ANNOUNCEMENT Fleet Carriers - Content Reveal Announcement

A couple of days real time. I went base ship-dolphin-anaconda. Any of those can be good pirate ships to get LTD and sell it on the black market for the same high prices. I also wonder if selling black market makes the high price last longer by not effecting it. And piracy is faster, but you take a 25% cut. Very worth it in my opinion. So far, in my limited pirate carreer, I haven't seen a single 1.6m LTD place that didn't have a black market. ;d
2 days play time, nah!
 
Farm them diamonds. It can be done!

If you can get 128 LTD per 30 minutes and sell them for 1.2 million each on the black market, you can get it done in 16 hours. Divide or multiply by change in cargo or time.
 
Add some challenge to exploration and then make it profitable and exciting.

IMHO exploration is quite profitable.

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?

Illegal or violent behavior should not pay out the same as honest work, makes totally sense for me.
 
IMHO exploration is quite profitable.



Illegal or violent behavior should not pay out the same as honest work, makes totally sense for me.
No it should pay out more. That is the only reason it happens often. Depending on the thing.

There should be a range with low end criminals and profitable high end ones with more corrupting and cut throat stuff involved. The more complexity the better. It should have a full economy. Or course we need a normal economy this complicated too.

I think the problem is not the price. It's the lack of real risk. They need to up the game a bit and it will then excuse things more. This needs to happen in other areas also. Maybe more NPC pirates and whatnot. New forms or risk. Like if the asteroids banged around and could kill you. Variations all over and not just the same thing over and over. That type of thing could help the game. And anything else they could add.
 
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So you've never taken a mission with a time limit on it?
Another reason why Elite hasn't been feasible for me lately. Too much going on. Can't dedicate long times of game play just to finish something. Other games I've played have missions indefinite, no time limit.
 
If you start from scratch, how long to acquire 5bill.
The problem for me is limited time to play and then they turn new content into massive grinds.

Why not a quest series, something creative instead of a mind numbing credit grind.
ED has been a grindfest all along, it's the only gameplay FDEV seem to understand and they can't realize everyone is done with grinding

There is a lot of grind. There was a lot of grind in EVE, and a lot of grind in Jumpgate - both similar games - but I don't recall anyone complaining about it. Curious.
 
The time elements were a bit annoying. They needed some varience so if you wanted to work for something you could speed it up. Maybe attach it to stuff you do. Then you can gains some skills by flying ships or using guns and gaining experience.
 
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.
Like I said in some rando thread.... unless that revenue generation is in the same order of magnitude as current mining profits, the people with the credits to buy these will wonder what the point was... but by everything i hear so far that "revenue" is player-generated. Presume "5b is just peachy!", well, surely that means most people who want one will have one, and those who don't, well, what's actually going to drive people to use those FCs when ample facilities in the bubble are around? It's certainly not going to be hauling in any substantial sums, UNLESS it's bundled up behind some unannounced features which allow FCs to passively generate income without any player interaction.

Of course, that's where everyone's banging on like some mysterious, unannounced feature is going to show all the nay-sayers wrong. This is a constant for every patch, and it's been constantly wrong as well.

I do see "value" in an FC, being the utility aspect of it. But, like I've been saying over and over again, of the announced features so far, there is not 5b worth of value to them.
- Outfitting/Rearm/Repair: Great, in the circumstance where A) I have no outfitting available; and B) Require Outfitting. At the moment this is pretty much if you're in a bubble system and hostile to all stations; there's no real requirement to refit out in the black for any mechanics currently in the game. Some have suggested "Oh, but what if I want to switch up for mining while exploring!"; there's nothing new mining in the black offers over bubble mining, and "For the occasion I just feel like a change" isn't really a compelling argument for the 5b pricetag

- That 500LY jump range. By all accounts, normal ships are going to exploit a further distance, faster, than any FC can with that sort of jump range. The only place this will make a difference is for rim exploration. But 5b worth of difference? Not really.

- Markets: OK, cool, you can run a market and get a cut of market activity from players. Why would you do this? If players can just arbitrarily set prices independent of BGS conditions, and the full cost of the item isn't deducted from the target FC owner, then you might as well just pack up the BGS and call it done. If it is, then that's massively open to exploit (for reasons I won't speculate on, because we don't know the specific mechanics yet) and is just a massive liability.

- Hauling ships around: Sure, seems a legit function. But not worth 5b. Not worth a single credit, actually, while ship transfers exist.

I don't see how anyone can expect to make money based on the current announced mechanics that justify the 5b pricetag, nor do I see any utility functions beyond:
  • Jumping to edge stars beyond the range of any standard ship range.
  • Refit/Rearm/Repair in the very limited set of circumstances where this is not available.
  • Hauling your ships around
  • Supporting large-player actitivities such as Distant Worlds, which is an experience, not a money spinner.

All I really anticipate is you:
  • Grind mining to get one
  • Grind mining to keep one (ongoing maintenance and refueling)
  • Players with the credits to get one will complain the ROI isn't good enough.
  • Players without the credits or wont for an FC will just be disappointed, and left with no reason to buy their own, or reason to interact with others FCs.

All people can do right now is point to the features and go "Yeah, I'm gonna use that to make lots of money" but put no consideration to the how, and right now, that's what's lacking in justifying the 5b pricetag.

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?
I'm anticipating the FC itself won't be affiliated to a local faction. So selling on a black market won't affect the BGS. The only thing I anticipate you can affiliate a FC with at-most would be a squadron, not a faction (and no; just because a squadron can pledge to a faction, doesn't mean an individual can associate their FC with a faction; otherwise, I'm using my FC to represent and deliberately tank enemy factions)
 
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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.
What’s the rebuy gonna be like🤔 and where would you buy it from and is it landable
 
I like this picture in the email received today.

Fleet-Carriers.jpg


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😷
 
Can multiple commanders in a squadron chip in for the cost of a carrier, or would each of my two accounts need to save up separately?
The only way would be for the whole squadron to do something, say mining then teabag you with the refined goods which you then sell to raise the money for your FC, turn around and you teabag someone else so they can sell for the money.
 
"... and allow for player-to-player interaction like you've never seen before in Elite Dangerous!"

This sentence from Stephen seems very promising and foreshadows what could also be the "New Era" ?

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😷
 
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.

Then you are still pretty fine, since it will take more than 2 months for the FC's to be released. And there is no obligation to buy one on the very first day, AFAIK.
 
"... and allow for player-to-player interaction like you've never seen before in Elite Dangerous!"

This sentence from Stephen seems very promising and foreshadows what could also be the "New Era" ?

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😷
I think you misspelled concerning in regards to the highlighted part of Stephen's sentence.
 
Like I said in some rando thread.... unless that revenue generation is in the same order of magnitude as current mining profits, the people with the credits to buy these will wonder what the point was... but by everything i hear so far that "revenue" is player-generated. Presume "5b is just peachy!", well, surely that means most people who want one will have one, and those who don't, well, what's actually going to drive people to use those FCs when ample facilities in the bubble are around? It's certainly not going to be hauling in any substantial sums, UNLESS it's bundled up behind some unannounced features which allow FCs to passively generate income without any player interaction.

Of course, that's where everyone's banging on like some mysterious, unannounced feature is going to show all the nay-sayers wrong. This is a constant for every patch, and it's been constantly wrong as well.

I do see "value" in an FC, being the utility aspect of it. But, like I've been saying over and over again, of the announced features so far, there is not 5b worth of value to them.
- Outfitting/Rearm/Repair: Great, in the circumstance where A) I have no outfitting available; and B) Require Outfitting. At the moment this is pretty much if you're in a bubble system and hostile to all stations; there's no real requirement to refit out in the black for any mechanics currently in the game. Some have suggested "Oh, but what if I want to switch up for mining while exploring!"; there's nothing new mining in the black offers over bubble mining, and "For the occasion I just feel like a change" isn't really a compelling argument for the 5b pricetag

- That 500LY jump range. By all accounts, normal ships are going to exploit a further distance, faster, than any FC can with that sort of jump range. The only place this will make a difference is for rim exploration. But 5b worth of difference? Not really.

- Markets: OK, cool, you can run a market and get a cut of market activity from players. Why would you do this? If players can just arbitrarily set prices independent of BGS conditions, and the full cost of the item isn't deducted from the target FC owner, then you might as well just pack up the BGS and call it done. If it is, then that's massively open to exploit (for reasons I won't speculate on, because we don't know the specific mechanics yet) and is just a massive liability.

- Hauling ships around: Sure, seems a legit function. But not worth 5b. Not worth a single credit, actually, while ship transfers exist.

I don't see how anyone can expect to make money based on the current announced mechanics that justify the 5b pricetag, nor do I see any utility functions beyond:
  • Jumping to edge stars beyond the range of any standard ship range.
  • Refit/Rearm/Repair in the very limited set of circumstances where this is not available.
  • Hauling your ships around
  • Supporting large-player actitivities such as Distant Worlds, which is an experience, not a money spinner.

All I really anticipate is you:
  • Grind mining to get one
  • Grind mining to keep one (ongoing maintenance and refueling)
  • Players with the credits to get one will complain the ROI isn't good enough.
  • Players without the credits or wont for an FC will just be disappointed, and left with no reason to buy their own, or reason to interact with others FCs.

All people can do right now is point to the features and go "Yeah, I'm gonna use that to make lots of money" but put no consideration to the how, and right now, that's what's lacking in justifying the 5b pricetag.


I'm anticipating the FC itself won't be affiliated to a local faction. So selling on a black market won't affect the BGS. The only thing I anticipate you can affiliate a FC with at-most would be a squadron, not a faction (and no; just because a squadron can pledge to a faction, doesn't mean an individual can associate their FC with a faction; otherwise, I'm using my FC to represent and deliberately tank enemy factions)
Then don't buy one... you obviously don't consider it worth the price tag.
Same IRL, don't want to pay, walk away...

Why rant about 'not worth it'? It is your opinion so, naturally, you are correct, but in this instance I will beg to differ - 5 billion is a 'sensible' tag for a megaship :)
 
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