Fleet carrier improvements

What? What?!?

This has been a thing since carriers were launched. I mean I am all for people making suggestion, but at least maybe understand how the mechanic already works before making suggestions.
Wow. I have missed that one. I believe Cmdr Vasja doesn't own and operate FC.
 
Wow. I have missed that one. I believe Cmdr Vasja doesn't own and operate FC.

That's all well and good, but he's making suggestions for changing the way Fleet Carriers operate, the reason I don't comment on AX combat is because I have no idea about AX combat or any other sort of combat when it comes to that, so me throwing my two cents on would make me somewhat of a fool unless I really studied up on it first. This is a commonly known and fairly obvious fact, it's not hard information to come by, and missing something like that in a list of suggestion basically makes every other suggestion pretty much irrelevant. I'm not going to take it seriously when I hit that line!
 
Lots of good suggestions, but I haven't seen the one that would remove the biggest aggrevation for me. In the nav display, when I disable showing feet carriers in a system...leave MY carrier showing! I hate having to disable fleet carrier display so I can find stations, signal sources, or whatever, and then having to re-enable them to get back to mine, and then have to scroll through dozens of them to set course to mine.

Just that would be great, but even better if I can designate that friends' carriers should be shown as well as mine, even when suppressing the rest. I don't mind if this isn't selectable...just ALWAYS show my carrier and friends' carriers, whether I've disabled fleet carrier display or not.
 
Lots of good suggestions, but I haven't seen the one that would remove the biggest aggrevation for me. In the nav display, when I disable showing feet carriers in a system...leave MY carrier showing! I hate having to disable fleet carrier display so I can find stations, signal sources, or whatever, and then having to re-enable them to get back to mine, and then have to scroll through dozens of them to set course to mine.

Just that would be great, but even better if I can designate that friends' carriers should be shown as well as mine, even when suppressing the rest. I don't mind if this isn't selectable...just ALWAYS show my carrier and friends' carriers, whether I've disabled fleet carrier display or not.
This is excellent suggestion. I needed that many times.
 
I don't mind if this isn't selectable...just ALWAYS show my carrier and friends' carriers, whether I've disabled fleet carrier display or not.
I would mind. A toggle for people obviously wouldn't bother me, but if I want fleet carriers off my panel that means all including mine.
 
I would also like to add, make it so we can open either the main market or the black market to all commodities instead of specific ones. like if i wanna open my black market to all commodities at 95% galactic average and set aside 5000 cargo space as the maximum demand, there should be a way to do that. and once i get 5000 items sold onto the market it shuts everything down.
 
A control panel of new FC bridge where you can target and lounch a satelite (one have to calculate the trajectory and necessary gravitationl maneuvers to reach destination planet), then via telepresense launch scanning probas from the satelite to scan planet surface. The satelite may be destroyed by pirates, or crush into a planet or simply miss the planet due to miscalculation minigame fail. Each satelite will cost 100kCr to restock.

So one need to deploy FC nearby the ring (possibly at the very close proximity of resource site, like 10km). FC will be frequently attacked by pirates and player will have to defend FC and also transit drones which will move mined resources. This way only very common resources will be mined and to improve it player (or teammate) will have to fly and launch prospector limtets.

FC can drop on the combat zone and get the ability to restock ammo just landing on FC. This will attrack more enemy forces, who will try to re-route FC out. When all teammates are on the board of FC and combat zone is won it will trigger respawn. FC owner can call for support (fighters from FC), but each fighter lost will lead to need to produce new one paying its cost including outfit. Each support call will trigger enemy responce and kills wong count as combat bonds (only combat zone wins).

With significant FSD cooldown and all the ships being locked. May also require proportional Tritium consumption (like jump out and back in) for each supercruise jump.



And generate regular fix and restore missions for FC owner and visitors. Like source and return power regulators etc.

Could be a missions from engineers - move to distant system and mine resources or scan anomalies. While on that mission - the engineer representative may be available at the FC providing similar services as original engineer, but one or two levels less (depending on mission conditions).

I am pretty sure everyone can came up with ideas how to implement original suggestions in a way to limit exploitation.
See now this is the kind of thinking that I was looking to call out. Someone who can take an idea and bounce a different perspective or additional details off of it. I guess the biggest problem with shooting out ideas is not knowing the technical limitations of the game. I have done programming in the past but never a game. So I don't know if things like this are even possible in this engine.

I don't want to turn the FC into an AFK machine. But by adding some features you can create new game play loops.

The idea has been in my mind for a while, if there was a mining module available, FDev could put in a chance that each mining trip it makes could be attacked and the amount of materials would be less than a full load. BUT, if you went with the mining crew and escorted them they could do the mining and you can be patrol guarding it. I don't know how hard something like that would be to implement, but if there was a possibility of something like that I think that would be just a fun as me mining myself.
 
Lots of good suggestions, but I haven't seen the one that would remove the biggest aggrevation for me. In the nav display, when I disable showing feet carriers in a system...leave MY carrier showing! I hate having to disable fleet carrier display so I can find stations, signal sources, or whatever, and then having to re-enable them to get back to mine, and then have to scroll through dozens of them to set course to mine.

Just that would be great, but even better if I can designate that friends' carriers should be shown as well as mine, even when suppressing the rest. I don't mind if this isn't selectable...just ALWAYS show my carrier and friends' carriers, whether I've disabled fleet carrier display or not.
One other thing in that vein, it would be nice if you could get a list of who is on your carrier. I left a friend behind a week ago because I didn't know if he was on or off. If you could see a list of the commanders on your carrier it would be very helpful. Additionally it would also be great for chatting people up and making new in game friends. Even cooler would be a way to leave a message to all the commanders on the carrier, let them know in an email that you are going to be jumping to some where.
 
If you could program carriers to just jump along a desired path and also easily refuel them, why shouldn't non-carrier ships be able to do it too? Why should specifically carriers be the part that just automates the game and you don't have to put any attention into traveling anymore?
 
I'd like thrusters on the carrier, so once you've arrived in an orbit you can rotate the ship (without changing the orbit) .. for a better view of the black hole or whatever body you're near. Turning a carrier might take several minutes!
 
If you could program carriers to just jump along a desired path and also easily refuel them, why shouldn't non-carrier ships be able to do it too? Why should specifically carriers be the part that just automates the game and you don't have to put any attention into traveling anymore?
You have a point there. Maybe we need a system where FCs have their own set of bookmarks and you can click on a system and it would bookmark all the systems in between, maybe even tell you how much tritium that will take total.

Another thought, I would willingly pay more credits in upkeep for a "higher automation level" that moves a carrier on a schedule with out a lot of intervention on my part. I would still need to plan it, tell the carrier when to move from one system to the next.
 
A control panel of new FC bridge where you can set a target and launch a satellite (one would have to calculate the trajectory and necessary gravitational maneuvers to reach destination planet - sort of mini-game), then via telepresense launch scanning probes from the satellite to scan planet surface. The satellite may be destroyed by pirates, or crush into a planet or simply miss the planet due to miscalculation (failed mini-game). Each satellite will cost credits to restock to make proper trade-off.

So one would need to deploy FC nearby the ring (possibly at the very close proximity of resource site or hotspot, like 10km). FC will be frequently attacked by pirates and player will have to defend FC and also transit drones which will move mined resources. This way only very common resources will be mined and to improve it player (or teammate) will have to fly and launch prospector limpets. Again trade off between restocking transport drones and efficiency. Harvesting hotspots in unpopulated systems would require active prospecting (due to lack of pirate activity).

FC can drop on the combat zone and give players the ability to restock ammo just landing on FC (without leaving the instance). This will attract more enemy forces, who will try to re-route FC out. When all teammates are on the board of FC and combat zone is won it will trigger respawn. FC owner can call for support (fighters from FC), but each fighter lost will lead to need to produce new one paying its cost including outfit. Each support call will trigger enemy response and fighters kills won't count as combat bonds (only combat zone wins). So no AFK, as fighters are only play a role of combat support to FC owner fighting that CZ.

With significant FSD cooldown and all the ships being locked. May also require proportional Tritium consumption (like jump out and back in) for each supercruise jump. I would like to see it maybe as route planner for alternative mode of system map.

Bring escape pods on FC and get not only credits for escaping, but also some random bartender materials traded.

And generate regular fix and restore missions for FC owner and visitors. Like source and return power regulators etc.

Could be a missions from engineers - move to distant system and mine resources or scan anomalies. While on that mission - the engineer representative may be available at the FC providing similar services as original engineer, but one or two levels less (depending on mission conditions).

I am pretty sure everyone can came up with ideas how to implement original suggestions in a way to limit exploitation.
Finally, somone else with some ideas and imagination on how to make things work.
 
Finally, somone else with some ideas and imagination on how to make things work.
Unfortunately for real implementation not only imagination is a requirement. The majority of the team working on the game must have a passion to play it themselves and not only watch screenshots of players. Even if fdev had resources, the lack of motivation is a key. But that's another topic...
 
Here are some improvements for Fleet Carriers:

1)Having the ability to set multiple consecutive jumps based on Tritium reserves.
2) Tritium could also be sold in Cologne, allowing explorers to easily supply Tritium even away from the bubble
3) The transfer of Tritium from the hold to the tank needs to be improved, what do I pay a crew to do if I have to do everything myself?
4) As for ships, you could buy an upgrade for the Carrier tank, only 1000T are very few since you have to go in person to refuel the tank.
The FC should have offensive capabilities, it would add a whole new gameplay.
 
you can cancel a fc jump 5 min after setting one, so we know that is not technically limited. in fact, it looks like we don't get to any actual potential transferring of data related to the jump until about 3-4 min before the jump. that would be the potential network restricted time to jump. all the time preceding that is optional and exists to limit players and give people time to leave a carrier or get on.

as for turning it into an afk game... who cares at this point? if we have to support all the various ways people play like we currently do, supporting this new way shouldn't be any different. it's not like it would be very disruptive to anyone else. who cares if someone makes billions of credits... what are they going to do with it that matters or stops you from making your money your way?
You can't be serious... right?
 
Here are some improvements for Fleet Carriers:

1)Having the ability to set multiple consecutive jumps based on Tritium reserves.
2) Tritium could also be sold in Cologne, allowing explorers to easily supply Tritium even away from the bubble
3) The transfer of Tritium from the hold to the tank needs to be improved, what do I pay a crew to do if I have to do everything myself?
4) As for ships, you could buy an upgrade for the Carrier tank, only 1000T are very few since you have to go in person to refuel the tank.
So, in other words, you want the game to play itself more than it already does so you don't have to play it at all.
 
You can't be serious... right?

why not?

i assume you disagree with some part of the comment but since you don't say what that is I'm going to assume your comment is in regards to "needing to support the various ways people have chosen to play the game", which obviously is a devil's advocate statement I'd never actually agree with, but nevertheless is absolutely in line with what fdev does act on when it comes to elite.
 
So, in other words, you want the game to play itself more than it already does so you don't have to play it at all.

i prefer to read that as the parts made available to 'play' regarding refueling and navigating carriers are actually boring, mindless, grindy time sinks of no redeeming value to the game experience or a valid balance to counter the benefit of carriers in the overall game environment.

so two options exist.
1. we can suggest new game mechanics to balance carriers in an entertaining way that engages players even while limiting the impact of carriers.

2. a means of circumventing the mechanic you don't like by leveraging the income from another you may like.


Which sounds more like the elite dangerous solution?
 
i prefer to read that as the parts made available to 'play' regarding refueling and navigating carriers are actually boring, mindless, grindy time sinks of no redeeming value
That's because the only thing you think of is what you want and not what the game needs.

It's done that way intentionally to prevent the chaos that would be caused by carriers jumping en masse non-stop every single second. Bad enough they have to compute all the jumps that every ship in the game makes. To allow carriers to simply go on autopilot all the time instantly would be a disaster.

What's more, it would give carriers an unfair advantage over long range ships that can travel faster and render them completely useless to the game, which would have caused such an uproar that many people would have simply quit playing altogether.

But then again, you never considered that, did you? Of course not, because you want the game to do everything for you without any regard at all for fair play and what the game actually needs to survive and function properly.
 
uIANc2Q.jpg
 
Top Bottom