ANNOUNCEMENT Fleet Carriers - Content Reveal Announcement

You lucky duck.
When I got there, I was only getting 850k/t.

With some luck, one can easily get 500+m in about 2-3 hours. I'm enjoying the idle mining while catching up on my movie backlog.

I got 27b to spend, so bring on those carriers!

I have patience. I will park my Cutter and log out if the prices suck. I'll check periodically and when it's more appealing, I'll log in and sell. I'll do that unless I really want to do something else in game, in which case I have to sell since we can't have storage. Apparently we won't ever store things in the future. ;) LOL
 
It would make sense for a player to have to have the rank of
It's okay to require a big amount of credits or resources to build/buy a Fleet Carrier. It's not good to force players who worked hard to get a FC to decomission it after a certain time if they don't keep grinding to pay upkeep fees. Once a FC or any capital ship is obtained it should only be lost if: 1. it gets destroyed in PVE or PVP 2. if the player decides to decommission it. If there's no proper PVE and PVP FC gameplay then it will be shallow and disappointing imo. The FCs could be discarded like the shallow multi-crew.



A requirement to be Elite for a FC is too much, because the far majority of players don't reach Elite rank.



Seconded. It makes sense from an immersion point of view that a superpower only grants a FC license to high ranked players.This gives more incentive for players to reach the highest ranks with a superpower. It's disappointing that we haven't seen any superpower FC designs.

I think that requiring a player to have the rank of King or Admiral should be a requirement to be able to buy a fleet carrier. What other reason is there to have those ranks if they don't actually have any meaning in the game? There is also a pretty good chance that you will reach elite level or get close to it by the time you reach the rank of Admiral or King.
 
You can take my post for what it is. I'm not going to debate what I earned or how. For what it's worth, my top earn (over 7 billion) is through trade, and that mostly has to do with maintaining BGS in systems I'm interested in rather than anything else. Guess what, if trading or BGS bores you (like lots of other people) to tears, don't do it.

The fact remains ... you can earn billions of credits however you choose in this game. I wing with someone who routinely earns 300-350+ million in a week doing wing combat missions. Last weekend I made over 60 million in Thargoid bonds. The weekend before that was a slaughterfest, and I came in with around 200 million. At a certain point, worrying about a non-mandatory credit grind just goes away.

What do you play this game for? What interests you? Have you truly found no way to earn big money at it?

No need to debate anything, just trying to quantify statements. :) Earning "300m in a week" or "60m in a weekend." doesn't tell me much. It is all about hours. You paint a picture that you engage in a wide variety of activities, and imply each of them is a viable path towards a carrier. I suspect that when you look at how much you earned with each activity, and how much hours you invest in each, you'll find a different pattern. I'm going out on a limb and dare to guess your smuggling income, which you said you enjoy, does not come close to earning you a spare exhaust pipe of a FC. :p

As for me, as I said: I am elite in all three branches, I've participated in dozens upon dozens of CGs, was among the first to run into a Thargoid (literally two hours after the first discovery), have scoured endless surfaces looking for barnacles when they were discovered, took part in numerous Canonn experiments way back in the day, smuggled weapons into local factions fighting the Empire, I've adopted anarchy factions and helped them spread, and currenly reside in Colonia. I've done, for all intents and purposes, almost everything this game has to offer. And when I look at my stats I notice the following:

1) I have spend less than 1% of my time mining.
2) I have earned >30% of my total assets from mining.
3) Mining is among the easiest, most risk-free things you can do.

That, to me, signals something is fundamentally borked. And I find it a bit puzzling why people insist on defending this reality. You said you earned 60M in thargoid bonds in a weekend. That is the equivalent of 30 minutes of risk-free mining. Does that make sense to you? So far I have seen nobody actually come up with any arguments explaining why this situation is a good thing beyond some "got mine, don't care!" sentiment.
 
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Another question Stephen (perhaps also for the livestream):

Are fleet carriers able to jump into undiscovered systems?
So are they basically able to open up systems further away then Semotus Beacon?

Or do we have to have explored the system before jumping the carrier there?

PLEASE allow carriers to jump into systems with no re-fueling capabilities. Please, it would be the best meltdown ever.
 
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.

I cant agree with this post more. I've played for 5 yrs. Never once done grind, avoided credit exploits in favour of actually playing the game. Been a member of many groups, provided emergent content for loads of players for free. Explored the Lore and the far reaches of the galaxy. Dont have 10 billion.

Yet if I'd bought the game at Christmas and stayed mining in one system...
 
Why can Fdev not release the FC details a head of the stream so that the players can read it and digest all the information beforehand? It would not be detrimental in any way also, players would actually get most of the questions answered
Because they don't want uncomfortable questions from players.
It would make sense for a player to have to have the rank of


I think that requiring a player to have the rank of King or Admiral should be a requirement to be able to buy a fleet carrier. What other reason is there to have those ranks if they don't actually have any meaning in the game? There is also a pretty good chance that you will reach elite level or get close to it by the time you reach the rank of Admiral or King.
Or at least make a 50% discount on the price if you're king or admiral
 
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Yawn... that's really all I have to add sorry, because that particular topic has been beaten to death.

Mining should never have been used as a baseline income source for setting a "reasonable" price for FCs. It should have been baselined against all activities in the game.

Additionally, the key point here is that there's not 5b value in the announcables right now.

If the game were a little more realistic, like Eve Online, then mining would be even bigger. In Eve, people mine so they can sell their ores to other players and player corps who actually use that to manufacture other items, like ships, which you can use or sell. The economy is a live one based on real supply and demand.
 
No need to debate anything, just trying to quantify statements. :) Earning "300m in a week" or "60m in a weekend." doesn't tell me much. It is all about hours. You paint a picture that you engage in a wide variety of activities, and imply each of them is a viable path towards a carrier. I suspect that when you look at how much you earned with each activity, and how much hours you invest in each, you'll find a different pattern. I'm going out on a limb and dare to guess your smuggling income, which you said you enjoy, does not come close to earning you a spare exhaust pipe of a FC. :p

As for me, as I said: I am elite in all three branches, I've participated in dozens upon dozens of CGs, was among the first to run into a Thargoid (literally two hours after the first discovery), have scoured endless surfaces looking for barnacles when they were discovered, took part in numerous Canonn experiments way back in the day, smuggled weapons into local factions fighting the Empire and currenly reside in Colonia. I've done, for all intents and purposes, almost everything this game has to offer. And when I look at my stats I notice the following:

1) I have spend less than 1% of my time mining.
2) I have earned >30% of my total assets from mining.
3) Mining is among the easiest, most risk-free things you can do.

That, to me, signals something is fundamentally borked. And I find it a bit puzzling why people insist on defending this reality.

Really.. You think the game balance is borked? Welcome to Elite. Everything is risk free. Anything that is not is opt-in and ignorable. Credit inflation is rampant in various things be it exploration or mining or trading at some point or another in the past 5 years and the cost of items has never been adjusted to account for it. It's been like this forever. Opposing this reality is like opposing the tide. A waste of time. Instead, it would make more sense for people to stop pretending like this reality doesn't exist for everyone. Credits are super easy to acquire massive amounts of. Even if you made credits at 50 million and needed 100 hours of game time to get 5 billion, 100 hours of game time to acquire a end-game ship like a fleet carrior is perfectly reasonable. If that 100 hours is played across months...or just weeks ...or even days... that's your choice. Nobody is making anyone get a fleet carrier.
 
That's not really a great comparison though... a Beluga is a bit like a Luxury Yacht, which can retail for RL ~$250m. Meanwhile an FC is a bit more like a bulk cargo liner, and comes in around $75m.

I mean, I'd be down for making FC's a quarter of a cost of Belugas, but I'm pretty sure that's not what you want.... thus that analogy is pretty poor.

This is why I keep citing it's functionality; there is not 5b worth of "value" to be had in FCs right now.

You fail to remember that it can generate revenue for you as well. If you choose to not have it do so, that's up to you but it's like you're buying a small business opportunity for that $5B.
 
Another question Stephen (perhaps also for the livestream):

Are fleet carriers able to jump into undiscovered systems?
So are they basically able to open up systems further away then Semotus Beacon?

Or do we have to have explored the system before jumping the carrier there?

To add to this:

How granular is the jump capability? Does it rely on how well known a system is? Example:

System thats been explored: you select a body from the starmap as a marker to jump to

System unexplored: you jump to the primary star
 
Really.. You think the game balance is borked? Welcome to Elite. Everything is risk free. Anything that is not is opt-in and ignorable. Credit inflation is rampant in various things be it exploration or mining or trading at some point or another in the past 5 years and the cost of items has never been adjusted to account for it. It's been like this forever.

I know that, but FC make the problem far more visible and impactful. Just because something has been borked for half a decade doesn't mean we should stop pointing it out...
 
I know that, but FC make the problem far more visible and impactful. Just because something has been borked for half a decade doesn't mean we should stop pointing it out...

Nah, it's just business as usual. FC's dont change anything. Filthy casuals are going to cry as loud as they can on any kind of content that they can't acquire doing almost nothing in the game over what little time they play it. Nothing about the game would change that except making all content available for almost nothing. We already have that situation with all the current content due to credit inflation and a static price. If you want to point out something that should be stopped, it's the static pricing of items. We should adopt a borederlands type economy where the cost of items scales with your own asset wealth (with a floor value set to where things currently are when your asset level is below a certain threshhold).
 
Once purchased, Commanders can choose whether to invest and open up new services on their mobile hubs, including repair docks, refueling stations, shipyards and more. Incorporating player-to-player commerce for the first time in Elite Dangerous, Fleet Carrier owners can also set tariffs on all goods traded on their Carrier's services to support the weekly upkeep costs, from wear and tear maintenance to crew wages and Tritium, a new fuel commodity needed to power the megaships.

If we open markets on FCs, how do we get goods for these markets? Can we sell anything? What about rares? Stolen goods? Black markets? Also, if we can sell naughty things via black markets does that tank the local BGS?
 
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