ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

Well, if this is the official feedback thread for FD then all i can say is very dissapointed with the reveal.

All i wanted from Fleet Carriers is the thing that the name implies, something to carry my fleet around the galaxy. I didn't want a trade hub or almost anything else they have added. I wanted to use it to go out exploring without worrying about whether i've got enough money in the bank to support an extended trip into the black unless there is a way of making money out in the black. I most certainly didn't want to be losing money while not playing the game.

The need to mine for hours as well to make a single jump is rather offputting.

Will i still get a FC? Not sure. I'll take a look at beta. I'll think more about how they work. I'll see if FD make some changes, like adding an option for UCs to be on carriers or reducing the jump cost.

But as i said, all i wanted from Fleet Carriers is a fleet carrier... and its not really much of one from what i'm seeing.

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I am also an Explorer. I really spend a lot of time doing this and also Mining for money because I wanted a fleet carrier for Deep Space Exploration with my Squad Members.

When the Fuel was revealed I had a bad feeling and after the Reveal Trailer I think all my Money grinding was for nothing. All the time I spend.

Weekly upkeep is just a fist in the stomach for an Explorer and then they don’t even give you a place to sell Exploration Data to make that Money. The Fuel grind sounds like a lot of work.
Again it seems like they just forgot about the explorers - AGAIN.

If all stays that way...I’m not sure what my consequences are about this.

For now I am deeply disappointed for the first time.

sounds like a way to keep people playing in the no new content phase.
 
For now I am deeply disappointed for the first time.

Same. The poor quality of multicrew was meh for me. I like the SLF aspect, that's ok. The failure of CQC was not a big issue as i never really cared for the idea of a separate game mode... but i do enjoy CQC, i just can't find much reason to play it. There are better pew-pew games out there. Powerplay held some hope for me, until i saw the mechanics and decided to nope out of participating, but its ok, its optional and totally ignorable.

But when FD said they were doing FCs, my hope for them as an explorer was high. Those hopes have been somewhat dashed.

I thought Distant Worlds 3 might be based around Fleet Carriers. Going to remote systems not reachable with regular ships. But if its going to take hours to refuel every jump.... blargh.
 
All very interesting. But I am struggling with something.

What is the BENEFIT?

I would like to know myself, for now the list of hassle presented so far surpass by FAR the list of benefit of having a Fleet Carrier, it's even not at the very least a convenient tool capable to ease or smooth the gameplay mechanic.

I will still likely give a check during the beta but according to what we know so far, will i buy a Fleet Carrier?
The answer for now is... HELL NO!!!
 
Maybe FDEV, after seeing all of this negative feedback, will make a few adjustments toward what the player base would actually use more often. Maybe they make it so that the prices one could buy commodities, ships and modules at a discounted price, compared to what's available at star/planetary ports? Otherwise, there doesn't seem to be any use in owning one as they have been revealed thus far. We could only hope that the feedback from the beta, and this forum, doesn't fall on deaf ears.

I want to give them a lot of credit for bringing a great thing to the game, but I can't. After the delays, surely these things should have been better than what has been revealed.
 
Maybe FDEV, after seeing all of this negative feedback, will make a few adjustments toward what the player base would actually use more often. Maybe they make it so that the prices one could buy commodities, ships and modules at a discounted price, compared to what's available at star/planetary ports? Otherwise, there doesn't seem to be any use in owning one as they have been revealed thus far. We could only hope that the feedback from the beta, and this forum, doesn't fall on deaf ears.

I want to give them a lot of credit for bringing a great thing to the game, but I can't. After the delays, surely these things should have been better than what has been revealed.
I doubt. It is beta. So game mechanic & rules are done already. They may adjust prices. But nobody cares. Because mechanic itself is a fail.
However they may extended it, i.e. add more stuff based on FC. But that will take another year.
 
Ok, so what I would really love to see is breakdown of different archetypes that were originally planned for this feature. Remember? They presented it with support ships and multiple roles (mining, exploring, bounty hunting, etc). They scrapped the idea with the argument, that they will make carrier modular like ships and that will allow for more uniquely fitted carriers, suited to their owner's needs.

Now, every carrier comes with 2 basic services - market and storage (I am not counting tritium fuel tank as a service, lol) and there's total of FIVE extra services you can pick....

I am really trying, but I cannot see this promised uniqueness here, neither can I imagine, what would in this system be the difference between different types of carriers...

It really does seem to me like the had a good idea, then they realized they have no clue how to make each type of carrier unique (or they were worried they would dominate game play) and after 2 wasted years they decided to glue something together and cover it up with idea of giving players a choice.
 
Interesting but ... INDESTRUCTABLE ?? Why not allow Commanders to fire on a Fleet Carrier, same as you can do to a Space Station or Outpost? Sure, the Defense Turrets will activate and open fire on you. And, in fact, various Defensive Weaponry options should be available for Fleet Carrier owners to purchase and upgrade. This could all work in with the Background Simulation. If a Player Faction was attempting to expand into your Home Base system, and they arrived with their Fleet Carrier, then your Squadron members could declare WAR and ATTACK the Hostile Invader.
 
I think I'll just stop calling it a Fleet Carrier, and call it a "Mobile Trade Ship" for what its currently set-up to do right now. Pretty much worthless, it can't even compete with Stations which provide better services with zero-tariff added.
Just ditch the damned upkeep outright.
 
Interesting but ... INDESTRUCTABLE ?? Why not allow Commanders to fire on a Fleet Carrier, same as you can do to a Space Station or Outpost? Sure, the Defense Turrets will activate and open fire on you. And, in fact, various Defensive Weaponry options should be available for Fleet Carrier owners to purchase and upgrade. This could all work in with the Background Simulation. If a Player Faction was attempting to expand into your Home Base system, and they arrived with their Fleet Carrier, then your Squadron members could declare WAR and ATTACK the Hostile Invader.

Um... space stations and outposts are also invulnerable? You can't destroy those either.

As for the declaration of war and all that, the BGS is structured differently. We conduct war that way. I would argue it's a bit more fair on the little guys, since the FCs are explicitly meant to be for endgame pilots. There would also be issues with, say, trying to declare war in the manner you suggest on a group that stays in PG, like Mobius. You won't be able to shoot at each other, so there'd be little point in changing the mechanic as long as multiple game modes exist.
 
I am slightly disappointed by the lack of combat support vessels. Keeping squadrons out of it removes the chances for BGS exploits, but I would've liked to see some extra avenues for faction influence. Seems like more of an update for Explorers and Traders, not much changes for combat pilots besides a slow moving FOB. Hard to see in the live stream how much you can control the placement within each system. Being able to park within cruising distance to Conflict zones or a Haz Res would be a game changer. I have a feeling some people would consider this to be a part of the BGS exploits that are trying to be avoided. One thing that feels a bit odd is that with carriers, we can store ships without stations. This brings back the idea that thargoids could wipe out the whole bubble, but now our ships would survive it.
 
What makes me said is that most complains are about the entry and upkeep prices

The reason those numbers are so "high" (expense being relative to wealth, of course) is because the stated intention of these carriers is to be as endgame content. They aren't necessarily meant to be widely available to any and all players (though honestly, it does not take much skill or knowledge to mine LTDs like the rest of us are -- pretty basically everyone can shoot a rock consistently).
 
I am slightly disappointed by the lack of combat support vessels. Keeping squadrons out of it removes the chances for BGS exploits, but I would've liked to see some extra avenues for faction influence. Seems like more of an update for Explorers and Traders, not much changes for combat pilots besides a slow moving FOB. Hard to see in the live stream how much you can control the placement within each system. Being able to park within cruising distance to Conflict zones or a Haz Res would be a game changer. I have a feeling some people would consider this to be a part of the BGS exploits that are trying to be avoided. One thing that feels a bit odd is that with carriers, we can store ships without stations. This brings back the idea that thargoids could wipe out the whole bubble, but now our ships would survive it.
...not sure what are you doing there, but as for me BH is a way to get rank & mats. Money there is a laugh. There are couple systems where you have station less then 100ls from haz res + mat trader + interstellar. Also I have been fighting in CZ-high as close to station as 160ls.
So it's just question of jumping around and making bookmarks. No need for FC.
 
Don't worry. Reddit seems to be stirred up in anger. Frontier have been traditionally mortified of even the smallest criticism if it comes from social media so get your requests in now.

Stamp stamp stamp.

Carriers are completely broken without the commodities market working on npc's and we're going to need infinite commodity storage too.

Stamp stamp stamp.

We need player configured mission boards as well otherwise princess. In the bubble, players should be able to set what template to use based on a selectable economy type, and out of the bubble only salvage. The proceeds should count as upkeep.

Stamp stamp stamp.
 
Yeh ..that guy on video "it is player-to-player trade! wow! " ...really ? WHAT FOR?! There is NONE commodities which require player to player.
But well, FC has potential...for example, they could add new ships which can be assembled by players only. So they will use FC to buy a lot of mats, craft ship, then sell. But...should we wait 1 more year for such?
 
If Frontier doesn't listen to the feedback and releases it in the current form then it'll be dead on arrival like Multicrew or how people stopped using CQC due to a lack of NPCs.
It's already done. You can't reprogram basic rules in 2 weeks while you were doing current for a year. Most they can adjust are prices. Or postpone release for 1 more year.
 
I was excited for Fleet Carriers, then I read this OP.

"You can continue to accrue debt for a number of weeks but once it exceeds a set limit, you'll be given a week to resolve your finances or lose the carrier permanently."

"Fleet Carriers come with a lot of responsibility and maintenance"

no thanks, I already have a job and a house for that. Have fun with it though, it's just not for me. I see 0 benefit to owning one but a lot of work to own it. I'm actually so disappointed I'm not even going to bother with the beta now.
 
It's already done. You can't reprogram basic rules in 2 weeks while you were doing current for a year. Most they can adjust are prices. Or postpone release for 1 more year.
If the most they can do is adjust the prices, then most certainly they can adjust the upkeep cost... set it to ZERO... there, problem solved for all of us, & no need for them to change much in the program coding.
 
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