ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

Anyway, i'm noticing a lot of game designers in this thread.
And most of them had the Carriers pre-designed in their minds way before the Reveal Stream - too much imagination can be a burden.
Also a burden is having too much expectations..
 
A very limited number, as FD explained. :p

Yeap, but i do wonder what are the limits? 1 carrier per body in a system?
Not sure i've seen more than one stations/megaship orbiting a certain body

My turn to be a designer: if they remove the All from the docking permission list, then the carriers could be made visible only to the ones that have permission.
But the limit of one carrier per body would still apply. Probably.

Edit: Anyway, the salt will be epic :D
 
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hmmm, ... I think there's just a few things that are variables which might yet have a big impact.

For instance, let's say Thargoids attack and wipe out station functions in 1/3 of the bubble.... then FC functions and placements become almost core infrastructure. Support costs easily recouped, if not the full price for all we know.

That's to much speculation for me and I'm done speculating what intent Fdev might have.
If FCs will have a deeper purpose down the road which justifies how they work now then let them say so, like in a pre-recorded stream for instance.
I bet they're not that ignorant that they didn't see some of the complaints coming, no UC for instance.

Imho opinion I think that the new Era will decide whether it'll be a change of game only or a complete change of playergroup also.

We'll see.
 
There is a mixture of views in this thread - after 47 pages mostly negative. What is fairly clear though is that there are a lot of questions and even the positive comments seem to have a rider of some sort to explain a bad mechanic. E.g. FC's are too big to fly so its ok that you can't fly them, the maintenance cost is ok because you can get credits easily in the game by doing x or y, you can use an FC in exploration but that is like taking your house with you so naturally slow.

In short, no-one is saying "wow", "this is fantastic" or "FD you have outdone yourself". Instead the comments very muted or salty which accords with my impression of the FC mechanics so far. If were to summarise my impression it is that FD has adapted the existing capital ship mechanic/content (which is a nice in game prop but otherwise pretty useless) and bolted on a whole lot of existing starport services which are meant to introduce a player economy but probably won't work (because you can get the same thing anywhere). Disappointing really and not something that strikes me as 2 years of hard focused work to come up with a game changer.

The feedback from the beta will be telling.
 
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The problem was never the price nor the maintenance ... the problem is the damn 2 hours to jump and the amount of fuel spent ... FD save the game ... 5000ly at least autonomy, 10 seconds to jump and zero cooldown
 
What commodities players can not store in FC?
Can I kick players out of my FC when they are on/offline?
 
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As someone who doesn't really get involved in BGS how does Universal Cartographics affect it
You get reputation increased with controlling fraction when sell data to station. That's how u can do easy permits unlock - fly 2000ly and sell data for 2mil on station where lock holder is main fraction. 2000ly will be enough for 2-3 different sells.
 
As someone who doesn't really get involved in BGS how does Universal Cartographics affect it

When you sell your exploration data the faction that owns the station you sold it (or some of it) to gets a boost to their economy. There is a soft cap to the benefit so selling loads all at once won't help much more than selling a few systems. That isn't really the issue with Carrier, they can potentialy act like an interstellar factor for bounties/bonds & just not affect the BGS influence (inf) of any faction.

The issue is that in one direction keeping your data safe & having to return to a station to get the cash & tags is gameplay FDev might want to preserve (I would be interested to find out their reasoning though), on the other hand an exploring player or group wants to fund their carrier via exploration activities rather than necessarily via mining or trade. It makes sense that they are able to but it would remove most of the small amount of challenge remaining in off-grid survival play.
 
I have the following feedback about carriers:

1 - A module for the Universal Cartographic, the BGS excuse is not valid, each carrier should be part of my ship list and that makes it part of the Squadron I represent so any income goes to the Minor and Major power automatically. If a person has no squadron the credit goes to the Pilot Federation.
2 - A cruise speed mode.
If the carrier is all lockdown for a long trip the there is only a small cooldown/ warm-up of 5 minutes (I take 2 minutes to make 500 Ly in my Conda, I can cover 300 ly in one jump with a Neutron boost) and it uses 5 times less fuel To re-enable the modules takes time so the player can decide if is a good idea to "pack it up" or jump the regular way
3- A passive way to get tritium from ice asteroid belts
Allow us to park the carrier on an asteroid belt and scoop it when you are exploring
4- A bigger tank
Allow us to buy a module for extra fuel tank or take the tritium directly from the cargo bay.
5- Programmable route like we use in the Galaxy Map
Allow us to program a route for the carrier to follow when we are exploring or farming or offline.

This will make it viable for long trips of exploration. There are plenty of other good suggestions that do not require major rework. Please consider them.
 
I wanted to be able to sit in the command chair of my FC like Jean Luc Picard and say "Make it so!" to my pilot/navigator. Then watch the jump animation immediately. The whole point of FC's for me was to be able to jump to Guardian space in two quick jumps and be there with several of my ships and then pick and choose which one to land on the planet with. Help out a buddy get his FSD booster blueprint, and then do a quick jump to the crystal spire space to load up on materials. Another quick jump to Dav's hope and back to the bubble. Now they're telling me I can't watch and hear the jump animation from the bridge, because there isn't one, and it'll take THREE hours to go ~750lyrs to guardian space?!? My Anaconda can do that in ten minutes!! 1hr spool up and 1hr cooldown HAS to be removed!! The spool up should be ONLY the time it takes to do the cool jump animation and there should not be ANY cooldown whatsoever. Once I jump to a system they want me to just sit there waiting for TWO hours before I can jump again? Absolute madness!!
 
The maintenance cost is a total deal breaker for me and my two buddies who are also longtime players. I tend to play elite in cycles (I’ll play daily for a month or so, then life takes over and I log off for a few weeks or months). If I’ve got to worry about going into debt that’s just a great way to turn a game into an anxiety engine. if they want to create a management game loop I think that’s fantastic conceptually, but there MUST be a way to generate cash from NPCs, so that with the right decisions you can leave the game knowing that your carrier will keep generating cash with or without a bunch of other commanders landing/buying there.

Doesn’t seem like there’s going to be many people willing to put up with the massive amount of effort/time/money involved in buying and supporting one of these.
 
The Good, the Bad, and the Ugly
The Good:
They will be cross platform visible, usable and persistent.
Although only 16 commanders can jump with the carrier, all your squadron's commanders can store all of their ships on it.
Assuming that you can get it there, the carriers can act as support for squadrons far away from civilisation.
Ample storage for your commodities.
No ability for commanders to take over the turrets to attack ships they don't like.

The Bad:
No Universal Cartographics! I mean: REALLY?
1Hr spin up and cooldown. Talk about nerfing. This makes the carrier just about useless for almost any task you might have had in mind for it except long term squadron support. I can take almost any ship out to 500 Lyrs in less time than 2hrs. so what's the point?
It needs to be less than 5mins.
Enforced Debt induced Decommissioning. Could there not be a simple mothballing where you sack all your staff and shutdown all services until you return to financial stability?
No ability for commanders to take over the turrets to attack ships they don't like.

The Ugly:
Maintenace costs. Oh I get the need, but it's ugly!
Markets and tarrifs. Sounds like a cool idea. But it's implementation is ugly. Without the ability to sell something that nobody else can sell they simply won't work.
Tritium fuel tank & storage. I suppose that it will be possible to move Tritium from storage to the Fuel tank but the whole Tritium thing is just, well It's ugly!
 
Most of us don't explore in groups so problem for explorers. In the bubble it can be bought so no problem there.
Yep, but we do not know how yet how supply and price will be. Also 1000 unit fuel tank and whatever surplus you want to store. Even a shieldless Cutter with nothing but cargo racks can only move 794t at a time.
 
Basically, the FCs are an Excel Spreadsheet masquerading as a massive space ship!!! They are also an expensive storage space that can move as slow as my grandparents driving... I don't believe these have been in development for the last few years, they seem more of a rush job to me. Instead, they have devoted the time saved into the paid update to occur later this year. This is supposed to tie us all over until then, but its a terrible idea. Why not own up to the mistake of even mentioning these massive ships too early!?

That been said, there are a lot about the FCs we don't know, and only playing the Beta will give us a better understanding of what these ships can and can't do. But my optimism is at an all-time low. If this is the best that FDev can introduce, it's probably best to leave the game alone and not bring them into the game at all!!!
 
But if you think about it, would you really want to send a 5 billion+ credit vessel somewhere completely uncharted, risking thargoids or whatever? Sending in an expendable scout ahead of them to check it out makes perfect sense to me.
what risk? thatgoids cant attack carriers
we have been told that they are indestructible
 
Anyway, i'm noticing a lot of game designers in this thread.
And most of them had the Carriers pre-designed in their minds way before the Reveal Stream - too much imagination can be a burden.
Also a burden is having too much expectations..

No doubt, but that doesn't negate the fact that there were a lot of missed opportunities (and this is also not to insinuate that didn't try hard or didn't make hard decisions). They had an idea internally for fleet carriers, and changed that idea. Was supposed to be something for squadrons, to pool their money, to use it as a faction asset, etc. I'm assuming solo players whined, ruining it for everyone else. And now the implementation isn't even logical or financially feasible for exploration solo players. It's kind of funny, but not.

They could make five very simple changes that would make FC ten times better:
  1. Ability for squadrons to pool money to buy one and set FC permissions via squadron ranks
  2. Exploration Data can be manually stored on the FC
  3. Maintenance fee base price is dropped from 10 million to 1 million
  4. 1 unit of Tritium = 2 Light Years
  5. Countdown / Cooldown periods reduced to 30 mins, and via overcharged FSD to 15 mins where 1 unit of Tritium = 1 Light Year
Right now, I'm not going to purchase a FC. It's a waste of money. And I'm literally the kind of hardcore player with extra money that this update is aimed towards. I hope they make some adjustments to its current implementation.
 
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