ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

Having read every page of this thread so far, seems to me that these useless ships will go the same way as multi-pew...they will fail and very few people will use them.

You know, you have to hand it to FDev. When it comes to screwing up a good idea, FDev are in a class of their own.
 
Possible use could be craft - buy ore from commanders and craft some rare ships/modules using it. Which cheaper then NPC or absent at NPC.
Current one ....dumb ... buy 20000 of LTD 100k less price then top, then go to NPC to sell just to see another commander sold 20000 and NPC does not buy any more :D
 
I am cautiously optimistic about Fleet Carriers. I am concerned about:
  • 2 hours wait between jumps (1 hour build up and 1 hour cool down). That would mean traveling to Colonia would take 80 HOURS!!! This is a huge disappointment, particularly for expansive exploration. It's quicker to use an Engineered Anaconda to explore than it would be to use a Fleet Carrier - in fact, with an engineered Anaconda it takes 20-30 mins to travel 500LY... Using a Fleet Carrier for exploration would be useless.
  • We only saw one Fleet Carrier design. I really hope there are more Fleet Carrier designs, like we saw when they were first shown.
  • Upkeep costs. This does make sense but it feels like I'm being forced to keep playing the game. Without actual game play experience, however, I'm keeping an open mind.
  • Grinding for Tritium. I hope this isn't as bad as it sounds. I hope that mining for this is made more exciting than how mining is currently. Make deep core mining exciting again.
I understand that not everything has been revealed about how Fleet Carriers works, so I hope testing in Beta will reveal some of the more exciting stuff.

And for my last thoughts: the first reveal of Fleet Carriers was exciting to be sure, particularity the defined load-outs and a Fleet Carrier design for each "Career" (Exploration, mining etc). As stated above, we only got to see one design, so i hope for different designs. If not, it would seem that FDev took an easier route to give us Fleet Carriers, from a design point of view. Maybe, having different visual Fleet Carrier designs would place too much burden on servers, so they went for UI designs withFleet Carrier services with one type of Fleet Carrier instead. This would be very disappointing to be sure if this is the case!!
 
Last edited:
What is the maximum amount of tritium that can be stored on the carrier? Would it be possible to store enough for a run out to Colonia and back?
 
I'm glad they showed the thing jumping, a bit disappointing really but it saves me having to buy one.
Elite DANGEROUS <<<< the clue is in the game title

Elite mobile money pit, or Elite MASSIVE mobile shop sim?

No doubt when it is released in June/July it will make the entire game buggy as hell for everyone until Christmas.

Whats EVE online like anyone?

Seems I reached Triple Elite and have therefore completed the "game" and all its mini-games.
Since you seem to not care for things that could be seen as money pits or massive ship sims, I'm not entirely certain you'd like EvE Online much better (if at all).
 
What is the maximum amount of tritium that can be stored on the carrier? Would it be possible to store enough for a run out to Colonia and back?
It looks like you're looking at 1t of Tritium = 1 ly of jump range from what I can see. Main tank has room for 1000T, carrier has storage for up to 25,000T.

In theory, you can get to Colonia, but will have to mine/buy from stations to get back.
 
Without NPC interaction, there's no way there's enough players in the game who will take the time to utilize people's carriers. For sure.

Also, no thargoid attacks? I guess that whole war with the thargoids thing died along with all the narrative content.
 
As a solo explorer, I am actually kinda pumped about these carriers.

Sure, they cost a lot to sustain and don't seem to make money for explorers but they enable us to reach real deep into the black. Think about it! Places like Elysium's Rest will now be reachable with a return ticket... if your carrier has the fuel reserve.

Some CMDR might soon have her name immortalized on the legendary Anaconda Graveyard system... unless that already happened. Egg on my face in that case, I guess.

There are a lot of star systems at the very edge of the galaxy that cannot be reached without a carrier. So... even if it costs arms and legs, getting out there AND BACK sounds really cool.

Yeah, its expensive but it gives a completely new meaning to “deep space” exploration.

Thumbs up!
 
I think refuel problem can be solved ...a bit kinda. U do maximum cago miners x4, mine rocks, fuel to full FC, then mine to full crago each of 4 ships.
Then later u can use those ships to recharge FC asap. Maybe you can put tritium to 25000 cargo as well. But still ... it is mining a lot.

Brilliant. Seriously brilliant.
 
2 and a half years... and all you made was a UI menu..., and a jump animation with sounds that were already in the game 3+ years ago.
Honestly, i'm not that impressed.
We had to wait 2 and a half years for this? Really?
Oh, and you can't even sell exploration data on a carrier? Who made the call on that one?
You know what? Nevermind. I give up.. I literally give up on trying to get through to you designers. You're on your own now.
 
Last edited:
Hmm. Better than I expected in some areas, worse in others, and... a bit weird... in others.

If I'm interpreting this right, these have station-equivalent ship and module storage. No 16-ship limit, but it's a bit hazy if the stored ships count towards the 25,000 limit: apparently the stock of ships for sale does impact this somewhat.

Ship transfer is on the "Shipyard" tab. Does this mean that the owner cannot store more than one ship on the Carrier unless a shipyard is added? If so, will there be a cheap and lightweight no-stock (or minimal-stock) shipyard option? I'm not interested in buying/selling stock ships, I just want ship storage and transfer.

Apparently a default 1,000t fuel tank and 500t used per jump: but up to 25,000t cargo storage (minus the space used up by whatever upgrades you've added). That's up to 26,000ly without needing to refuel, which is just as well, because I expect refuelling this thing by mining will be a herculean task.

Only the owner can access the cargo storage. So stuff sold on the market just vanishes, as with a station market? This would be handy for explorers out in the black, they can pay the maintenance by doing some mining and selling stuff to the Carrier. However... no cartographics??? Add my vote to those who think this is a significant oversight. And to those who say "getting the data home is part of the process"... the Carrier IS home (or should be). Afer paying billions for one and putting in the effort to get it out to where it's wanted, anyone should have the option of just staying out there, with the Carrier as a base station. Please add UC.

1 hour spinup/cooldown... um. Realistically, for those of us with lives, that's 3 or 4 jumps per day. One in the morning before we go to work, one when we get home, one mid-evening, maybe one before bed. Fine for use in the Bubble, as you probably only need to jump once anyhow, but you won't be going anywhere else very quickly. Maybe a fortnight to get to Colonia. Maybe give us a phone app to jump the Carrier while at work or whatever!

Marketplace tariffs etc: could be useful for squadrons. Carrier buys something common with maximum markup, that's a way for squadrons to contribute to the upkeep of the Carrier.

Upkeep: probably OK for someone who can afford to buy one in the first place, especially as there doesn't seem to be an upper limit to how much you can stack, so just dump cash into the bank once per year or whatever.
 
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...
And that's you playing the game every 2 hours and you can always jump the maximum range every time.
 
Sounds good. Carriers were never going to be for everyone, that would be a ridiculous mechanic. I wont be able to afford one for a while with my playstyle, and may never get one when I can - they are definitely for a certain type of Cmdr only - but I'm sure to hop aboard one that a squadmate operates👍
 
  • We only saw one Fleet Carrier design. I really hope there are more Fleet Carrier designs, like we saw when they were first shown.
I rewatched the fleet carrier reveal trailer just for this, but they actually never showed a different carrier before, just the different designs for support vessels (that were scrapped now). Now I fear that all the extra dev time didn't go to a second or more different carrier types. And I further fear that like the SRV, it will remain at one design indefinitely...
 
Greetings Commanders,

We would like to thank the community for all of the amazing feedback and questions about the Fleet Carrier Update so far! Since our announcement last week, we've collated as many of your community questions as possible and answered them below.

If you have any additional questions that are not answered here, or in the recap, let us know!

Q. Why are Fleet Carriers such a large investment?
A. Fleet Carriers are massive vessels, which have crew and services with the ability to impact the owner's experience, but also the experience of other commanders from across the galaxy. It's a huge responsibility aimed at experienced commanders with the time and credits to maintain and manage these mammoth vessels, offering potential services to many different players.

Q. Other than Fleet Carriers, what else will be included in this update?
A. Fleet Carriers are of course taking the main stage for this update, but it will also include several fixes from the Issue Tracker. Keep an eye on our forums as we will be publishing the Fleet Carrier Update - Beta 1 - Patch Notes in the coming days.

Q. How will Fleet Carriers interact with Powerplay, and the BGS?
A. Fleet Carriers won't directly affect Powerplay or the BGS and therefore won't include a Power Contact. However, the owner can still use their Fleet Carrier to benefit players coordinating to change the state of given systems. For example, if a system needs certain commodities, Fleet Carriers can load up on supplies and transport them to the system in question. Fleet Carriers provide new opportunities to interact with existing systems and we're excited to see what you achieve with them!

Q. How might an explorer fund their Fleet Carrier's upkeep costs?
A. Whilst Elite Dangerous' top traders might want to turn their Fleet Carrier into a trading post that turns a profit, we expect most Fleet Carriers to be fitted in ways that help players do what they enjoy in the game. For example, explorers who have accrued large sums of cash, they'll be able to take a Fleet Carrier and ferry it out to the remote regions of the galaxy and explore never-before seen locations. Equally, explorers could set their Fleet Carrier up as a trading post in a convenient location to turn a profit while they engage in other activities.

Q. What will happen if you are unable to access the game, and your Fleet Carrier gets decommissioned?
A. Fleet Carriers come with a lot of responsibility and maintenance, and if for some reason the owner can not access the game for a period of time, they can set in place several ways to stop their Fleet Carrier being decommissioned. As it will take a lot of debt for a Fleet Carrier to be decommissioned, the owner can make sure there is enough funds in the bank to cover costs over a lengthy period of time. The owner can also reduce costs by suspending or completely deactivating services entirely, minimising the outgoings. Certain services can also be set up to generate income in a system with a high traffic for supplies, generating income for the Fleet Carrier over time.

If these options fail and the Fleet Carrier gets decommissioned, the owner will still receive a 'salavage cost' for the Fleet Carrier. If a Fleet Carrier is decommissioned, the owner will receive a salvage cost equal to a portion of the purchase price plus any additions such as modules or other items stored on it.

Q. Will any in-game discounts be applied when purchasing a Fleet Carrier?
A. Only Commanders with 'Kickstarter Outfitting' or with the Founder Tier (and higher) discount will receive a discount when they purchase a Fleet Carrier. Fleet Carriers cannot enter or be bought from permit-locked systems (including Shinrarta Dezhra).

Q. How do you obtain Tritium?
A. Tritium cannot be refined from other minerals and is instead obtained from directly mining ice asteroids, or being purchased from some starports. Be warned, Tritium is a commodity and therefore can be stolen or lost like any other commodity!

Q. What happens if your Fleet Carrier jumps into a system and runs out of fuel?
A. Fleet Carrier owners will need to plan their trips carefully as there are high risks in being stranded, especially with a vessel that can jump 500ly away. Tritium can also be stored on the Fleet Carrier. Visiting commanders may also stop by to donate fuel or sell it to the Fleet Carrier, providing more fuel for jumps!

Q. Will Fleet Carriers be persistent in the universe? Even if you are offline or play in Solo Mode?
A. Fleet Carriers themselves are persistent in the galaxy across all game modes, whether you are online or not, and player ships docked at one are subject to the usual normal game mode and matchmaking rules. If a Commander docks on a Fleet Carrier in Solo which then decides to jump to a new system, the commander who is docked will jump with the Fleet Carrier, even though they are in Solo.

Q. Can Fleet Carriers be stolen by other Players?
A. No, other players cannot steal a Commander's Fleet Carrier.

Q. How many landing pads are there, and will it be possible to store ships on Fleet Carriers?
A. Fleet Carriers have 16 landing pads for the owner and fellow commanders to use. If the Fleet Carrier has the Shipyard Service, commanders will also be able to store their ships onboard (these ships do not use up any additional capacity, the Shipyard handles this for you). The landing and storage of ships acts in the same way as regular starports.

Q. Can Thargoids attack Fleet Carriers?
A. No, Fleet Carriers do not attack Thargoids, and Thargoids do not attack Fleet Carriers.

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!

Q. Can anyone store commodities in a Fleet Carrier?
A. Only the Fleet Carrier owner can transfer commodities into the Fleet Carrier's personal storage and back again, similar to how cargo transfer works between SRV's and ships.

Q. Are Fleet Carrier names unique?
A. Fleet Carrier names are not unique across the galaxy and can be changed by the owner. However, each Fleet Carrier has a unique callsign that appears on the Navigation Panel which cannot be changed.

Q. Are Fleet Carriers manually controlled from a bridge?
A. No, Fleet Carriers are not manually piloted by the player and instead, manned by a Deck Officer who helps oversee the operations and running of the Fleet Carrier crew and services.

Q. Can a Fleet Carrier go into Supercruise?
A. Fleet Carriers do not use Supercruise to travel, and instead use Hyperspace Jumps to navigate through the galaxy.

Q. Can you sell Guardian Weapons or Modules from a Fleet Carrier?
A. No, it will not be possible to sell materials, Rare Goods or modules that need unlocking from Fleet Carriers.

Q. Does the Fleet Carrier's economy affect the surrounding system's economy?
A. The Fleet Carrier is an independent vessel and will not affect any system's economy.

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.

Q. Can you buy multiple Fleet Carriers?
A. A Commander can only own one Fleet Carrier at a time, however, if the owner decides to decommission their Fleet Carrier they can purchase another one.

Q. What happened to the support vessels?
A. We examined the concept of predefined load-outs through the use of support vessels, but they restricted the level of customisation that we wanted Fleet Carriers to have. We removed the support vessels and changed it so that Fleet Carrier owners had more control of the Fleet Carriers' customisation.

Q. Can a Fleet Carrier and a Capital Ship jump alongside each other?
A. No, Fleet Carriers and Capital Ships will not be able to jump alongside each other.

Q. How much control does a Fleet Carrier owner have over a Fleet Carrier's destination?
A. If a location is selected directly from the Galaxy Map, the Fleet Carrier will orbit the first available interstellar body. If a location is selected from the System Map, the Fleet Carrier owner can specify which body they want the Fleet Carrier to orbit, providing there are not too many other Fleet Carriers orbiting the same location.

Q. Can the owners remotely manage their Fleet Carrier?
A. Fleet Carrier owners can use the Remote Fleet Carrier Management option in the Internal Panel on their ship to access Fleet Carrier Management Services.

Q. Can we visually customize our Fleet Carrier?
A. Similarly to other ships in the game, you will be able to customise your Fleet Carrier through the onboard Livery.

Q. Can Fleet Carriers land on planets?
A. No, Fleet Carriers cannot land on planets.

Q. Will Carriers have the same gameplay interactions as Megaships? ie Turrets, Data Terminals, Comms Array, and Cargo Bay
A. No, most of the interactions will happen once a Commander has docked on a Fleet Carrier.

Q. Can Fleet Carriers be used in conjunction with Rescue Vessels at damaged starports?
A. Fleet Carriers can support Commanders as they go to help damaged starports, but they can not directly aid Rescue Vessels at these damaged starports.

Q. Can I manufacture commodities for trading on a Fleet Carrier?
A. Fleet Carriers only deal with trading commodities and do not have the facilities to make, grow or manufacture any goods.

Q. If the market onboard can be set by the player, what happens if the player decides to sell narcotics etc. and then jumps to a system where they are illegal?
A. It is up to the Fleet Carrier owner if they would like to sell and buy goods that are illegal in that system. Although the Fleet Carrier itself will not get into trouble for selling illegal goods, any ships caught carrying illegal goods can be caught by the System Authority surrounding the Fleet Carrier

Q. Can Fleet Carriers be ordered to jump into unexplored systems?
A. Yes! If a Fleet Carrier jumps to an unexplored system it will target the primary star as its destination.

Q. Will a log of Fleet Carrier actions be kept, similar to the CMDR journal for player actions?
A. There will not be a dedicated Fleet Carrier Journal, but a Commander's Journal will include some of the transactions that they might have with a Fleet Carrier.

Q. Can players steal from Fleet Carriers in the same way goods can be stolen from Megaships and Installations?
A. No, Fleet Carriers do not have any external cargo bays.

Q. Can I open a Black Market on my Fleet Carrier?
A. Yes, Fleet Carriers have an additional service that allows Commanders to trade stolen goods.

Q. Can Squadrons pool money to purchase a Fleet Carrier (with the squadron creator being the owner of the carrier)?
A. It is not possible to donate credits to a specific Commander.

Q. Which aspects of Fleet Carriers are subject to feedback and suggested changes during the beta?
A. Similar to our previous beta, we appreciate every piece of feedback that you contribute to the development of the Fleet Carrier Update. We need Commanders to come together and test both the durability and functionality of Fleet Carriers as both owners and visitors to ensure a successful launch.
Thank you for the summary.
 
As a solo explorer, I am actually kinda pumped about these carriers.

Sure, they cost a lot to sustain and don't seem to make money for explorers but they enable us to reach real deep into the black. Think about it! Places like Elysium's Rest will now be reachable with a return ticket... if your carrier has the fuel reserve.

Some CMDR might soon have her name immortalized on the legendary Anaconda Graveyard system... unless that already happened. Egg on my face in that case, I guess.

There are a lot of star systems at the very edge of the galaxy that cannot be reached without a carrier. So... even if it costs arms and legs, getting out there AND BACK sounds really cool.

Yeah, its expensive but it gives a completely new meaning to “deep space” exploration.

Thumbs up!

Sure, until it bleeds your account dry and it gets decommissioned in the middle of nowhere. Then you get nothing back because your so far from a FC dock.
Such a waste.

And you know what's really bad, That FDev just IGNORED the issue altogether. They didn't even have the balls to say WHY they did this. I find that interesting.
They ignored it on the "Live" steam, they ignored it in this post. Why is that by chance? I don't even care any more that they did it, I want an ACTUAL answer as to WHY. no Bullcrap answers like they gave OA either, a REAL answer.

I think the community at least deserves that answer, at least to put it on record, even if they don't care and are not doing it no matter how many people yell, they still deserve an Honest answer.
 
On the upkeep: 10m doesn't seem much for those who can afford it, for those who don't mine their heart out, it's too much.
10m is a well paying passenger trip. VIP class!
Assassination missions don't pay more than 2m a pop.
And how many crew member am I exactly paying here? even at 10'000 CR/week, I'm pretty much hiring 100 CEOs and managing directors to do grunt work and refill gas tanks.
 
Back
Top Bottom