Thanks! This all sounds very exciting and I can see why you needed more time. Questions...
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. Can I have a Universal Cartographics office on board my Fleet Carrier?
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. What about discounts offered in certain systems (not permit-locked) e.g. systems controlled by Li Yong-Rui?
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. Is ship storage effectively unlimited on a FC with a shipyard? Does that include other CMDRs' ships? What restriction (if any) is imposed by the number of landing pads, other than simultaneous take-offs/landings?
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. I can see no reason why preparations for the next jump couldn't take place DURING the cooldown. 2 hours/jump is too long! Please reconsider?
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. OH NO! I had it all planned! Can I choose my callsign when I buy my carrier? (That's the 6 digit ship ID code, right?) PLEASE?!
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. Now we REALLY need space-legs. Will there be a "Bridge view"?
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. So I guess neutron-boosting is out of the question? Can't I even move my carrier to orbit another planet in-system? The one with the juicy rings? Micro-jumps?
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 the owner allow trade in certain illegal items, but not others (e.g. narcotics OK, but no slaves)?
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. As above: Can specific commodities be allowed/excluded?