ANNOUNCEMENT Fleet Carriers - Content Reveal Announcement

But let me try as well. There are only ~60k registered CMDRs on Inara. Your arbitrary selection of 200/800 pages would be 15k CMDRs who have enough credits to buy a FC at release. The first Google hit tells me ED has sold 2.75 million copies - oh boy. Only 15k of them have the necessary credits.

Only 0.5% of all players will be able to afford a FC!!! :eek::eek:

edit: The number of copies sold is from August 2017 so the real number is even more scary!

Don't overlook the fact that 2.75M copies doesn't translate to 2.75M players. I have 3 accounts myself. Several of my buddies have 2 accounts. One has 7 accounts. With that said, I have enough to buy a carrier on 2 of 3 accounts and still have a few B cash. My third account has a paltry 1.5B but I'm not interested in buying a FC for my lowly anchor account.
 
Elite+Horizons+Commander Pack is $15.00 USD on Steam now. So, if making money is so easy, alt accounts will be bought, since only one fleet carrier per account is the limit.

So, possibly, the number of accounts, not players, will grow. Frontier makes more money.

Lots of old, dead accounts will come back, if the assertions of easy money are true for many players. Frontier gains logons and stats to show investors.

We will see if the assertions of easy money making are true, if lots of fleet carriers pop up.

We will also see the viability (or not) of players to keep interest in this new gameplay, if lots of fleet carriers disappear.

Considering the history of past content updates, which would you bet real money on?
 
Elite+Horizons+Commander Pack is $15.00 USD on Steam now. So, if making money is so easy, alt accounts will be bought, since only one fleet carrier per account is the limit.

So, possibly, the number of accounts, not players, will grow. Frontier makes more money.

Lots of old, dead accounts will come back, if the assertions of easy money are true for many players. Frontier gains logons and stats to show investors.

We will see if the assertions of easy money making are true, if lots of fleet carriers pop up.

We will also see the viability (or not) of players to keep interest in this new gameplay, if lots of fleet carriers disappear.

Considering the history of past content updates, which would you bet real money on?
That's difficult to say. Even if money making is fairly easy these days, it still requires a lot of work to get that much (and remember the 5B will only get you started, you'll need more for upgrades) money on multiple accounts. I have 3 Accounts myself and I'm not yet sure if I even want ONE carrier.
Sure, there will be a few nut cases that will get multiple, but those are rather the exception I think. OA's poll has shown that the vast majority of players won't be able to afford one.
 
Don't overlook the fact that 2.75M copies doesn't translate to 2.75M players. I have 3 accounts myself. Several of my buddies have 2 accounts. One has 7 accounts. With that said, I have enough to buy a carrier on 2 of 3 accounts and still have a few B cash. My third account has a paltry 1.5B but I'm not interested in buying a FC for my lowly anchor account.

You can buy a carrier for each account you have. Not really any difference. But it's true that we should have used 'account' instead of 'player'.
 
I will just simply wait until tomorrow morning because I am in Asia and 2am is not going to make me wanna stay up and watch for an hour or so? I can easily afford one FC and probably every single upgrade too since I am a Founder and retired. I played a lot! I still play a lot these days. Compared to the other one I backed at Kickstarter this one with all its faults and game breaking issues is a real game. I think personally I will buy one but I am not going to allow anyone and everyone access to it because I probably wont set up the Commodities ever. Here is hoping the live (almost) stream for tonight is a good one and we can see what we have all been waiting for. Otherwise no way!
 
Yea...legs..
legs after few days.
All planet are the same, all are empty, ree, boooring.
All stations the same, i saw 10, 9 of them are identical, boooring.
:D
Yeah, I know, you probably said the same about many things but don't like admitting it, but you could be right!
Skyrim has the same problem with its houses and shops and people and jobs... but interspersing walking with flying is a hellovalot more interesting to me than looking at the same screens picking out the same missions in the same way and shooting the same baddies from the same seat!

But we're all different and you seem to enjoy different things to me... that's good, because if we get legs it won't be compulsory to leave your seat... you can carry right on doing what you enjoy.
 
Although this is jumping far into the distant future, with the two betas for fleet carriers dramatically up (I mean by a lot- at least two decimal places increase, possibly more) income from black markets and increase the levels of low temp diamond / private couriers to provide an alternative to mining to get cash?

Theft and criminality should pay a lot more- fleet carriers can a be a catalyst for a more varied BGS and game in general.

1: It will inject a lot more passive negative pressure into the BGS - i.e. it will exert a much wider random negative influence . Currently its only BGS players that exert such influence when they manipulate the sim, while normal players tend to do lawful activities en masse (meaning you will always have huge amounts of passive positive pressure).

2: It will enable a much better spread of viable PvE gameplay that is much more emergent than taking volume missions or deep core mining your soul out.

3: It will tempt players into the dark corners of ED, rubbing up against security and make space feel actually dangerous if they choose. But more importantly it will pay.
 

Robert Maynard

Volunteer Moderator
Theft and criminality should pay a lot more- fleet carriers can a be a catalyst for a more varied BGS and game in general.
How much theft pays relates directly to the value of what was stolen - which, if sold legally, would probably be worth more (as reset generally does not pay more than street price).
 
How much theft pays relates directly to the value of what was stolen - which, if sold legally, would probably be worth more (as reset generally does not pay more than street price).

It depends- if I steal some ventilators I should be getting a lot more than normal, because of the underlying outbreak state. In short use the negative states as magnifiers much more so that negative actions become like inverse boom states where misery becomes profit.

The problem is you have one very visible way to make lots of cash and not much else- and its a method that on its own encourages monotone gameplay.
 
How much theft pays relates directly to the value of what was stolen - which, if sold legally, would probably be worth more (as reset generally does not pay more than street price).

So there should be high-rish-high-value smuggling vastly outperforming legit trade, with legit trade still being better than peddling stolen candy bars. Smuggling military equipment and weapons into a warzone should be extremely profitable, profiteering from a crisis (food, medicine) illegally likewise. The risk should be in the form of insane penalty to local rep that lasts a very long time given the nature of these crimes. Found guilty of crisis profiteering? No docking rights as long as that faction remains in control.
 
It depends- if I steal some ventilators I should be getting a lot more than normal, because of the underlying outbreak state. In short use the negative states as magnifiers much more so that negative actions become like inverse boom states where misery becomes profit.

The problem is you have one very visible way to make lots of cash and not much else- and its a method that on its own encourages monotone gameplay.
Absolutely, but that is so much deeper than just simple programming I would imagine, you'd have so much more information to go through about supplies and stocks and production needs and reserves and locality of those things... a lot more computational demands I would imagine, more interesting? certainly, but the workload would be great I would imagine!

*
Being a Decorator I can only imagine other stuff!
 
It depends- if I steal some ventilators I should be getting a lot more than normal, because of the underlying outbreak state. In short use the negative states as magnifiers much more so that negative actions become like inverse boom states where misery becomes profit.

No, that only applies if the ventilators are in short supply. Why would anyone buy ventilators from a smuggler if ventilators are readily available at a regular retailer at a cheaper price. If the next system over will sell me ventilators at retail then why not buy them from the next system, ah but you say "you need them now and I have them now so you pay what I ask." But that also brings up, if ventilators are in demand surely commercial sellers would also be bringing stock in to sell, you are suggesting a rather simplistic model of an economy.
 
So there should be high-rish-high-value smuggling vastly outperforming legit trade, with legit trade still being better than peddling stolen candy bars. Smuggling military equipment and weapons into a warzone should be extremely profitable, profiteering from a crisis (food, medicine) illegally likewise. The risk should be in the form of insane penalty to local rep that lasts a very long time given the nature of these crimes. Found guilty of crisis profiteering? No docking rights as long as that faction remains in control.

Which is great but requires more work beyond tweaking what states do (outside of upping fines to match which in theory is simple)- which is not what I'm asking because via fleet carriers you have a real driver to tempt players but it has to be done now and not much later on. What I'm asking is that 1) general black market stuff is increased in value because currently it has no reason to to exist. With no reason to do it you nullify a great deal of gameplay and content. Its not entirely realistic, but to make play more varied and give more varied BGS outcomes it should be upped. 2) States like outbreak, inf. failure should pay more for legit wares, but sold illegally should be a hell of a lot more at the same time.

Look at it this way: its way harder to obtain stolen goods in ED than it is to simply buy them. You have to be better skilled to get them, and be aware of more of the game and its systems- and yet, why is it none of that is rewarded at all? The new states are (IMO) band aids to a bigger problem in that not enough bad things happen, and that players on the whole do not do bad things to generate negative BGS influence. Its all lawful mining and delivery mission stacking. By all means remain lawful, but criminality should always be a temptation that pays purely as a gameplay driver and a player driven negative BGS.
 
No, that only applies if the ventilators are in short supply. Why would anyone buy ventilators from a smuggler if ventilators are readily available at a regular retailer at a cheaper price. If the next system over will sell me ventilators at retail then why not buy them from the next system, ah but you say "you need them now and I have them now so you pay what I ask." But that also brings up, if ventilators are in demand surely commercial sellers would also be bringing stock in to sell, you are suggesting a rather simplistic model of an economy.

ED will always have a simplistic economic model that treats everywhere as local, what I'm arguing for is to generally tempt players via greed (via large ticket price items) to do activities that pay better but are unlawful.
 
Back
Top Bottom