ANNOUNCEMENT Fleet Carriers - Content Reveal Announcement

I think a single price definition is going to be unfair anyway for someone for several reasons:
  • it needs to be consistent with the current ship prices and these values vary a lot (consider that there are a lot of ships that cost less than 10 million cr) and the big size of a FC doesn't necessarily mean that it has better performance than a Big Ship.
  • it needs to consider the average player cash.
  • it needs to consider the gameplay time required by an average players (not a hard-core one) to get that money.

If I would be FDEV I would have made more versions giving the choice to the players to choose their investment.

SMALL Version: only 4 Medium Size Landing Pads and no support vessel available: Price 1 Billion
MEDIUM Version: 4 Medium and 4 Large Landing Pads with support vessel available: Price 3 Billion
HEAVY Version: Current FC: Price 5 Billion

Last November I spent one month to reach 2 billion focusing only on lucrative activities and I have now a total asset of 3.5 billion. I found that exhausting tbh (in fact I've not been playing since then).
Since I don't intend to sell my fleet to get a fleet carrier I see the next 3 billion an unbearable target.
I also think they should have gone for different sizes but it is what it is.

Remember, you don't need to get a fleet carrier when they release, I'm sure the game will be around for a long time, just get one when you can. See it as a long term goal.
 
  • it needs to consider the average player cash.
  • it needs to consider the gameplay time required by an average players (not a hard-core one) to get that money.

Reason I don't agree is there's nothing average about running your own Space Station slash Outpost, which is what we're talking about here. I imagine this (fair but hefty) price comes from devs looked at the average player credits and pricing FC to introduce say 500 to the galaxy now, increasing at a known rate from their back end stats.

Will be interesting to see how upkeep balances out because of course part of me wants to go out solo, park up in a nebula somewhere and sip Pina Coladas. What I want might not be that great for the bubble though so in principle I personally like the upkeep mechanic.
 
Donald Trumps' 747 cost only 100 million. I still think 5 Billion is WAAY Too Much! I like the idea of different size carriers costing a different amount and I'd like to add that each TYPE of carrier should be considered at different price points. Minimum 500 million sounds more in reach than even the 2 billion that I mentioned.:unsure:
 
Donald Trumps' 747 cost only 100 million. I still think 5 Billion is WAAY Too Much! I like the idea of different size carriers costing a different amount and I'd like to add that each TYPE of carrier should be considered at different price points. Minimum 500 million sounds more in reach than even the 2 billion that I mentioned.:unsure:
A Nimitz class aircraft carrier costs 8 billion. Seems a more apt comparison.

I think 5 bil is a little steep, but it is not as out of reach as a lot of people are saying.

I think it would be better for everyone if we just waited for more details before jumping to conclusions about how useful/useless these things are
 
I think I may have missed something so please correct me.

A carrier costs 5bn, but they can be upgraded - is that right?

For some ships, upgrades (read: modules) can cost more than the hull itself. So... if a carrier can take a 250A FSD/97A thrusters/2,897AAAA PP (which can also be enigneered :eek: oh god, the mats needed) how much would that cost? 10bn?
 
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Dude it’s people like you who completely ruin this game and make it miserable to play with terrible mechanics. 5 billion credits is an insane amount of money if you’re not playing this game like a full time job. Any other requirements to own one on top of the price tag would be completely unnecessary. It adds absolutely zero depth or fun to the game to require anything you suggested, and if you want that to be a requirement then just roleplay it or something. Most people don’t even want to grind credits for that long - at 100mil an hour that is 50 hours of gameplay to own one. With board flipping removed I bet it’d be even longer.

Suggestions like this are why we have artificial timegates like ship transfer time in the game, BGS being able to be affected in solo/PG, Powerplay being ran in solo/PG, and completely stupid engineer unlock requirements that require “rare” commodities that for some unknown reason you can only fit 10 of in your cargo hold.

Practically no one wants more of an unnecessary monotonous grind added onto the gargantuan grind that it’s going to be able to afford one. Especially if it’s to access the first little drip of content we’ll be getting in almost two years.

Yeah I know. It's people like me who will never be able to afford one anyway so why not play the devil's advocate and make life even more difficult for those who can afford one or are marginally able to afford one ;) (satanic smile he he he he..👿👹👺).
Ok I have a slightly better idea to ease your pain: what if someone with the rank(s) but not the credits be able to control one but not own one?? MultiCrue and / or Squadron related idea maybe ;) ?..
 
There's so many people complaining that it can be only achieved by mining and that they don't wanna spend 50 hours doing so...

Well, here's my thoughts - 50 hours to reach end-game ship (that's indestructible) is not long, sorry. Secondly, noone forces you to get it by mining. I started in December and I sit around 2bln cash atm, with roughly quarter of that coming from mining (figured, if I have to mine 500t for engineer, I can as well mine LTD and get some cash).

Recently I took my Phantom onto first real trip into black, visited some nebulas, Sag A, then went to Colonia, unlocked all four engineers there, improved my combat rank from competent to expert and went back to the bubble. All in all, it took me a month, with solid few days spent at Colonia and earned me a little over 1.5bln in credits.

So, you can easily get those 5bln by doing other activites - it sure won't be as fast, but that's not the goal, right? If you feel like you MUST get the carrier day one, ofc, then you maybe should do some mining, but noone forces you to get it day one.

Myself, I am not sure yet if I wanna go for one, will wait to see details next week and decide if it suits my needs (I would love to load it with my exploration ships, some mining ship as well and go into unexplored regions of galaxy to spend few months exploring and gathering wealth which I can then sell when I come back).
 
The pricing tag sadly states that this feature is just implemented to keep people grinding. Id like to politely express my deepest dissapointment. Again.
No such thing as grinding, just play the game the way you want to play, and if while doing so you earn credits. ranking etc all gravy, it's just the people that want everything now without having to do anything that call it grinding because thers that pretty ship that I want and must have now, but now I have it I want that other one..... You do not need to have everything instantly otherwise you would give up on the game after 1 week because all you want is things... Just PLAY THE BLOODY GAME!!!!!!

Oh and on the upkeep costs, I hope that it's set so that regular interaction is required so that it does not become a system where it can be left to create money, and if left unattended and upkeep not paid then the Carrier is not destroyed but put in hold so it cannot be used until the upkeep is paid.....
 
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"One per instance", I think many open / PG players will find themselves playing effectively solo in case of CGs & FCs...

Depends on what it means by how many in an instance. So one in an instance is fine if it simply means only one actual FC in any region of space, but once in SC you are in a regular instance with markers for all FCs in the system... but how many markers could the game handle and how much could the UI handle?
 
Love the passion guys Its taken me two months to get to my first Billion (Profit from mining 348,661 Cr)

Innara thinks in another 19 days I can hit 2B so end of July I may be in the ball park but more importantly by then I may also know what it means and decide if its for me or not either way its only a (full time :giggle:) Game
 
I haven't been following the thread so it might have been brought up, but I'm curious if this will be an opportunity for rich players to troll others, by having them land on their carriers and then surprise jump them 500ly away, or even strand them on some remote star they can't jump away from.
 
It took me 6 hours at 40ly a jump to go 6,000ly towards Colonia, so I do want a carrier. that 500ly jump range sounds lucrative! I have other questions like what if my carrier is attacked by thargoids? Rumor was the carriers are indestructable but I take that with a grain of salt.
 
if there is a limit say 5 or 10 then those not getting in that system will complain as well.

The opposite side of that coin is what if it's unlimited and you have a hundred surrounding some CG like lily pads

Can they be left at a NAV beacon?

It suspect (at least it would seem like the obvious solution) there would be an option to set your Fleet Carrier's beacon to:

Private -- it's effectively "cloaked", doesn't appear on system map or as a USS, only appears to the owner and (maybe) other pilots following his low wake. The option for lone wolf commanders

Wing / Friends / Squadron / Power / Custom -- some ability for the owner to set availability to pilots of her choosing

Public -- broadcasts a nav signal visible to everyone. Effectively a player-owned station.

If this is the case, then there's options for FDev to set a limit of 5 or 10 (or whatever) public beacons per system, while still allowing private Fleet Carriers not visible to the general user.

No one wants 50 fleet carriers cluttering the system map, but it would be cool to have different factions competing to get an FC into a system before it fills up, and competing with one another in various ways while there.
 
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I hope FD have a bigger feedback clipboard, this thread is going to be like 1000 pages long before the 2nd. I bet the CMs logged on and were like

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Regarding upkeep cost - let's keep things in perspective. It's probably not going to be that big a deal.

If it costs 1 million cr / week to keep it up, that's easy. I can earn a year's worth of upkeep in couple hours one weekend winging up with a friend to kill Basilisks.

If it costs 10 million cr / week, that's OK, no problem. I can still make that per week pretty easily, even if I don't log in much. Half a billion cr for a year's worth of operation ... if a player is buying a 5 million cr FC, they probably have (or can easily make) the 520 million / year without breaking a sweat.

If it costs 100 million cr / week, hmmm, yes I can do it, but wow. Probably not worth it for me, unless the FC can be somewhat self-sustaining through the trade / tariffs that FDEV has mentioned.

Edit to add: All speculation, but I'd be surprised if one of these cost more than 1 million / week to keep up.
 
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I am going to wait for the live stream & Beta before making my mind up.
The thing that is now putting me off is the running costs and being de-commisioned if a player does not keep up with it.
  1. How will this work with long range exploration far from any Core system money earning?
  2. Will I have to keep jumping back to the core to pay the wage bill?
  3. How can the commodities market be beneficial when your Fleet Carrier is 30KLy from any civilisation?
  4. If the Fleet Carrier needs constant maintenance, How much time will be involved in that activity?
  5. Will the Fleet Carrier have the ability to Sell Exploration data?
  6. Will the running costs escalate with any upgrades?
These are some of the growing number of questions that could put me off buying one. anything else is just speculation at this point.

All I would have liked is a simple Fleet Carrier to move my ships around giving me the abilty to do different activities and not some time sinking grind fest to upkeep.
So Please FDev get rid any economy based penalties
 
5,000,000,000cr LOL you are crazy!
For players who play frequently or those who used bugs in game yea very cheap... for the rest those vessels are out of reach.
You said it will be expensive not unattainable to 95-98% of players...

Thanks for another dissapointed update.
 
I am going to wait for the live stream & Beta before making my mind up.
The thing that is now putting me off is the running costs and being de-commisioned if a player does not keep up with it.
  1. How will this work with long range exploration far from any Core system money earning?
  2. Will I have to keep jumping back to the core to pay the wage bill?
  3. How can the commodities market be beneficial when your Fleet Carrier is 30KLy from any civilisation?
  4. If the Fleet Carrier needs constant maintenance, How much time will be involved in that activity?
  5. Will the Fleet Carrier have the ability to Sell Exploration data?
  6. Will the running costs escalate with any upgrades?
These are some of the growing number of questions that could put me off buying one. anything else is just speculation at this point.

All I would have liked is a simple Fleet Carrier to move my ships around giving me the abilty to do different activities and not some time sinking grind fest to upkeep.
So Please FDev get rid any economy based penalties

I would lay good money on upkeep costs scaling with the amount of (public?) services offered, so if you want a full commodity market selling to commanders and offering module upgrades and stuff that will get expensive (staff costs, etc.) and you have to be careful with prices you set. I bet a simple carrier you use as a mobile landing platform for long range trips etc. will cost far, far less to run.

I could be wrong but it wouldn't be hard to get that balance right IMO.
 
No such thing as grinding, just play the game the way you want to play, and if while doing so you earn credits. ranking etc all gravy, it's just the people that want everything now without having to do anything that call it grinding because thers that pretty ship that I want and must have now, but now I have it I want that other one..... You do not need to have everything instantly otherwise you would give up on the game after 1 week because all you want is things... Just PLAY THE BLOODY GAME!!!!!!

Considering I started the day this game launched and am triple elite, I think it is fair to say I already 'played the bloody game' for a fair bit. I don't even have half the required credits. And what people are asking more than anything is what people have been asking since day one: Stop having gimmicky one-way-to-earn-it-all game design, but actually use all the stuff already in the game.

FD added so much cool stuff to this game, and then all but force everyone to do the flavor-of-the-day grind to get the new gameplay. With typically the least challenging and most boring activity being the most profitable. Add some challenge to exploration and then make it profitable and exciting. Have stations that are challenging to smuggle goods into, and make it profitable and exciting. Have challenging combat scenarios that are profitable. How many massive Thargoid vessels do you have to destroy per hour to be on par with 'hold mining button laser down while parts are auto-collected'. Why is the least challenging and engaging form of mining the most profitable? Make it so that every career has the potential for high earnings, and that you are rewarded for becoming better over time. In other words, balance risk, reward and skill.

This is not a new issue, this has plagued the FD design team from the very first day. Fleet carriers just highlight this pervasive issue.
 
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