And with this piece of information about maintainence costs on top of this, I think my time with the game is now finally over. As always with FDev, it's a shockingly bad piece of game design, even assuming it works at launch, which given past history, isn't guaranteed...
Difficult to know until we see it. But having reasons to do gameplay is generally a good idea.
Firstly, the only real gameplay loop in ED is "Grind thing, progress bars". Even if you've not grasped the dehumanizing, time wasting effects of such design in the industry yet, it should be obvious that the issue with long term retention in ED specifically is that the repetitive grind eventually causes burn out. Very, very few players ever get to the Anaconda, let alone the 5b needed to unlock a Carrier. The reason Arena and (especially) Multi-Crew and other gameplay adjusting expansions didn't change this was because they were badly implemented, not because people outside the core Forum Dad obsessives didn't want new things to do whilst working towards bar progress.
Grind in ED is a playstyle choice. I have done zero grind in the game and been playing since original beta.
To then add fuel costs as well as maintainence which if not met means you lose the entire investment (or even a fraction of it if you are somehow reimbursed for the "scrap") is just adding even more appalling grind to string out the same old content even further.
Again, we don't know how this works, so why don't you wait a week before passing judgement.
Those who have sunk so much of themselves into the game might no longer recognise the scale, but let's just put that 500ly range into perspective; the original design of carriers was to only update their jumps once per week, like the Gnosis. I don't think it'll be 500ly per week now, but at the very least, there's still an undefined cooldown for the jump. And it needs either mining, or purchasing the fuel to do it. No scooping it as you travel past a star you'd have to pass anyway. In my Exploraconda, I can do 500 ly in 6 or so jumps, or about 8 minutes. You're simply not going to be able to move a Carrier anywhere near as quickly across the galaxy as a normal ship, due to grind for fuel time. Sure, it may mean getting to systems that you can't reach at all for now; but what percentage players even get to the centre of the galaxy with the "faster" travel times now, much less out to where such a range has any sort of meaning?
You have your info wrong. They were never going to jump like the Gnosis. It was jump at anytime as long as you had the fuel to do so.
Now let's put the cost into perspective. I have 2030 hours played, am Triple Elite, and own all the ships in game, with the Big 3 near fully engineered for their respective roles. And even I can't afford the damn Carrier, as I "only" have 1.7b. How much more am I supposed to play the same old content, now with even more bugs, just to have something "new" to do? And then do it again and again just to keep what money I've earned from disappearing into scrap?
Again, we have no idea how this works and it looks to me that Fleet carriers will have a management game attached to it. Maybe read first post again.
Something which, if the suggestions of being able to set local prices are true, is going to break the game for everyone else.
Local Prices? No, only the prices on your fleet carrier. How is that going to break the game.
Seriously, how does FDev not see this? The only "galactic" content anyone can influence is the local economy. However if players can set their own rates, they'll be entirely independent from the actions of anyone else: Price of goods goes down due to incoming/outgoing trade at Station X? Not to worry, it's a fixed player chosen tarriff at the station in that system. And if it's favourable, why bother with the galactic market? Planet is agricultural? Park an industrial themed Carrier above it to exploit it, or a cheaper Agricultural one to undercut it...
Again, we don't know how this works. I would assume that what you sell in your ship doesn't magically appear from nowhere. But again we don't know yet, so let's wait and see how it works.
And remember, if the trade is going to the station, all the associated swings in reputation, thus influence over Local Faction & Economy disappear. Even if the same factions are on the mobile station (Does the entire population get shot out into space and replaced with press-ganged locals with each jump?) as long as you can undercut the local prices, you have far more influence over someone actively working the background sim, because you'll be taking all of the local trade from every individual arriving there. You've basically recruited anyone trading in that system into doing what you alone would like the system to become.
It may not be possible to undercut without making a loss. Again, let's wait and see on Thursday.
Community Goal active in the system? Oh wait, those have been cancelled, (Less content, more grind pleases the time rich, quality poor) but assuming they were still active, move your carrier, with the goods required into the system and short cut the entire point. Or just boost yourself to the top, if you can deny anyone landing rights but have a nice handy local store of materials for yourself...
Again, let's wait and see how it works. We don't know. You don't know how your carriers get stocked up with goods in the first place.
It's no wonder so many are rubbing their hands at the thoughts of such expensive add ons; someone above is already joking about "peasants", but they do know that very few people will be able to have one, and there are obvious ways to exploit it already becoming clear. Real life may be horribly unfair, but people play games to escape from all of that. It's a spectacular misunderstanding of how to appeal to a wider player base to think of implementing Carriers in this way...
So how are they implemented, have you played the update yet?
(Unless of course, the "rates" are on top of the local price only, you can't undercut them or put up goods that aren't available in that system, at which point we're back to carriers as just replacements for social status via digital e-peen, because no one is going to trade at an always higher price.)
What are you talking about. All they have mentioned are the commodities sale on your carrier. We don't know how this works yet.
I suspect I know why they're doing it though; as the last few years have suggested, I rather doubt the ED engine can actually have much new, decent content added, either through engine limitations, . Giving players direct influence over the numbers already in game is possibly the only "extra" content they could add for carriers, just as engineers was just tweaking your stats, and multi crew was just putting a ship inside your ship. But players shouldn't be getting direct control over the galactic stats like this, and definitely not when it will only be the most obsessive players who can afford it.
And believe you have no idea what you are talking regarding the game engine.
As to the rest, well it's all guess work and assumptions without any concrete evidence to go on.
To be honest, I really don't get your post. It's a whine about nothing as pretty much everything you have said, you have no idea if its true or not and as to grind, that's your choice to play like that.