ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

Well, there wasn't a single word on friday either, or was there a bank holiday in the UK ?

No national holiday on Friday, no excuses for that. In their defence it was only one day though and many questions will be automatically answered through experience with the beta.
 
if you take a FC out into the deeps to actually make use of the 500ly jump range, how do you pay the upkeep? currently the only answer is to save up before you leave.

what if you find some impressive canyons to fly through and have an incident with a cliff face? without any way to back up or turn in your collected data, the whole trip thus far is 0 profit just because you wanted to do something other than jump, scoop, mine, repeat...

sag a* is a lot more than 20k ly from beagle point - more like 45k. and that is quite the detour if you are limited to 500ly every 2 hours with a FC
Yeh, that a question I never understood, why people do expeditions? Last time I took flight plan for 6 months expedition and covered checkpoints in 3 weeks...Same question now for FC ... why to bother with such a limited thing.
 
if you take a FC out into the deeps to actually make use of the 500ly jump range, how do you pay the upkeep? currently the only answer is to save up before you leave.
IMHO the Unkeep don't bother me too much, but 10M i think is only the base, if you add several service i think you'll go up to 20M easy

what if you find some impressive canyons to fly through and have an incident with a cliff face? without any way to back up or turn in your collected data, the whole trip thus far is 0 profit just because you wanted to do something other than jump, scoop, mine, repeat...
In exploration all are cautions, but with a FC shoul be nice do more

sag a* is a lot more than 20k ly from beagle point - more like 45k. and that is quite the detour if you are limited to 500ly every 2 hours with a FC

Don't miss the point of the refueling the FC, if you have to mine that fuel, you'll take HOURS of works to mine 500t of material.
This is not acceptable. Stop useless grind, put in action some other mechanics instead.

Give a shot at my proposal in that way:
 
You do know you're talking to Mr. Powerplay? 😜

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And no its not Denton after a night with Aisling themed magazines.
 
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Quick Change (and some not so quick) Recommendations:
  1. Ability to also pool money and purchase as a squadron (with ability to set FC permissions via squadron rank system)
  2. Weekly maintenance fees should start at 1 million, and increase from there based on services offered
  3. Tritium to Light Year ratio should be every 1 Tritium = 2 Light Years
  4. Countdown times should be: 1 hour (1 T = 2 Ly), 30 mins (1 T = 1 Ly), and 15 mins (1 T = 0.5 Ly)
  5. Cooldown time should be 30 minutes
  6. Exploration Data backup on FC (but requires you to manually log it at the FC)
  7. Method to get other players to visit your FC: ability to customize ships for sale (outfit a ship a particular way, engineer it a particular way, and special FC-only livery tools (meaning, cannot be purchased with Arx and are rather unlocked by the FC owner) that can be further customized via the ability to choose paint style and design, color scheme (primary and secondary colors via hex wheel), add graphics, text, etc.; thus creating a brand of sorts. You, obviously, set the price for these customized ships, creating a more interesting and engaging player economy.
  8. Method to get other players to visit your FC: in addition to FC-only paint jobs (meaning, cannot be purchased with Arx), there should be FC-only engineers that can be unlocked; they have the ability to push engineered modules a little bit further. There should be 10-20 different engineers you can unlock, that, much like existing engineers, have their own specialties. As the owner of the FC, in order to provide certain special engineered modules, each one requires specific materials that you can stock up on. So when other PCs come to your FC, they don't have to spend or hunt materials like you do with normal engineers. Instead, you set the price for these engineered modules ("Hey, so you want an extra 5 LY added to your FSD? Cool. 5 million credits bub") You also set the permissions for these modules as well. Maybe only ships aligned with the Empire can purchase them?
  9. Method to get other players to visit your FC: every station has notice boards where you can post (canned text to choose from to prevent vulgarities, etc.) the location of your FC and what services you have to offer. But you would have to keep in mind that the notice only lasts for one week. The idea is that if you're parked in X system selling X custom ships and/or have X special engineer, etc., you can go to dozens and dozens of stations to make posts to notice boards in order to advertise. Much like an arrow spinner on a street corner outside a business has to go out there every week to advertise, you'll have to hit up those stations every week to advertise your offerings.
  10. Depending on which services and/or features you add and/or unlock for your FC, this should change the appearance of your FC. For example, you should be able to purchase extra fuel tanks. This would add huge tanks to the side of the FC. Also, other players should be able to steal Tritium from these tanks, thus requiring you to add security measures to your FC. If you choose not to spend money on defense, well that's just a risk you have chosen to take. But if you do, there are various security packages you can add to your FC, including various on board weapons (where you have tiered purchases that determine the amount and types of weapons, and you can determine the placement of these weapons) and various fighter ship crews (tiered purchases: Tier 1 has like 3 ships and they are vipers, while going up to Tier 5 might have 10 ships and 3 of them are Anacondas, etc., higher the tier, more money you spend) that will patrol the area around your vessel (and thus would add to your weekly crew / maintenance fees, but maybe worth it?). Maybe you choose to purchase the marketing package, which includes, for example, scrolling marquee sign you can put on the sides of your FC, advertising your offerings ("High Demand: Void Opals!", "Special Engineer: Thrusters!", etc.)
  11. FC shouldn't be able to be destroyed; but you should be able to hack them (for example, steal exploration data), use cargo hatch breakers to steal any cargo on board, steal fuel, be able to destroy defense systems (would require a coordinated effort depending on the defense package installed), and be able to damage any visual add-ons (like the marquee sign). You have the option to purchase different monthly insurance packages as well. The bottom package, for example, only covers if anything is damaged, where you pay 5% of the value to repair it. But maybe the top monthly package covers 50% of repairs and 50% of lost/stolen goods. The idea of FC being persistent is a really cool feature. But there should be risk and vulnerability to this. It also encourages people to get on every day, or at least once a week, to keep an eye on your baby. If you're in a squadron, every week maybe you have a CMDR who's job is to keep an eye on the FC and report if back-up is needed, etc. If you're a dirty pirate, this also opens up so much more gameplay...




    **This next suggestion is a long explanation, and it's specifically meant for space leg gameplay
  12. FDev have defined a multitude of permit locked systems that no permits currently exist for. Wouldn't it be super cool if within these systems, wormholes exist that zip you to the mirror location on the other side of the milky way?!? And maybe this is where the Thargoids live? Or maybe it's where the Guardians now live and they actually aren't extinct. This would not only open up so many more missions, but also it opens up so many more discoveries explorers could make. Imagine with space legs, zipping through the wormhole, popping out the other side and fighting some of those mofos in ship to ship combat, or being a landing party and doing some boots on the ground combat! The possibilities are endless.
  13. FC should have super high-end passenger missions. Adding onto some of the ideas above, imagine being able to purchase different high end passenger cabins for your FC. NPCs would land on your ship and would be treated to different amenities depending on the type of passenger package you purchased (this would impact not only their happiness level, but also the amount of money you can charge). Different passenger packages have different passenger ships (if you do not already have an eligible ship, like an Orca, Beluga, etc., you can purchase a package with a base "passenger" ship. There are "tour-bus" SRVs as well, depending on the package you purchased).

    The neat thing about this is you get to create the mission and NPCs and PCs can participate. You would create a mission where you select a system destination (although you can hide this, will get to that later). You select what site-seeing you'll do (is it just out in space, is it planet side. Is it just in the orca planet side or does it also involve the passenger SRV as well). You select any other stops on the way. The total LY round trip and estimated duration is listed. And you set a price. You can post this mission on the station notice boards as aforementioned. Once all your cabins fill up (or the minimum amount of cabins you have designated need to be filled for departure) you have 72 hours to begin the journey. If you don't begin on time, the mission is aborted, and your FC passenger reputation takes a hit, making it harder to solicit business in the future. If you halt the journey at any point in the middle of it, you have 24 hours to restart the journey. This actually might happen more often than not due to how far away the destination is. Time to refuel if reserves are not stored on board. Since your FC is persistent, other PCs on your FC can participate in activities to bide their time while you're away (space legs!), including going to their personal cabin and logging off and coming back later. If 24 hours passes without the journey restarting, the mission is aborted. NPCs and PCs on board have to immediately leave in their docked ships (if you are in an area of space where their dock shipped does not have the jump range and/or a fuel scoop in order to get home, that ship will immediately be returned to the closest station to the system the mission originated in). This would cause a huge hit to reputation.

    In regards to creating a mission, lots of factors would be at play here. Posting at high traffic notice boards increases odds of soliciting business. The asking price will determine the kind of business you'll get. If your reputation takes a hit, you'll probably have to charge less than usual to earn back that rep. The COOL thing about this would be in advertising special locations where you could choose not to divulge the system you're going to. With FC, the ability to go further into the black due to the massive jump range means more and more unique discoveries will be made. Maybe you do not want to freely advertise a cool Guardian temple in a system that could never have been discovered by anyone else until FC were added. Or maybe when there's atmospheric planets (and space legs!), taking your Beluga close to the surface and it's an earth like planet with a beautiful waterfall that you don't want anyone to know about, or maybe there's a never before seen ferocious animal in the forest and your passengers are part of an exclusive hunting party, allowing you to charge absurd amounts of money. Maybe there's a passenger lobby on the FC where you can mingle with other PCs and NPCs, and there's a huge viewing window to look out of. While on the journey, there's games to play with other PCs/NPCs (card games, pool, drinking games, etc.). Once you arrive at the destination, you advise the passengers they have 10 minutes to board the Beluga. You then can marvel at that waterfall from the confines of the Beluga, or take that SRV deep into the thick jungle and get let loose to hunt that apex predator. Or maybe you take the SRV through a massive cave and enjoy that sightseeing spectacle.

    Completing the mission would be simple; you took your passengers to X destination. You completed the advertised activities. And then you returned your passengers to the original system they were picked up at. Activities would be defined by the game or by you. For example, if you discover a planet no other CMDR has ever done so before, and there's guardian ruins on it, the game will mark that. Now, if you discover a beautiful waterfall in the middle of a lush jungle, you can put a custom marker there. These locations have to be defined when you create the mission for the notice board. There has to be a "destination" to go to that is advertised. While the system can be hidden, it would say something like "Location: Hidden, Distance: 20,000 light years away, Activity: Guardian Ruins", etc. If it was a custom marker, the game should allow you, in first person space legs, to select the object of the visit. So you should be able to select "create custom marker" via some first person interface, and then select the waterfall itself. The game should know that that asset is waterfall, and thus in the description it should say "Activity: Waterfall". If you had selected a tree, it would say tree. Obviously, the more interesting the asset the better chance NPCs, and PCs, will pay you money. Once you discover animals, it is logged in your codex. When you create a mission, you can define the activity as observation or hunting, etc., so it would be "Activity: Hunting Rare Apex Predator" or whatnot. That way PCs have a general idea what they're getting into. If they want more information that can reach out to you via chat.

    What's cool about this is it completely changes passenger missions. It creates these player created expeditions almost, where you can literally give a tour to other players of some place in space that they've probably never been to before. Any PC who comes along gets things added to their codex they've never had before. You would define as mission creator how long each activity would take. For example, the waterfall you could list it as 10 mins if you so choose. Once 10 mins is up, a checkmark is next to that activity, and you're free to leave. But the hunting party, for example, you might list 1 hour. In 1 hour they have to be back on the passenger SRV. If they're not, either they get left there alone (which I would prefer haha) or they automatically get warped back onto the SRV so you can drive them out of the lush jungle, back to the beluga, and then back to the FC to go home, and that checkmark is next to that as a completed activity.

    Imagine the dynamic gameplay that could come out of this.!
 
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Quite easy, I'd not use them if they were of no benefit to me and leave it at that, like any sane adult. Sometimes stuff does not apply to everyone, incredibly.

Oh I definitely won't be using them as they are now but to drag my sannity into it, it's hard enough being wide over 50 man, don't rub it in please ;)
 
Oh I definitely won't be using them as they are now but to drag my sannity into it, it's hard enough being wide over 50 man, don't rub it in please ;)

The FSS, exploration finds (L clouds, life) mining, all don't appeal to me at all and don't fit how I play. Its nice FD have put them in, but I never use them at all.
 
The FSS, exploration finds (L clouds, life) mining, all don't appeal to me at all and don't fit how I play. Its nice FD have put them in, but I never use them at all.

I'm not realy that upset, just disappointed, it's just a game after all, there are plenty others go around.
The long wait for something actually new might have clouded my tollerance a bit, especially because now they finally do come up with something it's imho rather useless and only viable for a realy small part of the playerbase.
 
I'm not realy that upset, just disappointed, it's just a game after all, there are plenty others go around.
The long wait for something actually new might have clouded my tollerance a bit, especially because now they finally do come up with something it's imho rather useless and only viable for a realy small part of the playerbase.

This I can understand, its lined up badly for FD where expensive gear is something that appears in a giant lull.
 
I'm not realy that upset, just disappointed, it's just a game after all, there are plenty others go around.
The long wait for something actually new might have clouded my tollerance a bit, especially because now they finally do come up with something it's imho rather useless and only viable for a realy small part of the playerbase.

Yeah, it gives me great pause about the New Era.

It took FDev two years to develop the fleet carriers we saw last week, and yet they intentionally gimped the entire feature for explorers. On purpose. After two years of development.

Just how badly designed will the New Era be? How many playstyles will it shun? How many credits will new features at the end of this year cost, and how many players won't be able to enjoy it either?
 
I must have missed it in the stream but what kind of mining is required to refuel the FC? I know it's icy rings but is it laser, sub surface or deep core or can it be obtained from all 3
 
Once you start the 1 hour wind up to jump if you change your mind can you cancel the jump and if you changed your destination after say 40 minutes of the prep time does the hour start again or continue from the 40 minute mark
 
I must have missed it in the stream but what kind of mining is required to refuel the FC? I know it's icy rings but is it laser, sub surface or deep core or can it be obtained from all 3

Surface and subsurface as I understood

Once you start the 1 hour wind up to jump if you change your mind can you cancel the jump and if you changed your destination after say 40 minutes of the prep time does the hour start again or continue from the 40 minute mark

Ohh, that's an interesting question. My guess, it would reset entire "spin up" sequence... but maybe not
 
I'm ok with weekly upkeep and even doing some mining for refuel but why does the upkeep keep rising even when not logged into the game, if you're out in the black far away from everyone and everything and you're not logged in then you're not going to be earning money but upkeep will continue to rise. Upkeep should be put on hold when not playing, they're an NPC crew in a computer game I don't think they'll starve to death, why should I be punished for not playing the game for whatever reason, some of us do have families and lives and my wife is already annoyed I play so much
 
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