Fleet Carrier changes. (Feel free to add your own)

Couple things need to change: More jumps per full tank, maybe four.
Time spool-up and cool-down needs to be half an hour, not an hour. (maybe if exploration is speced into only) my engineered ship can do 500ly in about 2~ hours if I push it with guardian FSD Boosters. Fleet Carriers should be better than that.
Should not be forced to upkeep more than 10-20k credits per month ( as in that's what it costs for upkeep, period) OR BETTER YET DONT. DONT MAKE US PAY FOR IT ONCE WE OWN IT.
We should be able to jump into permit locked systems if we have the permit (its stupid not to be able to, if its a multiplayer issue then maybe it wont go if someone on board doesn't have the permit)
Crew should have a direct impact. Maybe more exploration crew means less wear and tear on the systems, more combat means munitions or something cost less to buy (or the fleet carrier can fight more competently), trading should allow for more storage space on the carrier.
Most importantly You should NEVER be able to lose your carrier for ANY reason. Shut off until debt is re-payed, sure. It should not disappear. EVER.
 
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Couple things need to change: More jumps per full tank, maybe four.
I think it's fine. Especially if you reduce the cool down an spool up.

Time spool-up and cool-down needs to be half an hour, not an hour. (maybe if exploration is speced into only) my engineered ship can do 500ly in about 2~ hours if I push it with guardian FSD Boosters. Fleet Carriers should be better than that.
Why should they be better. They are meant to be slow and cumbersome. Your own ships should be faster at traveling then a fleet carrier.

Should not be forced to upkeep more than 10-20k credits per month ( as in that's what it costs for upkeep, period) OR BETTER YET DONT. DONT MAKE US PAY FOR IT ONCE WE OWN IT.
I disagree. Upkeep is a balancing factor for the amount of functionality it gives you. 10-20k a month is meaningless. 10 million a week makes you think about what you intend to do with your carrier.

We should be able to jump into permit locked systems if we have the permit (its stupid not to be able to, if its a multiplayer issue then maybe it wont go if someone on board doesn't have the permit).
It could take too long to code it, so decided to do the easy way. There re very few systems that are permit locked.

Crew should have a direct impact. Maybe more exploration crew means less wear and tear on the systems, more combat means munitions or something cost less to buy (or the fleet carrier can fight more competently), trading should allow for more storage space on the carrier.
I agree. NPCs are a good extra, but more could be done with them. The better the NPC the more you have to pay them, but the better discount they can get. Maybe you can train them up too.

Most importantly You should NEVER be able to lose your carrier for ANY reason. Shut off until debt is re-payed, sure. It should not disappear. EVER.
Why? I see no logical reason why you shouldn't be able loose it. Sick of all these win win win that people want. Risk and consequences are good for a game.

As to what I would like, either a place to store exploration data or a steller cartographics contact which gives you a cut of the money you make from your discoveries.

Or make codex entries give more credits or have many more things to find.
 
Here's my 2 cents to improve the FC.

Couple of things I don't like:
  1. They should not charge Arx for all FC cosmetics. Make basic cosmetics free. People want superpower themed FCs such as Alliance, Empire, Federation and Independent.
  2. The lack of PVE and PVP combat. There must be some PVE and PVP features for players who like combat with their FC (such as defend the FC against a wave of NPCs, Thargoids or a Squadron then collect rewards).
  3. 1 hour cooldown when initiating a hyperjump, this should be instantaneous. Add a 1 or 2 hour cooldown after the jump.
  4. NPC managers should also show how many staff they have each. Because it's not cool to only hire 1 manager per category.
  5. Need options to sell cartographics data via the FC.
  6. Never auto-decommission a FC after a certain time. Lost of players cannot play every week or month.
  7. Need ability to store most of your personal ships on your FC.
  8. Need better options to move the FC around within a star system.
 
I feel the repair/refuel/rearm service should come with the FC
Also, do we need to purchase the shipyard module to be able to store our ships?
 
Upkeep replacement: If they're trying to justify hiring a crew, just go to a shares system. The more crew you have, the more of a percentage they take out of transactions that occur on the carrier. Spec your carrier right, and you make money. If you don't, then you don't make money. I'm fine with that. I hate the idea of having to pump money INTO a carrier once I've bought it. That feels like rent to me.


So to recap: You add markets and modules to the carrier, and crew. If you handle your carrier in such a way that it generates a profit: yay! It creates profit for you! If you don't set it up that way, or set it up correctly, your crew ends up consuming all the profits you make through the carrier, but they don't charge you a penny extra.

Kinda like existing ship crew: You dont pay them regular fees! When you make money, they make money. That's how carriers should work.
 
wait - there's not enough fuel capacity on them for more than a single jump? i thought that's what the Tritium Depot thing is for? in any event, yeah, they should implement the ability to carry enough Tritium for more than a single maximum range jump one way or the other IMO.

but there also needs to be a state for jumping purposes the carrier owner can activate on it where when active people cannot dock with the carrier anymore (but can still stay docked and undock) - THAT then can have a 10 minutes (instead of 1h or whatever ROFLMAO, punish me harder big daddy FDev for i must be an obvious masochist to be willing to deal with that much ...) toggle cooldown/ activation duration with steady notifications to every CMDR in range, the jump CD/ charge-up itself should then be just a minute or slightly less altogether.

all so that the owner can perform many jumps in quick succession after a single 10 min. waiting duration instead of having to wait 10 min. (1h lol, give me a break...) between every jump for no reason other than deterring the owner from "using" a feature of his carrier.
 
Here's my 2 cents to improve the FC.
[...]
1 hour cooldown when initiating a hyperjump, this should be instantaneous. Add a 1 or 2 hour cooldown after the jump.

Can you imagine, after preparing a trip for days, pushing the big red button?

Random crew member : Did it work?
CMDR : Oh, yeah. Go read a book or something.
 
Couple things need to change: More jumps per full tank, maybe four.
Wait, was the fuel consumption per jump revealed already?
Time spool-up and cool-down needs to be half an hour, not an hour. (maybe if exploration is speced into only) my engineered ship can do 500ly in about 2~ hours if I push it with guardian FSD Boosters. Fleet Carriers should be better than that.
Fleet carriers are meant to transport a fleet of ships over long distances, so they obviously won't be able to travel as fast as ships specially engineered for exploration which use guardian technology and the neutron highway.
Should not be forced to upkeep more than 10-20k credits per month ( as in that's what it costs for upkeep, period) OR BETTER YET DONT. DONT MAKE US PAY FOR IT ONCE WE OWN IT.
Why? For someone who could afford to spend 5 billion credits in the first place something like 10-20 million a week shouldn't be such a pain. I could earn enough upkeep for two years in a good low temperature diamond run if I wanted to. Fleet carriers are essentially mobile player owned stations, so obviously there should be some kind of upkeep for the sake of realism and immersion. You open up a business in real life. You own it, but it still costs to maintain - to pay the staff, maintenance, etc.. This would also prevent the problem of "dead" fleet carriers floating around and wasting space on the servers.
We should be able to jump into permit locked systems if we have the permit (its stupid not to be able to, if its a multiplayer issue then maybe it wont go if someone on board doesn't have the permit)
It's much easier to simply prevent them from jumping into permit locked systems altogether. Imagine if someone without a permit docks on your carrier and then logs off for a few weeks, and you want to jump into a permit locked system now. How are you going to do this? This would mean that players without permits to certain systems will have to get all their ships and modules off the carrier in order to allow the owner to jump, which is a lot of hassle.
Crew should have a direct impact. Maybe more exploration crew means less wear and tear on the systems, more combat means munitions or something cost less to buy (or the fleet carrier can fight more competently), trading should allow for more storage space on the carrier.
I can agree on that point. They could make the crew system for fleet carriers more like the crew we hire for fighters - there's people with different skills, and as their skills increase their weekly salary also increases but they give certain benefits to the carrier or do something better.
Most importantly You should NEVER be able to lose your carrier for ANY reason. Shut off until debt is re-payed, sure. It should not disappear. EVER.
Players shouldn't go into debt in the first place - this adds some challenge and realism. Just like in real life, if you set up a business and it goes bankrupt, you lose the business. Also as I mentioned earlier this would stop "dead" carriers from taking up space on the servers.
 
I feel the repair/refuel/rearm service should come with the FC
Also, do we need to purchase the shipyard module to be able to store our ships?

Yeah...

The shipyard should be standard, so it can actually carry your fleet.

The commodities market should have been optional.
 
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