ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

How will I join the beta? I take it I will have the option in Steam.
Also, in game I'm almost at Colonia. Will the Fleet Carrier beta put me somewhere else in game?
 
Will you be able to stand on the bridge or sit on the bridge of the Fleet carrier. Will you be able to do taxi people arround or just their ships without them inside it?
 
How will I join the beta? I take it I will have the option in Steam.
Also, in game I'm almost at Colonia. Will the Fleet Carrier beta put me somewhere else in game?
Yes once the beta is live there will be an option in the launcher.

The image of the galaxy used for the beta is usually taken about 14 days before the beta so you will probably be where you were last week.
 
Would be better if you could set different tarifs for different services instead of having one for evertything.
 
Care to specify which decisions you agree with and are being disagreed with by a "loud minority"?

In what way do you disagree with some of the points being raised? Why do you think certain things that are being criticized are actually a good thing?

Is the exploration community that have concerns over the lack of UC being available just being a loud minority? Should their desire for UC be disregarded? Do you think its a good idea for FCs not to have UC, even though they the other two major pillars (trade and combat contacts) will be supported?

In order:

* Question's a bit malformed -- the OP was referring to their opinion regarding design by committee. To be fair, "Sharknado" did the concept no favors. OP never stated they were being disagreed with directly.

* There are a number of negative views (and a few positive ones) that don't appear to be properly informed. Without calling anyone out by name, some examples include forgetting wealth is a relative concept (what is onerous for some is trivial for others; tends to result in a frame of reference that is a bit more myopic than might be useful), misinformation about jump range (fuel tank's 1000 tons but the fuel is a commodity and can be stored as such) and the perceived difficulty in acquiring fuel (focus seems to be solely on mining for some when it will also be sold at stations). It would be a good idea to remember during this (and, frankly, every) discussion to maybe leave emotions out of it. It's just a game after all. We're not buying real fleet carriers, we won't have real maintenance. It's all just digital non-stuff, same as every game!

* Well... I've seen that particular view expressed in a number of ways. Some of those views were concise, fact-based, to-the-point and eschewed unfortunately-common logic errors. Other views were more rooted in emotion, and some of those were... wow. REALLY angry. I mean, to read a few of these, it's like they were written in the middle of an active torture session and the writers' perceived enemies were inflicting genuine pain and suffering on them as they wrote. One of the most important things to remember in a conversation about game mechanics and the like (esp. ones that aren't even released or finalized yet) is to approach the discussion in a fact-based, non-angry manner. Comments that attack other people, in particular, have no place in a rational discussion about a video game. I'm painfully aware it's not like that, but ideally it should be. Makes discussions quite a bit more productive.

As far as UC being omitted at the start of the beta -- I'm not sure why. I won't know until I get into the beta. But I definitely think it's important to try and go into the beta with an open mind and no preconceived notions, positive or negative.
 
Since FCs can hold ships belonging to other players, I can think of some problematic scenarios.

Say, Player 1 owns a FC, where Player 2 parks his most prized possession, an engineered FDL. P2 logs out of the game. P1 can't contact P2, or maybe P1 is a practical joker, and makes multiple jumps to a spot that's inaccessible except for FCs, then logs out (for days or weeks). P2 logs in and is stuck in the system until P1 returns? What if P1 returns and, ignoring P2, decides to continue with an exploration trip? Is there a mechanics for P2 to bail out with the FDL intact?

I haven't watched the video, but did they cover this kind of "disagreement" between players?
There is a feature called "Transfer ship", available at any station with a shipyard.

End Sarcasm.
 
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.

Haha ...they clear state actually ... try to use this ship to jump out of current borders (good luck to go there with 2hr cd) - which is like 1000 stars? While in main galaxy there are 99 billions of never visited stars yet about. Or ...leave in bubble and try to earn money by it ...while you're 40000ly away from management console, great.

It seems, devs don't play Elite at all.
 
What about the support vessels instead of thinking of them as pulling away from fleet carrier customization why not use them to increase the fleet carriers specialization in to the role that the owner wants to use it for?
From what I understand, the support vessels as suggested actually limited the customization options available to a player. Removing them, it seems, gave players more options for customization.
 
Yes once the beta is live there will be an option in the launcher.

The image of the galaxy used for the beta is usually taken about 14 days before the beta so you will probably be where you were last week.
Ok thank you. I've not participated in a beta before and what I'm worried about is having to travel back to the bubble then back to Colonia after the beta. I'm hoping it's a totally different instance that doesn't affect my current live situation.
 
Ok thank you. I've not participated in a beta before and what I'm worried about is having to travel back to the bubble then back to Colonia after the beta. I'm hoping it's a totally different instance that doesn't affect my current live situation.
Your hopes have been answered then. ^_^ Beta characters are completely separate from live server characters. No matter where your beta character ends up, your live server character will be right where you left them.

So, when the beta goes live, you'll make a copy of your live server character data on the beta server (or rather, the game will make it for you!) and then you take that beta character and Suicidewinder back to the bubble if you must (though from what I understand, they'll be available in Colonia too).
 
Ok thank you. I've not participated in a beta before and what I'm worried about is having to travel back to the bubble then back to Colonia after the beta. I'm hoping it's a totally different instance that doesn't affect my current live situation.
Nothing you do in the beta affects the real game, just be sure that you are actually in the beta before doing anything that you might regret all the way to a support ticket though.
 
Well, I just watched @Obsidian Ant's video...
Judging by the comments there and here, it's not exactly going to blow minds.

From the comments on youtube :
Davey Jones
...nah. I seriously don’t understand the utility of having one. I played this game when it first came out and I took a 4 year break and just started playing again. I have plenty of catching up to do with engineering and other content. No way I’m going to bother with this.
I'm in the same boat : started playing again a couple weeks ago, and having fun with engineering, but also remembering how the "layer upon layer design" turned the game into a mess of separate pieces with little to no interaction between them... Thargoids are a completely optional part of gameplay and really don't feel like invaders (correct me if I'm wrong, but I reckon a player will never be attacked by a thargoid unless dropping in a USS), the war mechanics still feel a bit meh (engagements or bounty hunting above the surface of a planet would be spectacular), etc...

Powerplay still is deconnected from the BGS, just like the carriers. I'm sure everyone is thinking Frontier missed another opportunity to make the galaxy/bubble more engaging to interact with - at this point it feels like there is absolutely no plan to improve or refine the way we engage with a world we are supposed to live in. And that's my first problem with carriers : ED is struggling to provide meaningful player to player interactions, mainly because there are old and static game mechanics between (every major modification in the bubble and beyond is handcrafted, there is no natural expansion of the bublle etc); Carriers seem to be an attempt at that, but one that is, as expected, sort of stand-alone from everything else in the game.

My other gripe is the gap between the perceived added value from the devs point of view and what players expected. But there are so many things to talk about on that front... I'll just sit and wait for the beta feedback, but I'm not exactly holding my breath for this one.


Will you be able to stand on the bridge or sit on the bridge of the Fleet carrier.

I don't think so...
 
Ok thank you. I've not participated in a beta before and what I'm worried about is having to travel back to the bubble then back to Colonia after the beta. I'm hoping it's a totally different instance that doesn't affect my current live situation.
The beta is basically an earlier copy of the save. So you can do anything in the beta, it does not affect your "real" save.
Sell all your stuff, get a FC, do shenanigans, and everything from the beta stays in beta.
 
Ok thank you. I've not participated in a beta before and what I'm worried about is having to travel back to the bubble then back to Colonia after the beta. I'm hoping it's a totally different instance that doesn't affect my current live situation.

You might need to self destruct back to a stored ship in the bubble but as people have said, no consequence to your main save.
 
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.

If you're assuming that frontier care about features being dead or arrival, even when packaged with the most civilised, rational, positive constructive suggestions to make it not so.. well you probably dodged the bullet all the times before.

In my experience, social media has a 2 hour offical staff member response time. Its 1000 pages here that triggers the same thing. They're first class citizens over there.
 
Thing is, it's not quite an apples-to-apples comparison. It'd be more accurate to compare a race between a sports car (or even a regular sedan) and a tractor-trailer. Car's gonna win a distance race every time, but the car is, at best, only going to be able to bring along a certain amount of things (and if it tries towing another car, forget it in most cases over long distances). The tractor-trailer, while slower, can capably bear a significantly larger burden.

Sure. The fc:s aren't meant to jump around exploring. They're a platform from where you plan your trips. But let's say I want to put my carrier at the galactic centre. That's about 26 000 ly from Sol or 52 jumps. Or 104 hours minimum.

Ok. Once you parked your carrier you most likely will have it there for a long period of time but I still feel that's just way too long. My suggestion to the devs would be that you could have some sort of add-on to make the carrier an exploration vessel. That would mean shorter cooldowns, maybe ten or twenty minutes. A bit longer jump range. Perhaps 750 ly. However this means you need to have a drawback on other stuff. Maybe less storage space, not being able to sell or buy commodities, higher maintanence cost.
 
Unsimulation? How is it Unsimulation.

It will take a lot longer to get your fleet carrier out their, every two jumps having to mine 1000t of stuff to refuel.

Obsidian ant said you should be able to store the stuff in your cargo before you go. So in theory you could make it to colonia without needing to mine.

That would actually be usable i like it.
 
I am not an explorer but a BGS player but I am feeling bad for them... Why FD has not decided to some specific FC like mining, explorer,.. that would have impact on cost and so on...
I remember seeing some slides about it, why has it changed ?
Anyway, not a big lay down from FD since we are used by now
 
I don't understand this, who would ever sell anything to a carrier? if i just got done mining 250-500t of ltd at Borann and ur carrier is parked right there and ur offering 1.2m per ton and i check eddb and see a station offering 1.6m at 200ly away, then i'm just going to take 5-10 mins and jump there and cash in that profit for myself cause u know once ur done mining and u decide to sell u wont be back for a while, why would you tank your profits for 10min of travel time?


Also the jump start timer and cooldown timer, damn how boring, adding that on top of a specialised fuel cost, way to kill the fun. should have just made it so that u could scoop but at a slower rate, say 500t in like 10mins, that way you could still take ur carrier outside the bubble, let it orbit a star or gas giant of w/e for 10-20-30 mins while u go off and explore or make yourself some coffee.
Would be nice if you could fill your hold while you're at it, park it at a star/gas giant before u begin your journey, let it scoop for 10 hours and have 20k tons of fuel in ur hold and now after all that time you could go wherever you want, it would even encourage players to go out of their way and find the most scenic routes because once fuel gets low they know it's going to take awhile to refill, that way they can explore for a few hours before going out again.


For traders as well i don't see a point to it, sure the 20k-25k hold is nice, but if u have to rely on other players to bring and sell commodities at ur carrier just so u can jump to another system to sell then man.....firstly i doubt any players are gonna be interested selling to a carrier, you would have to buy at station, low wake, then exit low wake at carrier , dock, sell for small profits, go back to station with 0 commodities the time save here would be minimal considering a normal trade route is enter station, dock, buy commodity, exit station and high wake, exit supercruise, enter station, sell commodity AND buy another commodity to sell at original station, meaning that for a small time increase you sell more commodities for more profit.
Now imagine there are no players doing this and you're the only one and u have to do station -> carrier -> station 30 times to fill ur hold, then repeat at sell point, not even talking about cd timers and how much time this would all take.


Imagine waiting 1 hour for a 200ly jump lol and then wait 2 hours to jump back.


i understand it's supposed to be a mobile base of operations, but why does it have to be so slow especially when it doesn't affect BGS in any way.
Today, the year 2020, we have nuclear powered ships that are out there breaking ice for 7 months a year and needing a refuel every 5 years but 1200 something years in the future we have these massive ships that have markets and repair facilities and all that good jazz, but yet if 1 guy (meaning you commander) decides to leave for just a few months then that whole ship doesn't know what to do, i mean what's the point in having a "crew" if such a ship does not generate passive income, here we are a bunch of space billionaires and we have to do EVERYTHING ourselves, our "crew" is nothing more than text and a picture on a screen designed to siphon more money from us while they produce nothing at all.


To top if off you cant even sit on the deck and watch ur majestic space brick do anything.


So what are we paying 5b (base price) for?.............well...........a glorified ship taxi with outfitting and repair, but even then if you have business in a permit locked system then you will still be better off just taxiing your ships there the old fashion way, take ur aspx/phantom/dbx go to the system, taxi your ships to the station, should take about 15-30 mins (still faster than carrier), do your thing and then leave with your aspx/phantom/dbx and taxi your ship to your new station.


After all that i am still looking forward to the beta and seeing what's what but i have to say i really hate that these massive ships are not self sustaining like here i am mr space billionaire/playboy/philanthropist double elite pilot that coincidentally also owns this massive ship and i have to do everything myself, everytime the ship is low on fuel i have to get up and go get in my miner ship meanwhile this "crew" of mine is looking at me through the deck windows (that i shall never sit behind) with a grin on their faces and just as soon as i take off they go back to playing space candy crush on their holophone while telling me about their bills that need paying, am i their employer or their father?


Why can't i have 2 fully decked out miner t9s parked on my carrier and whenever i get low on fuel i can send out my crew to mine in them?
Assassin's Creed Revelations had these missions you could send your npc assassins and they would simply become unavailable for an hour or so after which they would show up again with some exp increase and some materials, now all this happened on some UI, it didn't happen in real time, you couldn't go out and see your assassin completing side missions but i guess we don't get there.


This 5b investment is not a good investment at all, if i would buy a cruiseliner today, the moment i sign the papers that cruiseliner would be generating profit, the crew would know what to do, i would not have to do anything except show up and go on a cruise from time to time.


After all this rambling i hope they change a few things:
-Reduce the start timer and cd timer for jumping. (I would prefer say 1 min start timer and no cd timer at all)
That's all for now, waiting for the beta.


I hope they implement the following but i'm 99% sure they won't since it would change some of the mechanics and that's probably too much work:
-Would love to see a scooping mechanic as described above.
-Would love to see some them implement some UI for crew tasks, it could all be text based with timers, start task, npc crew member assigned to task, crew member becomes unavailable until timers runs out, npc crew member returns victorious or maybe not so victorious who knows, with better rank=better chance higher rewards.

Dreams, i know.
 
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