Fleet Carrier Ship Limit

I see Eurogamer are saying max 16 players / carrier. https://www.eurogamer.net/articles/...ows-off-long-awaited-16-player-fleet-carriers

Wild guessing, pad counting or insider information - it's your call...

(Looks to me like they just added up the pads and made a wild guess)

Reading through the official Carrier news thread and it seems pretty common for people to be conflating "16 landing pads" with "16 ships" to the point where, honestly, I'm not sure if they're just assuming 16 pads = 16 ships or whether they've noticed something (some text in the video, perhaps?) which does actually say "maximum storage: 16 ships" or something.

As I pointed out in a different thread, I think, I notice that the services provided by Carriers are all stuff we can currently do, at stations/platforms, without entering the hangar.
Also, FWIW, although the video shows pads rotating several times, I don't think the video ever showed ships lowering down into a hangar.
That might indicate that there are no actual hangar facilities, at all, on Carriers and you just park ships on a pad and never leave your cockpit.

OTOH, you'd think it'd be easier to simply have pads operate in exactly the same way they currently do so they could make use of the existing code related to how they work.

I get the feeling this is going to be something where I get tired of saying "Do you have a source for that?" by December.
 
From what I can tell, these carriers do not have hangars. At least not traditional hangars. Does this mean we'll see our other ships sitting on the pads when we land and take off in our current ship? Also, does this mean no more "you spin me right round" (dumb) rotating pads?
 
I wondered why they listed the number of different dock sizes so prominently - does that indicate how many ships you can have present at a time? That's kinda what happens at outposts..

It is probably because it is already baked onto the look and design of the Fleet Carrier.
It is a bit of information that people would be able to calculate from the various screen shots that have been released so isn't really worth holding back.
Dedicating a little bit of time to cover the dock sizes also helps fill out the announcement.

I wouldn't read anything too sinister into it.
 
From what I can tell, these carriers do not have hangars. At least not traditional hangars. Does this mean we'll see our other ships sitting on the pads when we land and take off in our current ship? Also, does this mean no more "you spin me right round" (dumb) rotating pads?

I hope that you are wrong on that assumption.
I have a full PS4 fleet (37 ships - just missing the Cobra MkIV - discussion for a different time...)
I assumed that the relevance of calling out the variation of ship pads was to cater for pad blocking, not to allude to the number of ships the carrier could hold.
Ship storage is virtual, it is a function of code rather any physical server space, so I don't see why if can't follow the same shipyard storage logic currently in game.
 
From what I can tell, these carriers do not have hangars. At least not traditional hangars. Does this mean we'll see our other ships sitting on the pads when we land and take off in our current ship? Also, does this mean no more "you spin me right round" (dumb) rotating pads?
We see the pads going down before the ship jumps at the end of the video, there must be hangers in there.
 
Reading through the official Carrier news thread and it seems pretty common for people to be conflating "16 landing pads" with "16 ships" to the point where, honestly, I'm not sure if they're just assuming 16 pads = 16 ships or whether they've noticed something (some text in the video, perhaps?) which does actually say "maximum storage: 16 ships" or something.

As I pointed out in a different thread, I think, I notice that the services provided by Carriers are all stuff we can currently do, at stations/platforms, without entering the hangar.
Also, FWIW, although the video shows pads rotating several times, I don't think the video ever showed ships lowering down into a hangar.
That might indicate that there are no actual hangar facilities, at all, on Carriers and you just park ships on a pad and never leave your cockpit.

OTOH, you'd think it'd be easier to simply have pads operate in exactly the same way they currently do so they could make use of the existing code related to how they work.

I get the feeling this is going to be something where I get tired of saying "Do you have a source for that?" by December.

I think that it is an extrapolation of the number of pads.
Assuming that over time players land, dock and then log out, the Carrier can hold an infinite number of Commanders.
However if they all attempt to log in at the same time, the first 16 (maximum) but more likely the first 8 Commanders will take up all of the available pads.

I dont see why it wont follow the same rules that current docks follow - If you are incoming, there is a chance of all available pads being blocked by other players - re-log / SC jump and hit a different instance. If you are outgoing, you will expand to a second, third instance if target instance has all available pads of your size aleady assigned.
 
We see the pads going down before the ship jumps at the end of the video, there must be hangers in there.
I haven't watched the video yet (hopefully tonight), but in the pictures I've seen the pads are back-to-back almost touching each other. Hangars can't work the traditional way because the hangar for one pad would be under the next pad. Perhaps they just go down and not back? Though I'm surprised the pads even have room to rotate without overlapping each other or the FC's hull.
 
I assumed that the relevance of calling out the variation of ship pads was to cater for pad blocking, not to allude to the number of ships the carrier could hold.
Ship storage is virtual, it is a function of code rather any physical server space, so I don't see why if can't follow the same shipyard storage logic currently in game.
Materials are massless and volumeless, yet even they have limits. I can't imagine a single fleet carrier being allowed to carry 500 Cutters just because it's a number on a server. This would break my immersion! AFAIK fleet carriers are not the TARDIS.

Next you'll be asking for the ability to haul 900 tons of cargo in a Sidewinder ;)
 
Materials are massless and volumeless, yet even they have limits. I can't imagine a single fleet carrier being allowed to carry 500 Cutters just because it's a number on a server. This would break my immersion! AFAIK fleet carriers are not the TARDIS.

Next you'll be asking for the ability to haul 900 tons of cargo in a Sidewinder ;)

That already happens on Stations, Megaships, etc.
Do we really think FD are going to put in the extra effort of making FCs function differently than say a Rescue Ship?
 
I’d imagine it will operate like a moveable player owned station,so no limit to the number of ships.
Except there is a clear limit in a given instance is there not? ie: If someone has docked on a given landing pad, no one else can use it while that player remains in the instance?

No limit to number of ships then applies (only) when we add in multiple instances? Yes?
 
Except there is a clear limit in a given instance is there not? ie: If someone has docked on a given landing pad, no one else can use it while that player remains in the instance?

No limit to number of ships then applies (only) when we add in multiple instances? Yes?

Ships don't block pads when their owner logs out.
i.e. infinite ship docking capacity.
 
That already happens on Stations, Megaships, etc.
Do we really think FD are going to put in the extra effort of making FCs function differently than say a Rescue Ship?
Stations, sure, but stations are HUGE, so with instancing in mind it's pretty unlikely a CMDR's fleet would reach an improbable number on a station. As for rescue ships, you can only have one ship at a time per pad. Remember, instances and modes are like parallel universes. Just because 1000 CMDRs are using the same rescue ship in 1000 different instances doesn't meant that ONE ship is magically docking 1000 ships at once. No, it's 1000 megaships in parallel universes (all linked back to the "prime" universe of the BGS).
 
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I take it the max. 16 is a simple misunderstanding, it more likely merely means 16 Players within the same instance could operate off the Carrier in that instance at the same time - provided their Ship sizes permit it.

It'll probably work more like MegaShips, with personal Storage limits likely somewhat similar to what we already got with Stations. But technically supporting an unlimited number of Players across all platforms and instances (cue large multi-platform Squadrons).
 
Ships don't block pads when their owner logs out.
i.e. infinite ship docking capacity.
Yes, which is what I just (attempted to) described? :)

The multiple landing pads imply the FC is envisage to be used and facilitate the landings of multiple ships in one instance. So 16 ships/CMDRs could dock in one instance. More (an infinite number) could then dock in additional instances.

Going to be an interesting affair for the owner of a FC to possibly not be aware of CMDRs even docked with their FC because they're in a different instance? So could they do a jump not even knowing a CMDR is onboard/docked? :)
 
Stations, sure, but stations are HUGE, so with instancing in mind it's pretty unlikely a our fleets would reach improbably counts on a station. As for rescue ships, you can only have one ship at a time per pad. Remember, instances and modes are like parallel universes. Just because 1000 CMDRs are using the same rescue ship in 1000 different instances doesn't meant that ONE ship is magically docking 1000 ships at once. No, it's 1000 megaships in parallel universes (all linked back to the "prime" universe of the BGS).

Whatever helps you get your head around it I guess.
As far as I'm concerned - it's one big ship - one big jump - and as many ships as docked there get transported 500LY.
And that number could be much bigger than 16.
 
All Fleet Carriers feature rearm, refuel and repair services.

Notice how 'shipyard' isn't listed? I'm not saying there isn't one, but by the looks of it I'm not sure you can store ships there.
 
As far as I'm concerned - it's one big ship - one big jump - and as many ships as docked there get transported 500LY.
And that number could be much bigger than 16.
As far as you're concerned it's "one bigger on the inside" ship. Not that Frontier wouldn't throw reason out the window (cough materials cough), but I'm hoping they don't. If people are going to whine and cry that the ability to carry 16 ships is not enough, well then they are just whiners and criers as far as I'M concerned :p
 
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