rootsrat
Volunteer Moderator
INTRO
As we all know now, Fleet Carriers are coming in December. I'm pretty sure that a lot of people are looking forward to them, but I can obviously only speak for myself. And from my perspective - as a large Squadron (340+) leader with a lot of veteran players - Fleet Carriers should give us something new to do.
This year's updates focused on new players, so it's great to see something for more seasoned pilots, even if we had to wait a full year for it. I know for a fact that a lot of our veteran Squadron members see it as a "2020 waiting content" - aka the content that will keep us entertained until 2020 update hits us like a brick (hopefully!).
But Carriers will need to be feature-rich in order to achieve that. If they're just a "grind for fuel for the next jump" - they will quickly become a forgotten feature.
I'm sure FDEV have their idea of how they will work, but I thought it would be good to have a community wishlist for Fleet Carriers as well. Maybe it's not too late yet for the devs to implement some of the ideas that will hopefully come in this thread. And even if it is - well at least they will have this as a reference for future enhancements.
Please keep the wishlist realistic in the context of what's possible in game etc. - otherwise FDEV won't take this thread seriously. Also, be polite, keep the convo civil and most of all - do not bash devs.
Similar to my "immersion breakers" thread (link in signature), I will try and add all of the reasonable requests to this OP. Try and keep your suggestions as short bullet-points, rather than essay-type wall of text, for better readability.
I'll stat with some of my ideas and keep yours coming. Hopefully this thread will prove useful to Frontier
FLEET CARRIERS COMMUNITY WISHLIST
As we all know now, Fleet Carriers are coming in December. I'm pretty sure that a lot of people are looking forward to them, but I can obviously only speak for myself. And from my perspective - as a large Squadron (340+) leader with a lot of veteran players - Fleet Carriers should give us something new to do.
This year's updates focused on new players, so it's great to see something for more seasoned pilots, even if we had to wait a full year for it. I know for a fact that a lot of our veteran Squadron members see it as a "2020 waiting content" - aka the content that will keep us entertained until 2020 update hits us like a brick (hopefully!).
But Carriers will need to be feature-rich in order to achieve that. If they're just a "grind for fuel for the next jump" - they will quickly become a forgotten feature.
I'm sure FDEV have their idea of how they will work, but I thought it would be good to have a community wishlist for Fleet Carriers as well. Maybe it's not too late yet for the devs to implement some of the ideas that will hopefully come in this thread. And even if it is - well at least they will have this as a reference for future enhancements.
Please keep the wishlist realistic in the context of what's possible in game etc. - otherwise FDEV won't take this thread seriously. Also, be polite, keep the convo civil and most of all - do not bash devs.
Similar to my "immersion breakers" thread (link in signature), I will try and add all of the reasonable requests to this OP. Try and keep your suggestions as short bullet-points, rather than essay-type wall of text, for better readability.
I'll stat with some of my ideas and keep yours coming. Hopefully this thread will prove useful to Frontier
FLEET CARRIERS COMMUNITY WISHLIST
- The obvious - carry fleet of Squadron ships. Max number at least as big as max mambers for a Squadron.
- Upgrade path for Fleet Carrier facilities, unlocking services like Outfitting, Refuel, Repair, Interstellar Factor, cargo bays, material storage (see below) etc.
- Upgrade path for Carrier's modules, giving it better FSD, Hull Reinforcements, SLF bays, Turrets etc.
- Unlockable cosmetics that don't have to be purchased for ARX.
- Bespoke faction logo as a decal (PLEASE FDEV!)
- Ability to perform hyperjumps to destinations selected by players.
- Engineer material storage and cargo bays with access for Squadron members, configurable by Squadron leader (i.e. which ranks can access the storage). Basically a "guild bank".
- Randomly occurring scenarios for Carriers - i.e. pirate attack, Thargoid attack.
- Turrets that can be manned by Commanders to defend the Carrier - preferably by Telepresence (i.e. remotely)
- SLF bays that can host many fighters - again that can be manned by Commanders - preferably by Telepresence (i.e. remotely)
- A busy work loop to find X, to drop into the Fleet Carrier, so it can do Y
- Undertaking an anti-xeno task to clean out an area, where Squadron members holo-me into fighters launching from the Fleet Carrier to attack and clear out a location from Thargoid scouts etc.
- If two or more carriers are present in system (and in some new mechanic are declared enemies) it triggers a CZ like war between them until one is damaged enough so it retreats like a cap ship. Combat could be hacking, turret destruction, fuel siphoning, data hacking.
- Squadron's Minor Faction and the Carrier having some sort of interplay, as described here: https://forums.frontier.co.uk/threads/fleet-carrier-and-squadrons-minor-faction-synergy.516825/
- A means of overcoming the "one ship per CMDR" limitation. A shipyard (presumably with no stock of ships for sale) would be the simplest way to implement this, requiring virtually zero effort. But other methods are possible. If ship transfers to a Carrier over interstallar distances are deemed unbalanced, limit them to within a system.
- Presumably it will have "hyperdrive" rather than FSD. I'm assuming long voyages through witchspace at ship-transfer speed (6ly per minute). If so, the ability to leave the Carrier mid-voyage and jump to normal space to "go on ahead" would be nice.
- No ludicrous grind required for each jump. Gathering hydrogen fuel is reasonable.
- No restriction on the minimum number of players to operate one, we should be able to use NPC's to meet any such requirement. In particular, a smallish one should not require more than one CMDR and three NPC copilots, and/or whatever NPC crew the Carrier is described as having.
- Strict limits on what they are able to do so as not to interfere with non squadron players - i.e. some kind of limits to the ship jump range an how long it takes for each jump, they can't be like normal ships as they would unbalance the game
- Scaled so that if you are a solo player (yes I know what they've said but this is a WISHlist!!) I can grind to get a smaller carrier maybe one that carries 1 medium and a couple of small ships and isn't ridiculous to use. Right through to huge squadrons getting mini space stations.
- Have a definite impact in the BGS and/or PP based on their location. Bonus to certain BGS/PP actions etc or similar
- Carriers can be fought and forced to hyper jump away (or possibly even be destroyed if jump activated too late) in a similar way to how Farragut/Majestic can be forced to jump out)
- Introduce degradation (nothing too severe) but it would need occasional repairs. Maybe it would give us a use for all the stuff we normally avoid when mining; gallite, indite, etc.
- Communication board on the fleetcarrier which enables the squadron to communicate with outsiders and ... maybe even a way for guests to leave messages at the carrier.
- Some more squadron communication tools to be available through the “starport services” such as message boards/mini forum so squadron members can post messages and ask questions. Leadership can set up threads for topics such as, carrier goals or current objectives.
- NPC crew. Not just as pilots for fighters but as technicians/mechanics. They can slowly repair damage to the carrier over time. The higher their rank the faster they fix. Maybe they can consume a commodity “Starship spares”. Make it so they are payed with a weekly salary.
- When the carriers make a hyper jump, the sound should be made different from our ships. I mean the loading drive, enter/exit sound and the sound during the jump. Sound should be something that fits the size of a carrier, something majestic and powerfull.
- Covas that isn't available on normal ships.. perhaps a different type of voice (deeper/more machine like).
- Different sized carriers, with the smallest being a one-commander one with NPC assistance.
- Allow for alternatives to grinding for materials requited to fuel up and run the FC. I.e. allow Squadron members to chip in and purchase the fuel and resources for Credits, as an alternative to grind for materials.
- How about allowing Squadrons using Fleet Carriers to pool credits together, create missions and employ Elite players to perform missions, on behalf of the Squadron? For instance, instead of a Squadron with a Fleet Carrier sourcing what they need to jump themselves, they could hire Elite players roleplaying as Traders to do the work on behalf of the Squadron.
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