ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

Can only speak for myself, of course, but being mainly an explorer, it's obvious to me that Carriers are absolutely, completely, utterly useless to explorers, despite the fact the would provide access to systems that were previously out of reach. But when I see that, I think FDev doesn't really know what explorers actually do :

"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. "

Well, no, that doesn't work. An explorer doesn't care about a mobile trade station, and an explorer will be out there in the dark, where most likely no one will visit anyway. Unless you call travelling between a few popular locations "exploring". Sheesh.

For proper exploration, an explorer will need several optional modules :
  • Advanced Maintenance - Comprised of three separate facilities that allow visiting Commanders to repair, refuel and rearm (restock) their ships, respectively.
    • Repair Crews
    • Refuel Station
So that's already 2 optional sevices that work against the upkeep. Admitedly, fuel scoops could make the refuel optional. But there's more :

Shipyard
  • Allows visiting Commanders to purchase, sell, and store ships at the Fleet Carrier.
Unless you're bringing a vessel that is somehow an explorer AND a miner, you're going to need that. And a vessel that would be both would be sub-par in both. And that's the bare minimum for exploring. Or maybe I missunderstand and the carrier owner can always store their own ships ? That would seem logical, but hey...

And still, the carrier offers no way to sell exploration data. That is a major letdown.

So, what would exploration be with a carrier for someone intending to explorer the far outer rim of the galaxy :

  • Make money. Hundreds of thousands of credits will be required for the upkeep alone, because once you set out in the dark, there will be no way to earn any credit until you get back. You need to prepare accordingly, so spend hours, days, weeks maybe, depending on your playstyle, to prepare for the exploration trip itself. I hope you like mining, explorer !
  • Load your exploration ship onto the carrier, load your mining ship onto the carrier, and at this point why not all ships, just in case. Probably not a good idea considering what happens if the carrier gets decommissionned, though.
  • Jump.
  • Explore around the system where you arrived, get valuable data, or don't because exploration is random, find a spot to mine tritium.
  • Mine tritium. I hope you like mining, explorer !
  • Jump.

Then we reach the faraway places, where stars are scarce and sparse, and we can finally boldly go where no one has been able to go before before it exceeded the jump range of any ship. And there, one more issue arises. What if you land in a "rubbish system", with a star and nothing else ? How will you mine for fuel ? Nearby systems ? What if the systems are far and wide so much you CAN'T get there with a mining ship ? What if every system you can reach, and that might be only the system you're in, has no ice asteroid ? So, you need to stockpile fuel and pray to RNGesus. I hope you like mining, explorer !

Also, all this is going to take a while. A dedicated player would probably take a few weeks out there in the dark to reach the outer rim, or way up or way below the galaxy. But let's say it's only a few days, once you get there you'd better make your trip worthwile and explore every system. And, I can't stress that enough, there will be no way to earn credits until we get back. Someone who plays only a few times a week, or not regularly, will need to grind even more credits before setting out, because the cost increases even if you don't play, and every jump will increase it too. And on an exploration trip, the carrier is expected to jump ALOT.

And, if the carrier is decommissionned, because you hadn't grinded enough before you left, because you had real life issues and couldn't play for a while, you won't only lose the carrier, you lose everything on it. Sure, you get credits for it, but you'll have to re-buy, re-engineer EVERY SHIP.

As they are, they are mobile trade stations, entirely useless to exploration, and as such, I have no interest in them at all.

On top of that, even if they were awesome for exploring, I generally frown upon upkeep mechanics. I have no issue with maintenance cost, paying for the wear and tear that happens as we use the ship. But having to pay for something, whether I play or not ? Nope. I play other games too. I play with my wife, and she doesn't play Elite, so I don't play Elite daily, sometimes I'm raiding a dungeon or something with her. So all objective considerations of the dubious utility of a fleet carrier for an explorer aside, on a strictly personal point of view a weekly recurring cost is a major annoyance, as I have less time than expected to manage that, and generally speaking won't make use of mechanics that have an upkeep in games. It's been over 10 years since the last time I even tried to maintain an upkeep mechanic up and running, which I ultimately ditched because it was annoying, and I have no care or will to even try again.

So, to sum up my two cents :

  • Fleet Carrier bring one solution and a zillion problems to explorers, so being mostly an explorer I have no interest in them. BUT if it were possible to sell exploration data to the carrier, then it might change.
  • Upkeep, and even more so, increased upkeep because of optional modules that an explorer will need, is a personnal pet peeve. I have a life outside the game and don't want to be forced into dedicating some of my game time to making money just so I can play the game.


And as a bonus, on ways to procure tritium, a quick physics lesson : tritium is a radioactive isotope of hydrogen, with a half life of roughly 12 years, so digging it in asteroids is an extremely inefficient way to get some, better scoop planetary stratospheres were tritium might actually form due to cosmic radiation, instead of being trapped and slowly decaying in chunks of ice that would be thousand, if not millions, of years old.

It's a rough estimate because radioactivity isn't a periodic phenomenon, but on volumes, it kinda works. If you have 1 ton of tritium trapped in ice in an asteroid, after 12 years you will have roughly 500 kg. After 24 years, 250 kg. 36 years, 125 kg. It takes only 120 years to have less than 1 kg of tritium left inside the asteroid. How old are the asteroids ? How much tritium will the carrier need ? After 240 years, 0.95 g remains. Let's round that to 1 g. That's 1 million times less than 240 years before. Basically, any asteroid that formed more than 240 years ago is not worth mining unless the carrier requires only a few grams per jump. And I suspect it's gonna need several tons. I hope you like mining, explorer !

On the other hand, tritium is formed by cosmic rays interacting with stratospheres. So its decay is irrelevant because it's constantly formed, albeit at a very, very low rate. There won't be much in the first place, but decay is a non factor. So, scooping high atmospheres would be a reliable way to get tritium, even though it would likely require a specialised scoop to be efficient.
 
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FLEET CARRIERS, PASSENGER MISSIONS and BUS SIMULATOR

There's something wrong with passenger missions - well, not wrong, but that doesn't quite work.
  • You pick up passengers wanting to go to specific places, deliver them.
  • With luck you pick up a few others wishing to go to the same place.
  • They occasionally demand you stop in your tracks to pick up something for them.
In other words - a galactic taxi service.

WHAT IF...

Instead of a taxi service there was a mass transport service TOO. (Don't worry I'm getting to where Fleet Carrier type ships come into this in a little bit!)

Mass transport - You pick a destination, or a route, and passengers get on board because you are going to that destination. You may offer commodities as extras to subsidize your route, usually at premium prices. BUS SIMULATOR uses this model. Why not in ELITE - can't be that hard to incorporate?

NOW...FLEET CARRIERS

What is this mass transport idea expanded to Galactic routes, either as
  • transport to well known locations,
  • or tours of same;
  • or migrations to new systems (allowing for both People and cargo versions of the same idea);
  • scientific expeditions;
  • or multi-purpose -
    • BREAKING NEWS from the XXX sector.... - new Alien life rumoured following lone CMDR expedition. The Scientific Carrier 'HMS Charles Darwin' is dispatched. On board are linguists, scientists, anthropologists, biologists, traders, geologists, archaeologists, medics, troops, sightseers, colonialists, reporters, filmakers, photographers. All paying for their place on the Carrier (using the Bus Simulator model...
      • pay for a ticket, or get one paid for you by your bosses in your home system
      • buy extras before or enroute - drinks, food, materials, supplies...all determined by the Carrier owner who purchases them at cost price from a wholesaler and sells onto his captive audience passengers at a tidy profit, which is then used to pay the Carrier crew, and running costs.

FDEV - This could be achieved without removing anything you have proposed for Fleet Carriers so far.

Rather, I'm asking for some alternatives. Instead of a Fleet Carrie, designate a separate Exploration Vessel, Science Vessel, Mass Transit Vessel, Galactic Tours Vessel. For these, ADD IN new ways to pay for services (like the bus simulator type ticket and sundries payments).

Keep the jump range, the spool up and cool down times (if you must)
Keep the ownership for single CMDRs
Ignore the obvious benefits for Squadron ownership

BUT please - consider these small additions

Finally - Cartographic data. If we can't sell it on a carrier. Could we gather data in our condas and asps, deliver to the Carrier and get an advance into our Carrier bank which will be honoured when we get back to the bubble. This leaves some uncertainty still as we would (i) not make it back and go out of business, (ii) find our expected profits were not as much as we thought because someone else got first discovery bonuses ahead of us, meaning we may find ourselves overdrawn (and this still fits in with the onboard bank idea you have already installed.

I'm sure other Passenger haulers, Explorers, and Deep Space CMDRs will have additions and other suggestions to these ideas. I just wanted to say...keep what you have, but please consider some modifications to allow these suggestions - even if they are basic at first and can be refined later.
 
I disagree on your points. The graphics are in line to the rest of the game, and the support ships were useless eyecandy in my opinion.

The day you have to do dozens of travels from your FC to sell things in an Station to not let broke your FC bank resources by bad luck with market law, maybe you'll miss having an npc trade auxiliary ship.
 
The day you have to do dozens of travels from your FC to sell things in an Station to not let broke your FC bank resources by bad luck with market law, you'll miss having an npc trade auxiliary ship.
Please provide a link where it was stated the support ships would do this.
It was never stated, it's just your imagination. Speculation.
 
Can only speak for myself, of course, but being mainly an explorer, it's obvious to me that Carriers are absolutely, completely, utterly useless to explorers, despite the fact the would provide access to systems that were previously out of reach. But when I see that, I think FDev doesn't really know what explorers actually do :

"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. "

Well, no, that doesn't work. An explorer doesn't care about a mobile trade station, and an explorer will be out there in the dark, where most likely no one will visit anyway. Unless you call travelling between a few popular locations "exploring". Sheesh.

For proper exploration, an explorer will need several optional modules :
  • Advanced Maintenance - Comprised of three separate facilities that allow visiting Commanders to repair, refuel and rearm (restock) their ships, respectively.
    • Repair Crews
    • Refuel Station
So that's already 2 optional sevices that work against the upkeep. Admitedly, fuel scoops could make the refuel optional. But there's more :

Shipyard
  • Allows visiting Commanders to purchase, sell, and store ships at the Fleet Carrier.
Unless you're bringing a vessel that is somehow an explorer AND a miner, you're going to need that. And a vessel that would be both would be sub-par in both. And that's the bare minimum for exploring. Or maybe I missunderstand and the carrier owner can always store their own ships ? That would seem logical, but hey...

And still, the carrier offers no way to sell exploration data. That is a major letdown.

So, what would exploration be with a carrier for someone intending to explorer the far outer rim of the galaxy :

  • Make money. Hundreds of thousands of credits will be required for the upkeep alone, because once you set out in the dark, there will be no way to earn any credit until you get back. You need to prepare accordingly, so spend hours, days, weeks maybe, depending on your playstyle, to prepare for the exploration trip itself. I hope you like mining, explorer !
  • Load your exploration ship onto the carrier, load your mining ship onto the carrier, and at this point why not all ships, just in case. Probably not a good idea considering what happens if the carrier gets decommissionned, though.
  • Jump.
  • Explore around the system where you arrived, get valuable data, or don't because exploration is random, find a spot to mine tritium.
  • Mine tritium. I hope you like mining, explorer !
  • Jump.

Then we reach the faraway places, where stars are scarce ann sparse, and we can finally boldly go where no one has been able to go before before it exceeded the jump range of any ship. And there, one more issue arises. What if you land in a "rubbish system", with a star and nothing else ? How will you mine for fuel ? Nearby systems ? What if the systems are far and wide so much you CAN'T get there with a mining ship ? What if every system you can reach, and that might be only the system you're in, has no ice asteroid ? So, you need to stockpile fuel and pray to RNGesus. I hope you like mining, explorer !

Also, all this is going to take a while. A dedicated player would probably take a few weeks out there in the dark to reach the outer rim, or way up or way below the galaxy. But let's say it's only a few days, once you get there you'd better make your trip worthwile and explore every system. And, I can't stress that enough, there will be no way to earn credits until we get back. Someone who plays only a few times a week, or not regularly, will need to grind even more credits before setting out, because the cost increases even if you don't play, and every jump will increase it too. And on an exploration trip, the carrier is expected to jump ALOT.

And, if the carrier is decommissionned, because you hadn't grinded enough before you left, because you had real life issues and couldn't play for a while, you won't only lose the carrier, you lose everything on it. Sure, you get credits for it, but you'll have to re-buy, re-engineer EVERY SHIP.

As they are, they are mobile trade stations, entirely useless to exploration, and as such, I have no interest in them at all.

On top of that, even if they were awesome for exploring, I generally frown upon upkeep mechanics. I have no issue with maintenance cost, paying for the wear and tear that happens as we use the ship. But having to pay for something, whether I play or not ? Nope. I play other games too. I play with my wife, and she doesn't play Elite, so I don't play Elite daily, sometimes I'm raiding a dungeon or something with her. So all objective considerations of the dubious utility of a fleet carrier for an explorer aside, on a strictly personal point of view a weekly recurring cost is a major annoyance, as I have less time than expected to manage that, and generally speaking won't make use of mechanics that have an upkeep in games. It's been over 10 years since the last time I even tried to maintain an upkeep mechanic up and running, which I ultimately ditched because it was annoying, and I have no care or will to even try again.

So, to sum up my two cents :

  • Fleet Carrier bring one solution and a zillion problems to explorers, so being mostly an explorer I have no interest in them. BUT if it were possible to sell exploration data to the carrier, then it might change.
  • Upkeep, and even more so, increased upkeep because of optional modules that an explorer will need, is a personnal pet peeve. I have a life outside the game and don't want to be forced into dedicating some of my game time to making money just so I can play the game.


And as a bonus, on ways to procure tritium, a quick physics lesson : tritium is a radioactive isotope of hydrogen, with a half life of roughly 12 years, so digging it in asteroids is an extremely inefficient way to get some, better scoop planetary stratospheres were tritium might actually form due to cosmic radiation, instead of being trapped and slowly decaying in chunks of ice that would be thousand, if not millions, of years old.

It's a rough estimate because radioactivity isn't a periodic phenomenon, but on volumes, it kinda works. If you have 1 ton of tritium trapped in ice in an asteroid, after 12 years you will have roughly 500 kg. After 24 years, 250 kg. 36 years, 125 kg. It takes only 120 years to have less than 1 kg of tritium left inside the asteroid. How old are the asteroids ? How much tritium will the carrier need ? After 240 years, 0.95 g remains. Let's round that to 1 g. That's 1 million times less than 240 years before. Basically, any asteroid that formed more than 240 years ago is not worth mining unless the carrier requires only a few grams per jump. And I suspect it's gonna need several tons. I hope you like mining, explorer !

On the other hand, tritium is formed by cosmic rays interacting with stratospheres. So its decay is irrelevant because it's constantly formed, albeit at a very, very low rate. There won't be much in the first place, but decay is a non factor. So, scooping high atmospheres would be a reliable way to get tritium, even though it would likely require a specialised scoop to be efficient.

So you are saying then, that it might not be a good idea to jump a large ship into an unknown area before knowing whats in it. Well...duh.

You are an explorer, right? Why not actually think and plan where you park it and use that as a base while you explore to find new sites to park your carrier, rather than viewing the carrier as an Anaconda+ ?
 
Please provide a link where it was stated the support ships would do this.
It was never stated, it's just your imagination. Speculation.

Of course there aren't, as they were possible smoke to get time, and as any development, is work in process. But, the point is, there would be useful if there would have any kind of functionality, so yes, I miss them. As FC possible will have a serious logistic problems, as it has been cut off NPC BGS trading. As a personal owned megaship, can be an issue.

I can't understand how is possible (and I am not speaking about you) that some people forget so easily the Auxiliary Ships...
 
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I can see something potentially very negative about this, fleet carriers appear to be centered around the actions of other players only, so in order to make the most of them you will need to always put them in areas of population or have them neglected entirely and loose credits.

furthermore with the mention of taxes and such, why is any player going to use these ship's facilities when they could just go to a starport and it would be cheaper?!

It would make sense to me if, as a Carrier owner, you could buy goods at a trade price if they were being sold from your Carrier. Otherwise shopping around to buy good you can resell doesn't make a lot of sense, because your customers shop around too. :-/

Trade price, we need a trade price! :)
 
All very interesting. But I am struggling with something.

What is the BENEFIT?

All I see is delays and overheads.

Why not have NPCs popping in and buying stuff? At least then the owner might have a chance of some kind of ROI for their 5bn credit investment.
Exactly, why would a citizen of the Elite universe buy a Carrier? Not as a business opportunity, it would seem.
 
So you are saying then, that it might not be a good idea to jump a large ship into an unknown area before knowing whats in it. Well...duh.

You are an explorer, right? Why not actually think and plan where you park it and use that as a base while you explore to find new sites to park your carrier, rather than viewing the carrier as an Anaconda+ ?
Because it is single only use of it? Jump to where Anaconda can't? Other uses are not needed in deep space. Most I would need it - i had 97% on power plant and it was ok next 30000 till station. Everything else Anaconda fixes itself, using ANY planet mats.
 
@Stephen Benedetti A question: can FCs only jump into a system to the bodies / stars or everything that appears in the left panel (areas of interest, rings, signals, mega-ships, groups of asteroid clusters, etc ..., also the Waves of low energy in the contact panel to meet with a player for example, since the latter made me wonder if the same thing that we can see them jump like in the video, can we see them leave like the capital ships?

Otherwise, they would be quite limited.
 
I hired an SLF pilot that I've had for maybe 3 months. I trained her from harmless and now she's elite, so she gets a 10% cut of my profits. She's made 325 Million credits in that time (none from mining BTW). That's enough to pay 32+ weeks of the upkeep of a base FC. She's just one crewmember. I would say that makes your FC crew a bargain in comparison.
Yea, but combat, the most dangerous activity, is paid the least in the ED world so it fits.
 
It would make sense to me if, as a Carrier owner, you could buy goods at a trade price if they were being sold from your Carrier. Otherwise shopping around to buy good you can resell doesn't make a lot of sense, because your customers shop around too. :-/

Trade price, we need a trade price! :)
I agree, I mentioned that to FDEV earlier in this thread.
 
Because it is single only use of it? Jump to where Anaconda can't? Other uses are not needed in deep space. Most I would need it - i had 97% on power plant and it was ok next 30000 till station. Everything else Anaconda fixes itself, using ANY planet mats.

Then why the fuss over FCs snubbing explorers? Rather than complain thats its not exploration focused keep on using what you have.
 
Then why the fuss over FCs snubbing explorers? Rather than complain thats its not exploration focused keep on using what you have.
Right, as I said many times - useless stuff. Even in bubble uses are extra limited. BH - can be found station/planet combination with low distance, and services like material trader + interstellar.
Mining ...well, you can keep 25000 T yes. .. but problem is to sell that later, as NPC have 5000-7000 demand usually + other miners.
Moving fleet? - twice slower then just order delivery not counting fuel mining for FC.
 
Right, as I said many times - useless stuff. Even in bubble uses are extra limited. BH - can be found station/planet combination with low distance, and services like material trader + interstellar.
Mining ...well, you can keep 25000 T yes. .. but problem is to sell that later, as NPC have 5000-7000 demand usually + other miners.
Moving fleet? - twice slower then just order delivery not counting fuel mining for FC.

And what about BGS attacks? Squadron bases? If I had the money I'd park them in systems with one port and they'd be incredibly useful staging posts saving me a lot of problems (like rearming, switching ships). I can use the storage to BM places to death and destabilise economies. Also I'm sure not everywhere sells goods you can store, surely its finding and matching cargo to demand? You have people building networks of them to help explorers too.

Lastly, remember FCs are minor content- all patches leading up to New Era are supposed to be small in scope.
 
And what about BGS attacks? Squadron bases? If I had the money I'd park them in systems with one port and they'd be incredibly useful staging posts saving me a lot of problems (like rearming, switching ships). I can use the storage to BM places to death and destabilise economies. Also I'm sure not everywhere sells goods you can store, surely its finding and matching cargo to demand? You have people building networks of them to help explorers too.

Lastly, remember FCs are minor content- all patches leading up to New Era are supposed to be small in scope.
Park your FC close to a CZ in a war system with only outposts and watch your opposition crumble to your 'Vettes raking in the kills, annihilating combat zones and then being able to rearm nearly instantly and then switch ships to hand in the bonds.
 
I can use the storage to BM places to death and destabilise economies.

What have they said that gave any indication the station services are tied to BGS? I got the opposite impression. Seems premature to assume a BM on a carrier exempt from faction contacts will have an effect. It would be nice if it did, though, sure. (EDIT: on first skim I missed the "storage" part, thought you meant selling on the BM module of the carrier directly not dumping it to system stations. My mistake.)

Park your FC close to a CZ in a war system with only outposts and watch your opposition crumble to your 'Vettes raking in the kills, annihilating combat zones and then being able to rearm nearly instantly and then switch ships to hand in the bonds.

You can already use large ships by stationing from adjacent systems which, while less convenient, means the 5bil asking price and upkeep costs seem disproportionate to the gains here, which are measured in a few minutes tops. Moreover we've consistently seen that a wing of medium ships clears CZs faster anyway, due to covering ground quicker. It's long been a classic Elitey: D mistake to assume bigger = better. Admittedly the latter probably depends on your squadron's skill level.

I'm simply not seeing what you're seeing here, maybe your groups operate very differently to mine, but the benefits these carriers will bring BGS-centric squadrons seem extremely limited so far. Although I'm sure a few of our players will get them just b'cos "hey why not?! Thing to own!" it seems a shame that such a highly anticipated (and delayed) feature offers so little to so many playstyles.

Side note, lmao forever that it's not even actually a fleet carrier until you pay extra. Next content patch: litigation minigame against Brewer Corp. Immersive legal costs included.
 
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