ANNOUNCEMENT Fleet Carriers - Content Reveal Announcement

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 no I don't recall reading that myself, have 5b and that's from exploring, my comment was that you can only refuel them by either buying the Tritium, so bubble or colonia, or mining, so they are really only usable for miners regardless of how they are set up.
 
And more than this, I haven't yet seen anyone mention what size landing pad it will need. I mean you can't engineer the modules if no engineer has a 'Ginormous'-class landing pad.

Maybe you just land on the planet surface and they send out cranes, droids and tractors to do the work; I dunno ;)
Maybe dock it on Capital ships docks?

1585317256068.png
 
This. I actually don't mind if there are things that cost 100 billion, but:
-There has to be a cheaper alternative (I started exploring in an Adder because I could afford no more in spring 2015, would have been upset if you had to have a conda).
-There are intermediate steps from where you are to the end target.

There is no issue with an FDL being 60 million, because a starting player has a whole bunch of intermediate combat ships to progress through. I am triple elite and have (apart from the Cutter, got no imp rank) all ships in the game. I have nothing to spend my money on. Yet I am nowhere near to what I need to buy a carrier. There is a 'spending void' of many, many billions. So while I plough through this void towards a carrier there is nothing else to look foward to. This is just really poor design, not sure how else I could call it.
Love your avatar, mate <3
 
I hear what you are saying, but don't you feel like there is already a "road to Fleet Carriers"
Source: https://www.youtube.com/watch?v=hkjWl4nkzCE

Not really. There are +-35 ships bridging 30k to 150 million credits, and then nothing for the remaining 95% of the way. Also, new ships are an upgrade. The design philosophy is you can sell your old ship for a better ship. A fleet carrier purchased by selling your fleet is a bit silly. ;)
 
it should take you months to get a fleet carrier. It should take you months to get from your first sidewinder to an anaconda level ship. Instead it takes maybe a day for a conda.
Fleet carrier, maybe 2 weeks from that.

The "Grind" is not some imaginary activity you have to do for weeks on end. It's an activity you do for maybe a dozen or two in-game hours that you spread across as much time as you want.

Crying over 5 billion is stupid. You people make contradicting arguments that are utter nonsense. Grind can't be horrible if you can make over 100 million an hour in the game. 5 billion can't be too expensive if you can make it in roughly 50 hours of in-game time (spread out over however long you feel like).
Get a grip.

You dont have 5 billion because there's never been a reason to need 5 billion so the only people who put themselves thru the effort to get it are "the crazies" or hackers. Now you have a reason, and magically, tons of people are going to have over 5 billion credits in short order. Funny how something so expensive and so stuck behind a grind wall is going to be so easily achieved by anyone interested.
 
Oh, that part's easy: it encourages people to keep logging in on a regular basis. A lot of MMOs have "dailies" -- quests that can be done once each day, and accrue benefits towards a long-term goal. In this case, that goal is maintaining a persistent presence in the game via your mobile base (FC.) The "quest" is fulfilling the maintenance goals.

Indeed. And they work. Their secret is that they reward you for logging in, instead of punishing you for not logging in.

But hey, it seems like we have some people here who prefer the stick to the carrot...

If you don't want to do that anymore, sell your FC. If you return to the game later, buy it back. If you forget about it, well, you'll have a tab to pay off, but it's unlikely to be more than you can handle, because that would discourage people, as you've already pointed out.

And nothing ever happens in the world which is not planed for. Got it.
 
Not really. There are +-35 ships bridging 30k to 150 million credits, and then nothing for the remaining 95% of the way. Also, new ships are an upgrade. The design philosophy is you can sell your old ship for a better ship. A fleet carrier purchased by selling your fleet is a bit silly. ;)
Yep, I agree.. normally you sell the old one and so on and so on... the thingy is, that if you can afford a couple of the big ones already (not even the biggest) those are your tools to make 5Bil in a matter of days - this is why I say: I've got what I needed to get to FC
BTW when they first announced FCs in September last year, there were speculations about 20Bil and so on.. (I went and stocked up to 30)...
and now we are saying 5 is too much :|
 
Last edited:
the people who think 5 billion is too much fall into two groups of equally ignorable player groups.
1. players who think 1-2 million an hour is the best that can be done because that's how much they make doing whatever nonsense they prefer to do in the game.
2. filthy casuals.

I wish the income level was still pretty much capped at 1-2 million an hour since that would keep the ship cost balance where it was intended to be. But it isn't. It hasn't been that for years. It's 100% your fault if you choose to make less credits all the time. Just as it's your fault if you choose to make the most all the time and go insane from utter boredom.

Instead, it would be interesting to hear how long these people think it should take to acquire a fleet carrier. a day of in-game time? a week? 4 weeks? 16 weeks? What is the ideal amount of time one should need to take to acquire this ship if they were trying to get it?
 
5 Billion for a Fleet Carrier will only work if the "New Era" of Elite Dangerous gives players who purchase it an additional 5 billion credit token so they can fully play and experience the game.

Fleet Carriers are sounding more and more like they are absurdly locked behind a wall of grind. Playing ED shouldn't be about the grind (to grind the 5 billion to purchase a FC in the first instance, to grind the fuel commodity to move it, or the credit sink to "rent" it before it gets decommissioned).

I know FDEV will probably try to inject some logic / theory behind the cost of such a huge vessel by justifying a Cutter costs X amount and so therefore a HUGE vessel must cost XXX amount, and the need for some "end goal" for super hardcore players. But I don't think Fleet Carriers should be it. It's the casual player who misses out.

The "end goal" for super hardcore players could be a 5 billion credit regular ship - but fancier than the Cutter. That would be a new end goal / status thing for the hardcore players. but it wouldn't lock anybody out of anything.

... We have a full scale galaxy for crying out load. There is enough room for everyone.

LOL yeah they should just give everybody everything at day one when they set their account up, then nobody would ever have to do anything!

If you think 5 billion credits is something that only 'super hardcore' players can achieve in the game today I'd suggest you spend a bit more time playing it, with your eyes open and your brain in gear. Also let's say it did take six months (which it won't) to get those credits. What's your problem with that?

You're not being deprived of the chance to 'fully play and experience the game'. You're being required to play and experience the game in order to obtain credits and through them, experience more of the game if that's what you want to do. This isn't some VR experience title where you just sit there going 'ooooooh' at things, it's a game with progression. You don't buy a RPG and start whining that you can't 'fully experience and play the game' because your character isn't level 40 with a full set of magic gear when you first start. This is no different.
 
Yeah 5 seems like the right amount, it should be a ship for the super rich. I'm not even bothered if it does need outfitting and we end up having to spend 4 times that to get it to peak. I don't really want to see Carriers out every single system I visit, they should be something quite rare.

Looks like FD have integrated some park game finance management gameplay into it too with setting prices for the market, although I dare say if there is a auto switch for that, I'll probably hit it.
 
Yep, I agree.. normally you sell the old one and so on and so on... the thingy is, that if you can afford a couple of the big ones already (not even the biggest) those are your tools to make 5Bil in a matter of days - this is why I say: I've got what I needed to get to FC
BTW when they first announced FCs in September last year, there were speculations about 20Bil and so on.. (I went and stocked up to 30)...
and now we are saying 5 is too much :|

People who asked for 20B are dingleberries who get their enjoyment from seeing other people not having what they would enjoy. I myself always said that 1 billion would be the upper limit, and I would even prefer a 'tiny basic carrier' for +-500 million. You know, give the vibe of a carrier but with reduced functionality. Maybe only allow limited outfitting, less ships stored and so on. Then as you continue playing you expand it in size and functions till a 100 billion as far as I care. By all means, give the epic grind lords their infinite-size e-peens as a reward for their suffering. But give the rest the essence of the gameplay, too. I have all the ships, and I can do the 'mine 100m cr/ hr grind.'. That would still mean 50 hours, which is not 'a few days' for most people. Even if I spend one hour every day I would need almost two months of doing nothing but repetitive mining when it comes to ED. That, simply, does not appeal to me. It hardly appeals to anyone for that matter. At best it is something people push themselves to do, they tolerate it. Same as some of the engineer unlocks which virtually nobody enjoys doing but we suffer through them.
 
if it makes anybody happier maybe we could agree on:
Imperial Cutter 208,969,451 CR x 16 Landing Pads = Fleet Carrier cost: 3,343,511,216‬ CR (I love round numbers)

/this is exactly how I originally estimated the cost after September reveal/
 
Indeed which means there is no rush to get a carrier other than the urgency you put on yourself.

If after five years you dont come close, it is fair to say the 'play as you want' approach does not realistically allow many to purchase a carrier in any remotely decent window time. I literally have to measure in decades. This is Star Citizen levels of stupid time windows. :p Which is why everyone in this topic falls in two camps:

1) Lol so easy dudes just grind mining.
2) I dont have the money.

The whole 'take your time, play your way, no need to want it now' rhetoric is simply false. You grind or you wont have it. Period. Mind you, I am not saying the carriers must be made cheaper. But either they do that, or they add new and exciting ways to get mine-grinding levels of credits, or many simply won't have it.

And lets not kid ourselves: to many grind lords others not having it is a bonus, if not the most important aspect. People in online games often grind not because the high-end thingy is so enticing in and of itself, but because it will be finally something that they have and others not. Without others grinding is not nearly as enticing. Without people to show off your virtual e-peen, nobody grinds for hundreds of hours. Which is why single player games tend to rely on fun, and grind is almost exclusively the crutch of designers making primarily online games. You suffer through bland gameplay to become a Special Person for once. That, to me, is asinine game design for asinine people.
 
Greetings Commanders,

We're thrilled to announce that the first look at the upcoming Fleet Carrier update will be coming to your screens on Thursday, 2 April! Lead Server Developer, Dav Stott, and Game Designer, Luke Betterton, will join us on a special video to talk us through what these vast vessels are and how they'll be shaking up the galaxy!

Since the initial reveal of Fleet Carriers, we've examined the concept of predefined load-outs and decided to invest additional time to ensure that fleet carriers offer the same level of flexibility and customization as other ships within Elite Dangerous. We've done this by adding more loadout options to make your carrier unique, and allow for player-to-player interaction like you've never seen before in Elite Dangerous!

Squirming in your cockpit chair wanting to know more details? Here is some key information on Fleet Carriers - but for the entire content reveal, tune in to our Pre-Recorded Stream on YouTube, on 2 April at 18:00 (UTC). Although we won't be live, our team will be there in the chat to answer any questions that you may have.

  • One of your most frequent questions about Fleet Carriers was: How much do they cost? Fleet Carriers will be a lucrative investment, costing 5,000,000,000cr at launch.​
  • Fleet Carriers are individually owned and feature 16 landing pads (of varying sizes) for other players to dock at.​
  • Fleet Carriers use a new fuel, Tritium, to jump from system to system.​
  • Fleet Carriers have a max jump range of 500LY at one time, with the ability to jump whenever the owner wants, however, they will have a build up and cool down period between jumps.​
  • You can manage your carrier's finances by setting tariffs and adjusting the buying and selling prices for commodities traded in it's market.​
As it currently stands, we're aiming to launch the Fleet Carriers update in June and will be calling all commanders to experience Fleet Carriers (as both visitors and owners) in two upcoming public betas before the update is live! The first beta will begin on 7 April for PC only, and the second beta which will be launched on PC, Xbox and PlayStation, will take place in May. Please note that there is a chance that these time frames may change slightly in the coming weeks, but we'll keep you up to date on the specific times, dates and instructions.

See you there, Commanders.
You answered two questions, and brought one VERY big one to my mind.
HOW MUCH IS UPKEEP GOING TO BE?! You're charging 5 BILLION credits and you still want freaking upkeep?
You need to start giving more information. This is absolutely no information to go on here.
 
QUESTION: Tritium is a gas, just three times heavier than the Hydrogen we scoop from stars. Will we mine this gas directly from asteroids, or will we obtain it indirectly by mining, say, Lithium?
 
Money shouldn't be the only barrier / burden to acquire a FC. PF and SP ranking should also be. OK with a 5Bn price tag for the FCs hull you should at least be elite in one PF's field but lets say you are elite in trading and you want to buid a carrier with modules specialised for explo. Guess what: you can't. You must 1st become elite in explo and then purchase the special explo module and create your explo FC.
Consequently FC should also require you to have at least the highest of ranks with one of the superpowers. A FC should be something that only a superpower should be able to build with a contractor the equivalent of current day multinational conglomerate a galactic size corporation. So a FC whould either be an imperial one build in empire's capital or federation one build in feds capital (or a major military / industrial / high-tech economy system of aforementioned SP) and the buyer should be a well respected CMDR of that SP. So either a king for empire or admiral for federation. Imagine being a recruit or an outsider going with a tone of cash to the empire / fed galactic FC building contractor asking for a FC :) Not possible kid - get outahere :)
Trade Elite - tick.
Explorer Elite - tick.
Combat Elite - tick.
Admiral - tick.
King - tick.

Bring it on! :giggle:
 
Back
Top Bottom