ANNOUNCEMENT Fleet Carriers - Content Reveal Recap

F devs have never played their own game... in stream, a member of the FD team had 25b with beginner ranks in combat, commerce and exploration. These guys never mined for hours to make credits. They credit their account with 25b and have no idea what that means in hours of play.
That would be awesome to make them earn the credits to show and test stuff they make.

Imagine job requirement: We can only hire testers that have at least 7 bln credits so they can test FC.

Also if You fly without rebuy and lose Your ship You lose Your job, because You cannot test the game anymore.

Only Senior members can test and develop ships like Cutter and Vette because only they have high enough rank.
That could be job requirement for mid level QA.

Also, there is few percent discount for FC if You backed the game on kickstarter, so to test that feature they can only use people that crowdfunded the game 6 years ago. Maybe it would be problematic to hire anyone, but at least they would be sure that their employes cared for the game for long time.

Brilliant idea!
Seems super legit.
 
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F devs have never played their own game... in stream, a member of the FD team had 25b with beginner ranks in combat, commerce and exploration. These guys never mined for hours to make credits. They credit their account with 25b and have no idea what that means in hours of play.

More likely it was a test account set up specifically for the stream - probably on some dev server somewhere. I doubt they'd use their own personal accounts (if they have one :p) on a live stream.
 
Lemme tell you what I saw: A shieldless Hauler, no limpets, sliced off a few flakes of a random asteroid and then promptly boosted into said asteroid. If that's our foundation for this, then the developers would have to add prospecting ability, limpet usage ability, and somehow discover the Holy Grail of getting AI to navigate an asteroid field safely (something Egosoft still hasn't figured out in about 20 years of making space games -- it's not easy to do). That would be on top of adding routines that would see the NPC off to market with their wares, which means persistent NPCs and a LOT of them.

It's technologically feasible -- X series has long made use of the G.O.D. engine to simulate NPC activity around stations in its games -- but performance can be a big issue. Persistence hits server resources pretty hard, and this is a very large play map with I don't even know how many populated systems. Even if the BGS is "quiet" (like running in the background simulating only basic, important things like location, destination and cargo) and only fully active in the player's immediate system, and I can't even begin to imagine the resources that would have to be involved just to keep it from breaking regularly, let alone working properly with any kind of consistency.

There's a reason the X series isn't online despite its fans calling for the feature for over a decade. Creating NPC "life" on a galactic scale just isn't easy. One day, it will be, and it's gonna kick . Until then, we're the ones bringing the life to the galaxy. We're the only ones who can. XD
I see your point. I hadn't considered that angle and well I guess I was considering you could cheat a little. And have took like your guys are doing stuff but its actually all off screen and they just gain stuff at a certain rate and then return it. Maybe say a few dozen tonnes an hour it's no less hanky than anything elite already does.

I guess I'm just trying to think how this could work cause I'm having something of a crisis with elite that fleet carriers and an observation about them made me realise I have just poured days of my life into something meaningless....

I want fleet carriers to work....but I suspect they will not.
 
Idea of 1 hour warmup is not so bad IMHO. It gives other players time to escape accidental travel and also gives the feeling of really powerful and giant ship that needs preparations for such a jump. On the other side longer travels would be super annoying and conflict with many player's playstyle.

What if after the jump crew is ready for another jump, all systems are warmed up and it would take 10 minutes for another jump?
That warmed-up state could last for an hour. If Cmdr doesn't jump within an hour, then FC goes to a normal state.

In this way, we still would have plenty of time to inform other cmdrs about pending jump.
We would still have that feeling of big complicated machinery etc.
Single jump would still take an hour.

But that would fix problem that I think is mostly addressed: Long, multi jump travels would not be super slow anymore.

IMHO that would probably work best with lowered tritium usage (or lowered prices and bigger fuel tank)
It would be better if they would send an alert to the system or neighboring systems in the chat that the ship "name" is sent
 
I was excited for this Fc - but I really should have known better. I can understand the reasoning behind pretty much every decision Frontier have taken with Fc - but I can't pretty much disagree with most of them. It shows an unexplainable detachment from your playerbase.

Firstly I was expecting we were buying a fleet carrier not renting one - with those upkeeps it certainly feels like renting. You want us to pay the crew - well they can earn credits just like our ship crew members do - except take a cut of whats sold on the station. If Frontier don't want NPC interacting with the ship - then lets just say the crew get paid from proceeds of the NPC trading profits etc? We as 'owner' should not need to pay them. I thought Fc was being touted as a feature for all players.

Secondly - as I'm sure hundreds of others have said - the warm-up/cooldown times are rediculous. 10 mins at most please. 1hr/1hr is fine if you just intended these to sit in the bubble - but aren't we 'blazing our own trail' and 'playing the way we want to play' - an explorer can't utilise a Fc other than to just leave it in the bubble trading and generally being a money sink because we all know it's very unlikely to turn a profit.

Third - mining for fuel - fine, but 500 tonnes per jump is a little insane. I'm not talking about the cost to purchase - I'm talking the time to mine for it.

Fourth - UI - I mean seriously who tested this stuff - lets click and hold the button down for over a minute to change prices etc - surely that was picked up in in-house alpha testing?

If you wanted to run Fc as they are it had to be a per squadron purchase and geared towards groups not individuals. You've clearly pointed these at individuals but not considered how that would work for them. We certainly don't need more grinding added to the game - or is that the intent?

o7
Why not free the imperial slaves, give them work for food, and travel to outer space. Unfortunately, we have no such choice. Rent, it’s strange because I couldn’t get into a company where they would give me a ship and modules for it, work in security or on the same FC ...
 
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P.S.
The year is 52 weeks. That is, we have an annual total FC == 7.6 billion.
500 tons = 500 light, hold 25,000 tons, i.e. if you score it is 50 jumps for a total of 25,000 light
but this is without any modules at all
without repair
in general, if I have it now, mine is able to jump to 13-15000 St.
But even if so then 100 hours of outsourcing))) 100 hours of waiting CARL !!
 
500 tons = 500 light, hold 25,000 tons, i.e. if you score it is 50 jumps for a total of 25,000 light
but this is without any modules at all
without repair
in general, if I have it now, mine is able to jump to 13-15000 St.
But even if so then 100 hours of outsourcing))) 100 hours of waiting CARL !!
1 jump in 1 real day ...
 
What are you talking about? 1 jump 1 hour waiting before and after
Movable outposts for infrequent travel to the right place, not flight aids.

For example, he sat down for the game, aimed the FC, flew the ships, jumped, got out of the game, went to bed.
 
good afternoon
Thank you very much for the update. I hope the carriers will get even more functionality in the New Era. Although now it is a solid innovation.

I'm not sure I write where I need to, but ...
1. The carrier price is fair.
2. The price of maintenance is insane. I think 3kk for basic services and from 50k to 100k for each additional would be nice.
3. It is highly desirable that after the death, the pilot reprimanded in his "carrier".
4. It is a good idea to place the “cartography” service on a medium.
5. Cooldown should be reduced by 10 minutes repair + 20 minutes preparation for the jump.
6. It may be worthwhile to reduce fuel consumption per jump and the cost of the jump itself.
I am sure that many have already written similar texts.
I just want to say that my opinion is the same as theirs.
Thank you for your attention and your work.
 
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More likely it was a test account set up specifically for the stream - probably on some dev server somewhere. I doubt they'd use their own personal accounts (if they have one :p) on a live stream.
You think they have time to grind? Maybe that's why FC are so empty. They better work on FC.
 
One thing it was taken out from the original concept is that out Fleet Carrier looks would reflect the services installed in it and this should be restored.

I'd still like to see parts of the previous support vessels added as a "segment" on the Carrier and the station-like ring if all services are installed so it would reflect the amount of crew members needed to operate the damn thing.
 
having listened to the Lave radio interview, one thing that strikes me is that the feature set that we have with Fleet carriers is a function of what they had time and money for. As someone who regularly works on IT projects, I fully understand the frustration with having to balance a launch window and also include functionality.

It sounds like that they wanted to do lots but eventually had to to cap the development so that they could get something out of the door that people could test (and use) to meet their summer 2020 commitment.

It also sounded like some of the ‘missing’ features were either close to being ready but had to be dropped at the last minute because they weren’t working properly or were subject to large arguments about whether they should be included. It felt that a lot of the beta feedback would be used to justify various positions within Frontier about the inclusion / exclusion / price point or potential use of different aspects.

For example, the omission of Universal Cartographics appeared to be touching on an already had argument. Whether it is close to being included or was the subject of an early cull will only come out in beta 2 but frontier did appear to be referencing internal discussions.

Here’s hoping that the changes most people want will make it by either beta 2 or the final build
 
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