Fleet Carrier start point

OP actually raises an interesting point.

When we buy a new ship we visit the shipyard, pick a ship, the screen goes dark and then we're in our new ship.
Other players see our current ship disappear into the hangar and then, eventually, we reappear in the new ship.

How's that going to work with Fleet Carriers?
They won't fit inside a station so when we buy one we'll might get the screen going dark and then we'll find ourselves aboard the Carrier or, perhaps, after buying one we'll have to go and find it and dock with it manually.
In either case, I wonder what other players in the instance would see?
Will a Carrier just blink into existence after it's purchased or, perhaps, they'll appear at orbital shipyards?

I guess the most plausible solution would be that, after buying one, you just get given a "random" mission-POI where you'll find your shiny new Carrier. 🤷‍♂️
 
Hopefully we can choose a start point for our carrier. 120 jumps to beagle point otherwise. Nice to see solo commanders get a movable base.

Is it confirmed there is no squadron size requirement to purchase one? Just wish FDev gave us some indication on price so we can start grinding more CR$ ;)

I was assuming the start point was wherever you purchase them from, but I suppose that might be inconvenient :)

Likewise, except I imagine they are most likely on sale in high population systems with shipyards in orbital stations.
 
I think we should buy them from those large shipyards that make capital ships. Speaking of, how does a FC compare to a CS, size-wise?
 
I think we should buy them from those large shipyards that make capital ships. Speaking of, how does a FC compare to a CS, size-wise?

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Even the base Elite Dangerous game gets them, which means no planetary landings for them. Makes the base game look extremely good value !

Later developments .... is this what the leaked "base building" is about ? :unsure:
 
I wish they would enable us to sit on the bridge and admire the view but sadly not it seems. Anyway they will be unreachable for the average players like myself so I guess its not an issue really.
I could sell my fleet to purchase a carrier, but there's the dilemma .... I could afford a carrier but have no fleet to sail in it :D
 
Large amount of credits, special fuel needed for jump, does anybody detected a whiff of the "G" word?

One FC per CMDR, does that mean that the entire cost of the fleet carrier must be absorbed by one player, as well as its upkeep?

What would be a "reasonable" cost, 1, 2, 3, or more BILLION CR. A full-boat Cutter costs 1 billion, a Corvette .75 billion. So an FC may cost several billion CR.

Stand by to clean out your bank balance!
 
I would think that after purchasing a Fleet Carrier, you get a message saying "You Fleet Carrier has been delivered and you can pick it up in <insert name> System". The system would probably be chosen randomly to avoid dozens of Fleet Carriers in one system.
 
I AGREE :
Carriers should be of 2 sizes, a Personal carrier, and a Squad carrier. - The Squad carrier would be the advertised size and the Personal carrier equipped with 1/2 the landing pads etc. -
I would go for the Personal carrier rather than a Squad since I travel mostly alone - All those extra landing pads\storage\etc. would be worthless in this scenario -
Since you can only use 1 ship at a time anyway, a Personal carrier would be more useful than 16 landing pads on a slow self orbiting platform next to the target star or planet.
As for picking one up, I would suggest that the nearest Capital Ship platform to purchase point would be used - You have to travel to that location and land your arrival ship on your Carrier and depart from there to the target star desired. - As a bonus, the Carrier would be fully stocked and fueled to reduce the congestion at the delivery point of the Carrier. -
As for upgrading, those items "could" be transported aboard any Large pad ship with the same size slots needed for that Carrier if empty. - A T9, T10, 'Conda or any vessel with the required EMPTY slot size in any optional or core - hardpoint or utility tier "could" be utilized for transport of the needed upgrade.
 
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Is the Palin run still a thing? Having a 500ly jump range is going to make it much easier.

You think a fleet carrier and ten or twenty refuels for it is going to be easier than an hour of jumping in a normal ship?

Large amount of credits, special fuel needed for jump, does anybody detected a whiff of the "G" word?

What possible reason do they have to exist other than to be a credit/mat sink and depreciate legacy modules when it comes to exploration?
 
OP actually raises an interesting point.

When we buy a new ship we visit the shipyard, pick a ship, the screen goes dark and then we're in our new ship.
Other players see our current ship disappear into the hangar and then, eventually, we reappear in the new ship.

How's that going to work with Fleet Carriers?
They won't fit inside a station so when we buy one we'll might get the screen going dark and then we'll find ourselves aboard the Carrier or, perhaps, after buying one we'll have to go and find it and dock with it manually.
In either case, I wonder what other players in the instance would see?
Will a Carrier just blink into existence after it's purchased or, perhaps, they'll appear at orbital shipyards?

I guess the most plausible solution would be that, after buying one, you just get given a "random" mission-POI where you'll find your shiny new Carrier. 🤷‍♂️

Both Stealthie and Nutter bring up an interesting point.

You are going to have to assume that after purchasing you Fleet Carrier, it will have to come with one free tank of fuel other wise it'll block the shipyard from producing another commanders Fleet Carrier.
It'll need to be able to jump away immediately.

This brings up the other logistical issue - When does a Fleet Carrier jump?

There has already been discussion on when would a Fleet Carrier jump? The only existing examples are ships like the Gnosis and they jump on theThursday Tick. Fleet Carriers would need to be more frequent than that in order to avoid the Shipyard block issue.
 
Most likely, you'd purchase one and it would then jump in to the system you're currently in - probably safely away from anything else - and you could go and dock with it.

The interesting question will be where you can purchase them. I'm expecting it'll have to be while docked (especially if the fuel can only be obtained from stations) - but it could easily be a lot more restricted than that.
 
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