Q: What was the reasoning behind commander-owned FCs over Squadron-owned?
- Are there plans for squadron-owned assets?
Q: Since FCs seem to be targeted at an end-game crowd, are there any plans to improve fleet maintenance for mid-game and earlier?
- Taxiing costs balance pass?
- Ability to taxi ships between visited starports, not just 'to my location'
Q: Can multiple FCs occupy the same system in any way (separate instances, modes, owners separated, etc.)?
Q: Will FCs offer any form of module storage and maintenance?
- If they do, is this service restricted to FCs or will it be rolled out to all players?
Q: Will FCs provide any NPC interactions, such as crew maintenance or missions?
- Is there any personal narrative associated with FCs?
- What sort of customization options beyond outfitting exist to make my FC 'mine'
Q: Will FCs provide any sort of bonuses/buffs or negative effects system-wide, regardless of affiliation (i.e., all players in system are affected)?
- EX: FC is outfitted for mercenary work, boosts bounty payouts by 25% system-wide
- EX: FC is outfitted for mining work, boosts prospector drone yield bonus by 25% system-wide
- EX: FC is outfitted for exploration, provides Level 3 surface scans when Level 2 scans are performed in FSS system-wide
Q: How can I enforce pad availability on my FC?
- A known issue with rescue operations is pads getting taken by AFK players (or trolls). If a player group decides to oocupy all of my pads, preventing the FC from being used or serviced, what options do I (the owner) have?
- Automatic forced undock timer? Pad restrictions?
Q: Does the FC have any destructible assets?
- What are they? What does it cost to replace them?
- In the case of armaments, what sort of control do I (the owner) have over them?
- Can my FC commit crimes like my ships? What does that entail?
Q: How does C&P work with FCs? Do they have anonymous protocols also?
- If I'm wanted, will my own FC lock me out?
- Can I lock my FC to other criminals? Can I open it to them?
There's my
starting list. I'm hopeful Thursday provides many answers but also a healthy dose of
explanation of why. I still contend the #1 question for FCs is the one that has never been answered by frontier, from the beginning:
Why Fleet Carriers?
It's a cool feature idea, sure, and it has lots of potential for both solo commanders and/or group or squadron play. From the beginning, it has seemed like they wanted this to be a solo-oriented feature (as in one player), but now their tune sounds more community-oriented. Why make them single-player owned, then? What do they offer to a game about piloting (not commanding) starships? Few games incorporate capital ship ownership well, fewer still in a multiplayer environment. I personally like NMS take on Freighters as the ideal solo-oriented capital ship to support my playstyle. EVE Online sees them as major assets that, while individually owned, really require the support of others to safely operate and protect. The EVE model seems to be at play here, but we'll just have to wait and see.