ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

There are so many unanswered questions that I am currently still underwhelmed. How much does tritium cost and where it is mined, ie ice rings, what is the output. Is it rare or are there plenty of supply. I don't like the maintenance cost, I think it is too high. I really don't like the spin up and cool down times and I think they are way too long. If I want to jump 4LY does it take the same fuel as 500LY. And, finally, I am still totally philosophically opposed to the idea of someone losing an asset they paid for. I do think you need to totally rethink this decommissioning issue. It is an extremely negative part of fleet carriers and as much as you try to minimize it, it is persistently a huge negative issue with almost all of the players that I have spoken with.
Does it take the same TIME as a 500LY jump? What about an in-system jump? If I want to move body-to-body, I have to wait an hour for that?
 
  • Upkeep cost vs exploring - Im fine with the price tag here - you do some mining grind like 8 or so hours - have one billion at the end, transfer to carrier and have upkeep for 2+ years real time covered ---> happy exploring
  • I like the idea of having no UC onboard, bringing the data back to civilized regions should be part of exploring but...however I would like to see:
    • being able to safely store the exploration data in the carrier, so that you can sell it when you return.
    • this way upon return you get the money - and upkeep is covered by the data you bring back.
  • Advantages for exploring: getting repairs+ refuel whenver you want, switchting ships + loadout any time.
    • Restocking SRVs
  • And of couse one important point, we still have the beta ahead of us:
    • numbers like upkeep cost, time to jump, range, amount of required fuel etc. can easily be adjusted according to feedback they receive.
  • Also: Carriers have just been introduced, I can imagine some additions which will make them more worthwile are in the pipeline for the next bigger update.
  • What I would like to see:
    • definately less spinup + cooldown overall, should scale with jump distance. 15/30 min max spinup, less or no cooldown
    • More freedom in Navigation: eg. designate jump destination freely in the orrey system map, not just within bodies.
    • Alternatively : A jump to my location button in my cockpit --> Bam - Carrier arrives in my instance
    • They also should be able to navigate in real space somewhat.
    • additon of smaller carrier classes ( e.g.with: less than 25k unit space , fewer/smaller landing pads), but also smaller price tag and less upkeep
    • addition of carrier modules (eg : better FSD, more Cargo etc. ( to make them even more customizable)
    • being able to plot a jump route consisting of more than one jump, this way carriers performs succesive jumps until it arrives at destination or fuel runs out
 
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Biggest letdown is the lack of Universal Cartographics. It's the one service that every explorer needs, and it's not included???

I know, right? Seriously. The one thing that would make it useful to explorers is what they chose to leave out. For us, we might as well save the credits and stop grinding for it now.

Normally I don't take a fatalistic view, but I can't help but feel like my whole community has been left out in the cold by this one design choice.
 
Normally I don't take a fatalistic view, but I can't help but feel like my whole community has been left out in the cold by this one design choice.

Na plenty of people think its a really good idea and respect the fact the FD tryed to tread carefully.
 
We saw that fleet carriers can block commanders with notoriety, but how about having it possible to block all commanders who do not possess notoriety.

This would create Fleet carriers that are homes to the biggest scum and villainy in the galaxy, and would help create emergent gameplay opportunities a plenty.
 
I agree with almost everything you said, just one thing made me smile... So I can freaking Galnet news 65,788LY from Sol, but I cannot have a safe transfer of astronomical data that I just collected? ;)
That of course must be because of the one way quantum entanglement communication device :D
 
I know. I think my favourite bit about carriers is how the gameplay meshes with mining in such an engaging way.
Grind baby, grind!
But seriously - Depends how common Tritium is. If you can fill a 512 cutter in 20 minutes, it's acceptable. If it is as rare as hen's teeth (LTD or VO low), then it's a pain in the Arx.

I reckon the 1 hour wind up/cool down is too high. 30 minutes each would be more like it.
Anyone with an exploration ship will jump 500Ly in 15 minutes or less, and that's without jumponium.
Not to mention you still have to refuel your carrier after 2 jumps. So taking your carrier anywhere will take ages.
 
Q. What happens if a Commander attacks a Fleet Carrier?
A. Fleet Carriers act in the same way as stations, outposts and planet ports, if they are attacked they will fire back to eliminate the threat with onboard turrets.
Does this include the FC Owner - their own FC will shoot them if they shoot it? :unsure:
 
That of course must be because of the one way quantum entanglement communication device :D

BTW, from there I could also talk "audio" to another commander sitting at Amundsen's Star... :D

No, seriously I really hoped that it would be obvious that FC had some "much bigger antennas" and could communicate back to the nearest civilized location
 
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This is what awaits trading without NPС))
 
Grind baby, grind!
But seriously - Depends how common Tritium is. If you can fill a 512 cutter in 20 minutes, it's acceptable. If it is as rare as hen's teeth (LTD or VO low), then it's a pain in the Arx.

I reckon the 1 hour wind up/cool down is too high. 30 minutes each would be more like it.
Anyone with an exploration ship will jump 500Ly in 15 minutes or less, and that's without jumponium.
Not to mention you still have to refuel your carrier after 2 jumps. So taking your carrier anywhere will take ages.

  • Acually what I got from the info you can use the storage space on the carrier to store more Tiritium than what fits the fuel tank by doing cargo transfer.
  • Also we do not know that 1t tritium = 1 LY distance. I have not seen this specific info anywhere.
In the reveal they had 50% - 500 tons and a range 500LY. But since 500 LY is max anyway, we do not know the exact ratio afaik.
 
A very important question that I have - can we select the voices/crew for our flight controllers? Because I really want either Jay Britton or Amelia Tyler to be my flight controller :D
 
Q. What is the Fleet Carrier jump process?
A. Fleet Carriers and their crew need to make preparations before the vessel begins its Hyperspace Jump. The preparations will take one hour to complete, and whilst this is happening, all Commanders in the vicinity will receive several alerts throughout the countdown, warning them of the time left until the jump commences. When the Fleet Carrier arrives at its destination, there will be a one hour cooldown before it can begin preparations to jump again. We'd love to hear your feedback on these timescales during the betas!

i wait till beta before i complain because i wanna try it out first.

napkin math: 24/2 = 12 jumps * 500 ly = 6000ly/day
Sol => Colonia = 22'001 ly / 6000 = 4 days...
 
i wait till beta before i complain because i wanna try it out first.

napkin math: 24/2 = 12 jumps * 500 ly = 6000ly/day
Sol => Colonia = 22'001 ly / 6000 = 4 days...

Semotus Beacon - 10.9 that is why, I would not support different cooldown, it's already too good ;)
 
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