Fdev Feedback on Carrier Questions

That's pretty exciting stuff, i can imagine some players will set up a permanent carrier somewhere with a beautiful view, and they in turn could become unofficial tourist spots, for however long they are there. I'm very glad they cannot be destroyed too.
 
Can anyone explain why Carriers couldn't be running on regular fuel, instead on some mysterious commodity? I mean having tanker ships is something unique, nobody aside from Fuel Rats ever use. It would bring actual new ship concept to play around, instead of generic miner/hauler that gets exhaustingly boring by now... Why not even make hybrid, same as our ships, as we can synthesize jumponium ourselves?...

And for the life of me, I still don't get why Carrier cannot be self sufficient and has to be paired with some support vessel... I mean size alone should provide more than enough room for fuel, cargo capacity and whatnot.
 
Can anyone explain why Carriers couldn't be running on regular fuel, instead on some mysterious commodity?

Perhaps it's an arbitrary attempt to limit the amount of jumps, otherwise the furthest reaches of the galaxy would be very accesible, and would lose some of its mystery as a result, among other factors. I think this new fuel will be fairly expensive, just guessing though of course.
 
Will a commanders Fleet Carriers persist when logging in and out?
Fleet Carriers are persistent and will remain in the game regardless of whether or not the owner is online.

This i like. It means that a carrier might be configured to (public?) support and become its own station for random users to repair and refuel.
I wonder if that will allow us to charge other players for services rendered?
Yes, this is quite cool. I hope that Universal Cartographics are one of the services provided by an exploration load-out.
 
That's pretty exciting stuff, i can imagine some players will set up a permanent carrier somewhere with a beautiful view, and they in turn could become unofficial tourist spots, for however long they are there. I'm very glad they cannot be destroyed too.

Yeah, that was my thinking - I already have a spot in mind, perfect as a foot-hold for fellow explorers. :) Nice that we might finally be able to make our mark on the galaxy in a meaningful way, but it all depends on the services that we can install. We'll see.

I'm not sure about an indestructible vessel that can defend itself though... seems a little rigged. ;)
 
Yeah, that was my thinking - I already have a spot in mind, perfect as a foot-hold for fellow explorers. :) Nice that we might finally be able to make our mark on the galaxy in a meaningful way, but it all depends on the services that we can install. We'll see.

Oh yeah, and where is this place....for science reasons....

I
'm not sure about an indestructible vessel that can defend itself though... seems a little rigged. ;)

Without the invincibility they would lose their ability to become monuments/tourist destinations, but i do wonder if people will start parking them at Nav beacons. Though we wouldn't be stopped from passing by in hypercruise, it may stop a lot of people from being able to farm at certain spots when in open play.
 
Ah I was hoping lore wise at least the fleet carrier fuel was going to the the military fuel from FE2

The Sirius Corp exclusive
MILITARY FUEL
Very high energy per unit weight. It is manufactured and consists of an
engineered molecule with anti matter atoms suspended in it.


But if it is mined that will be unlikely
 
Ah I was hoping lore wise at least the fleet carrier fuel was going to the the military fuel from FE2

The Sirius Corp exclusive
MILITARY FUEL
Very high energy per unit weight. It is manufactured and consists of an
engineered molecule with anti matter atoms suspended in it.


But if it is mined that will be unlikely
And all that radioactive waste left over from all that spent fuel. Wonder how the BGS would react to jettisoned radioactive waste inside a station.
 
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It might be possible for Fuel Rats to form a spin off group call Fuel Possum and parking their carriers alongside the Colonia highway so more players can travelling between safety.
 
My question is: so I can jump to any system within 500ly, but can I determine where in that system I jump to? Can we decide which planet we'd like our fleet carrier to orbit or where in the system we want to place it, or is it just random?
 
And all that radioactive waste left over from all that spent fuel. Wonder how the BGS would react to jettisoned radioactive waste inside a station.

There used to be Toxic waste cargo you could find.
It damaged your ship and was illegal everywhere but a few refinery economies that paid for it.
I assume the processed it.
Haven't seen it in ages but it was the original caustic cargo long before Thargoids.
 
There used to be Toxic waste cargo you could find.
It damaged your ship and was illegal everywhere but a few refinery economies that paid for it.
I assume the processed it.
Haven't seen it in ages but it was the original caustic cargo long before Thargoids.

It's still around. Last time I saw any was in Maia, at a signal source. Something like a Threat: 1 Degraded Emission as I recall.

It's also good fun if you've got someone tailgating you coming out of the mailslot - eject a few cans, pay the littering fine, but they get hit in the face with it, and it does some damage.
 
The support ship, will it be like the trailer you tow because you can't fit everything in you car?

Will there be any interaction with the support ship, do you have to schlepp stuff to and fro for re-supply?

Or a simply useless appendage that is just there? Mere speculation. We'll see...
 
I mean, will the owner be able to store multiple ships on his carrier? And what about his squadron / wing mates?

The teaser video showed multiple ships landing simultaneously and persistence has been confirmed, so I can't see how it would fail to be a yes on both.
 
Will a commanders Fleet Carriers persist when logging in and out?
Fleet Carriers are persistent and will remain in the game regardless of whether or not the owner is online.

This i like. It means that a carrier might be configured to (public?) support and become its own station for random users to repair and refuel.
I wonder if that will allow us to charge other players for services rendered?

Oh ho ho, now that idea I like. Can we say Passive income stream? That would be epic, it would make the carrier an actual investment instead of a large space pen*s. (EvE players will get the inside joke.)
 
Will a commanders Fleet Carriers persist when logging in and out?
Fleet Carriers are persistent and will remain in the game regardless of whether or not the owner is online.

This i like. It means that a carrier might be configured to (public?) support and become its own station for random users to repair and refuel.
I wonder if that will allow us to charge other players for services rendered?

I think the main purpose of this is to support squad members and friends with landing permission, I think it was said earlier that you can assign landing permission to peoeple who you want to be able to land, I doubt there's a general "public" setting. It would be hard on a player if they were exploring with a friend with a fleet carrier and it vanished just when they were desperate for repair.
 
Well, we still didn't get confirmation of some simple things that might seem obvious to us, but might, actually, turn out to be not that obvious.

I mean, will the owner be able to store multiple ships on his carrier? And what about his squadron / wing mates? And will we be able to not just order the carrier to jump 500Lys, but also jump those 500Lys with it staying docked?

I have a feeling that it will use the same coding that the Gnosis and Jocque station uses. So when you're docked, you basically connected to the station and not an independent object. the ship jumps or in case of Jocque's the station jumps, and you're somewhere else, undock and fly free.

Just to take it to the extreme because you know peeps will try this, I feel that unless you are skids down and locked to the pad, as in LANDED, you will be considered an independent entity until then. So if you're in mid-docking when the jump order comes through unless you are down and locked, I bet the docking request will just disappear and your pad will lower and lock away without you, thus leaving you behind.

Multiple ships, my logic center says yes, because that would make sense, it goes to useability but then again on the trailer it didn't say there was a shipyard in the carrier, then again it didn't say there was fitting or module store either, but statement about the support ships determining module availability implies that fitting has to be a thing, otherwise why mention it.

But perhaps that will be one of the purchasable upgrades, that repair, refuel and rearm are just the base features, things like fitting, shipyards and other kinds of storage might be features that don't come in the base carrier, just like certain stations don't have every feature.

Not to be an ass, but alot of the description of functions seems a reuse of the station and megaship code, so expect your performance to be akin to that. and the FC to be what people are saying, a mobile starbase.

Which is fine honestly for me, if I can become self-sufficient, then I would like to jump my FC out to a little spot I picked out on DW and live out there.
 
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