General Fleet Carriers are becoming a big issue in Powerplay balancement.

If fleet carriers had cost 100 billion with a billion a week lease, the player base would have hit the roof! Ohh..they did as l recall, and fdev relented and now we have 10k of carriers costing Peanutz
Quite true. FC as it is now looks like something designed to deploy large number of ships simultaneously (large number of external landing pads alone indicates this) while internal space was set probably primarily to support those ships (I have no idea if originally FC had option to provide infinite fuel and limpets to ships).
I have no use for so many landing pads, probably just like majority of other FC owners but I do like to have access to services it offers whenever I go. I would be more than fine to have single large landing pad.
I do miss certain options like ability to hire NPC pilot(s) or post missions for other commanders (or maybe to have a kind of mission center similar to the one at stations too, with the choice of which ones would be offered on my carrier), power contact, being able to set my carrier immediate space as power space too so all players belonging to my power faction would benefit from bonuses granted by their merit rank in.
I would also love to have more livery options, that would affect more than carrier looks alone (maintenance fee included), like:
1. Explorer mid section: lowest number of landing pads, lowered internal cargo space, increased jump range, tritium refinery with hydrogen tank capable of manufacturing tritium out of scooped hydrogen.
2. Trader mid section: lowered number of landing pads, increased internal cargo space, ability to hire NPC pilot(s) to handle cargo transfer between station and carrier, ability to jump into station space (like 40km away from it).
3. Combat mid section: lowered internal cargo space, lowered number of landing pads, multiple fighter hangar, pilots quarters (hired NPCs, or squadron members), capable of jumping into combat zones (or any other zone in space where combat can happen).
4. Mining mid section: lowered number of landing pads, normal internal cargo space, mining drone control center (operated by NPCs or squad members),
5. Power play support mid section: normal number of landing pads, reduced internal cargo space, power play control center, ability to provide support in power play actions (by providing proper materials and claiming immediate space around FC as power owned space)
6. Passenger ferry mid section: low number of landing pads, lowered internal cargo space, cryo pod section, hydrogen powered FSD, extended navigation capabilities (meaning course ploting and jumping).
 
Last edited:
Back
Top Bottom