear to has royally screwed up with many factors they have not considered. a good example of many is that these carriers don't have Universal cartographics facilities, so explorers just got rooted, they are 100% dependant on player activity, so if these stations are in anyway away from concentrated areas in the bubble, you are rooted. if a area is too populated with carriers you will get less traffic and you will be rooted. These things also come with a tax system, so increased price of goods means players won't go there anyway (logically) and thus once more...you are rooted

what i am getting at in a long winded way is that these things need some sort of tie (even a miniscule one) to the BGS, then not only can players who own the ships benefit from AI actions (these will just be a sum of passive credits earn from trade and what not) but also this will support your idea of piracy, your actions will not harm the Owner, but effect the BGS instead ;)

owner doesn't get bullied into selling off the fleet carrier.

There is no upkeep mind- that was the deal :D so the very worst that can happen is you can't move (except in emergencies) and are robbed blind.
 
There is no upkeep mind- that was the deal :D so the very worst that can happen is you can't move (except in emergencies) and are robbed blind.

ah, yes...I forgot about that haha. it would be an interesting method and alterative to just funneling credits into bottomless pit with the weekly upkeep. it would have to depend on just how much being robbed impacts players. if it is less than the current system then yes, I would actually be up for consideration. provided there actions in place to prevent total shutdown and grief for owners ( like more security the more it is robbed) then it could make a more interactive way of 'ship upkeep'.

to build on this, FC could have a array of 'defences' that can be bought to mitigate the risk of being robbed, such as reinforcements to cargo ports (making hatch breakers take longer), advanced software/ electric protection (longer to hack defences) and turret enhancements (not drastically Powerful, just enough to give carless pirates a run for their money ;) ) making them sturdy fortresses once upgraded enough. giving owners more of a goal as well as pirates a bit more of a challenge. to compensate somehow I suppose more precious cargo could spawn (like low temp diamonds) the more secure a ship is.

I loved your old profile pic btw, with Archeon eating the 'burger' hehe ;)
 
ah, yes...I forgot about that haha. it would be an interesting method and alterative to just funneling credits into bottomless pit with the weekly upkeep. it would have to depend on just how much being robbed impacts players. if it is less than the current system then yes, I would actually be up for consideration. provided there actions in place to prevent total shutdown and grief for owners ( like more security the more it is robbed) then it could make a more interactive way of 'ship upkeep'.

to build on this, FC could have a array of 'defences' that can be bought to mitigate the risk of being robbed, such as reinforcements to cargo ports (making hatch breakers take longer), advanced software/ electric protection (longer to hack defences) and turret enhancements (not drastically Powerful, just enough to give carless pirates a run for their money ;) ) making them sturdy fortresses once upgraded enough. giving owners more of a goal as well as pirates a bit more of a challenge. to compensate somehow I suppose more precious cargo could spawn (like low temp diamonds) the more secure a ship is.

I loved your old profile pic btw, with Archeon eating the 'burger' hehe ;)

Nice ideas!

Thats the thing, one of the big draws of an FC is the storage- right now its secure but what if it was not? It would then be a gamble to stay or move. You could trade protection with PMFs for services, or hide your carrier somewhere like a secret base and move it when discovered, Star Wars Echo Base style.

If that storage is threatened, then fuel becomes important. But both don't drain when you are offline, its just the threat of losing what you have squirreled away. But then it would be like buried treasure for some- an abandoned FC stuffed with gold :D So even if you left the game for a year, you'd lose your cargo but the 5 billion FC would be safe.

So in a way you are creating this hunting / evasion minor game. It might be you could 'hire' merc police (and this would be true 'upkeep' because you are paying for an active service).

And Archon likes his burgers :D
 
Also, allow commanders to "multicrew" into the carrier, and !!FIRE THE GUNZ!!

Also launch any ships you have in the Shipyard, making it a bit less pointless to have a shipyard - fill your shipyard with eagles and vipers and stuff and if you come under attack, you can teleprence into your carrier turrets/ships/fighters, invite commanders to help with the defence.

It'd be epic.

So.. no.
 
Yes, it would have to be. What it would do is prevent carriers becoming too static and encouraging them to move more. You would have defence guns and sec ships though, so its not all bad.

Also:

FCs do not appear on maps initally unless you are invited. So its easier to remain concealed but once you are scanned you appear and are logged (and anyone can nick stuff!)

Stumbling across an FC would be a real rush then, like the idea.
 
I think there's a lot of things they could do with it but there's a couple of things you'd need to work around.
Afaik, the jump timer is set as low as it can be and there was a choice between persistant carriers or not so that ship may have already sailed...
I like the ideas though, i wouldn't even care if they were moved to the closest unpopulated system and locked down until the owner returns with some exceptions where it may be problematic like rackhams etc.
I'd much prefer it to have.some depth to it though by being able to scavange about for things on planets to fix your carrier.. on top of the ideas above.
 
How about:

Upping jump range x 4 to 2000Ly per jump, giving them UC, and no upkeep and lower spooling time to 10 minutes, but with the following:

They can be hacked for fuel (set % per tick) and cargo? If the fuel goes below a certain % services go down, until at 0% you can't move. In short fuel becomes 'upkeep' replacing credits for repairs. You could then have crew on as a % of profits maybe too (not especially realistic but unifies NPC hires) or go full Achillies robo or slaves (i.e. no crew cost).

These changes provide an almost Battleships like hunting game, where carriers provide significant advantages but you can also maroon other carriers found in either hostile territory or ones you discover encouraging piracy. It would then be prudent to hide your carrier in a secret location and be aware of moving it when rumbled.

It would provide a way to retaliate against an FC parked doing crazy BGS stuff, while at the same time keeping the explorers happy with the jump ranges and utilities. 10 minutes would be enough to make an emergency jump if attacked or retaliate if you find them (plus you have defensive guns) making for ambush opportunities and providing a bit more interaction. It would also give a good reason to be friendly with the local cops, who would help defend it when you are not there.
Nice idea but personally i want to keep PvP stuff as far away from my game experience as possible.

O7
 
How is it PvP? The closest to it in game is a PMF having a base raided (except in this case you can move the base away).
Any interaction with other commanders that affects me is PvP (hence why i am in solo) or are you saying we are in danger from PVE ships?

O7
 
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