Fleet Carriers - Dev Questions

  1. can squadrons pool money to purchase a fleet carrier (with the squadron creator being the owner of the carrier)
  2. can you store excess fuel on fleet carrier
  3. with regards to the fleet carrier commodity market, are the commodities themselves managed by the fleet carrier owner (meaning, day 1, the fleet carrier has zero commodities, and, thus, he has to supply every commodity on the carrier (either manually supplying the commodities themselves, or increasing buy prices (demand) for the commodities the owner wants), and by being able to set prices of said commodities, thus creating a player economy of sorts)?
  4. will fleet carriers [eventually] have "ship garages", so when space legs come out, you can walk around and look at all your stored ships (think gta5), and show off your ships to other people?
  5. will the fleet carrier provide any storage options? (storing void opals, for example)
  6. is it possible that any new changes might be made to fleet carriers, for example, in regards to only squadrons being able to purchase fleet carriers? It seems way more logical that something like a FLEET CARRIER should be only purchasable by a squadron. It also encourages cooperative play, would be purchasable with squadron pooled money, the owner of the squadron could designate commodity dividend percentages to each squadron member, etc.. The price of one should really be something like 10-15 billion credits, and with upgrades could easily hit 50+ billion. This would create a nice COMMON, SHARED goal for squadrons, and would be way more engaging and interesting than each person trying to setup their own personal FC. Think of some of the other aspects of it, such as only members with a rank of Leader or Senior Officer could command / pilot / manage a fleet carrier, while members with a rank of Officer have control over some other minor functions / abilities of a fleet carrier (such as access to cargo), while agents and rookies only have authority to land on the fleet carrier and enjoy discounted and/or free prices. How much more engaging is this, compared to every individual trying to get their own fleet carrier, and to what purpose? It's not too late to make changes!!
 
Think of some of the other aspects of it, such as only members with a rank of Leader or Senior Officer could command / pilot / manage a fleet carrier, while members with a rank of Officer have control over some other minor functions / abilities of a fleet carrier (such as access to cargo), while agents and rookies only have authority to land on the fleet carrier and enjoy discounted and/or free prices. How much more engaging is this, compared to every individual trying to get their own fleet carrier, and to what purpose? It's not too late to make changes!!

Addendum: also, just want to reiterate the point that this would provide some tangible authority to squadron ranks, and give ranks more purpose. Currently, ranks just provide some administrative control over squadrons. My one example above provides actual GAMEPLAY control for ranks. Squadrons should be encouraged and fleet carriers was a blatantly obvious AND logical way to do so.
 
Addendum: also, just want to reiterate the point that this would provide some tangible authority to squadron ranks, and give ranks more purpose. Currently, ranks just provide some administrative control over squadrons. My one example above provides actual GAMEPLAY control for ranks. Squadrons should be encouraged and fleet carriers was a blatantly obvious AND logical way to do so.
You are aware that any individual player can create a squadron?
 
You are aware that any individual player can create a squadron?

Sorry, I am talking about squadrons aligned with player owned factions that requires 10 or more members. If it's a squadron not aligned with a player owned faction, should require minimum 10 members to purchase a fleet carrier.
 
I'm assuming that the warm up to Jump, both visual and audio.. maybe even a text warning... is to give other players/NPC's time to leave or be transported 500 LY from their last position.

That being said...
Q. Upon Jumping DOES it move other players. Any and all ... Solo or Open?
Q. Can a player ""log off" for weeks in someone else's FC... Could he find himself FAR FAR from home when he returns?
 
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Q. Seeing as owning a FC is out of the reach of the majority of your customer base, what exciting new features are you going to release for us?
 

Robert Maynard

Volunteer Moderator
Sorry, I am talking about squadrons aligned with player owned factions that requires 10 or more members. If it's a squadron not aligned with a player owned faction, should require minimum 10 members to purchase a fleet carrier.
Any player can create a Squadron and affiliate to any Faction - there's no restriction on number of members.

A player group requires ten members to be able to request the insertion of a PMF - however they have no control of which Squadrons affiliate with it.
 
Will you be able to sell tritium on tbe black market if you aquire it from other players via piracy.?

Can you power your own FC with stolen tritium., rather than mining/buying it?

Will there be npc ships with tritium in their holds?

Will there be npc fleet carriers?
 
1) At current levels how many cmdrs can actually afford a FC?
2) How many cmdrs do you estimate will be able to afford a FC over the next 6 months?
3) Will there be a limit to the number of carriers per system or will we get the situation of some systems (eg Deicat) having 10-20 FC full of gankers ready to blow up anyone attempting to arrive?
4) Outside of the core systems do you envisage most Cmdrs to ever actually see a FC?
5) Given the above has the level of commitment in resources needed been worth it for the majority of Cmdrs given we have lost CG's and Galnet for the last 4 months?
 
.... and I expect that "land" would be a euphemism for something altogether more catastrophic. ;)
We had a pilot here once claim that he should be able to land his plane as fast as he wanted to.
Which we agreed, you can do that. Depending on what definition of land you wanted to use and if you actually wanted to ever use that plane again.

All good questions. I hope they have answers. Given the thing is pre recorded, i suspect it may be too late to do the questions in the video.
 
does the amount of tritium needed to jump vary with the distance jumped.

for example: can I jump to a system 10ly away for 10t of tritium, whereas for a system 500ly away, 500t of tritium would be used.

Or is the amount of tritium used a fixed quantity for each jump, whatever the range.

for example: The act of jumping uses 500t of tritium, regardless of if the jump is 10ly or 500ly.

(Figures used are purely for example sake and easy reference and no way imply these are the actual amounts required)
 
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sigh

Not so much a question but commentary. I just watched Obsidian Ant's video today. Fleet carriers and the proposed Upkeep system, and the fact that you can accrue debt and if you get enough, the fleet carrier is auto decommissioned. Yes I know he said that that the limit is rather high, that's not the point

Upkeep in this form is essentially Rent, which means you never really own the carrier. Which is complete bull****. If I neglect the fleet carrier it should go inactive, becoming just short of derelict, in which case I would have to work to repair the systems and bring it back up and running.

But I shouldn't actually LOSE the carrier, ever. Especially since it's 5 BILLION for the carrier and probably DOUBLE that for the outfitting options.

Fdev, if you want to create a rent to own situation or something for lesser endowed players to earn a carrier that way, that's your business, but charging me RENT on my own carrier after throwing down unheard of amounts of money, which can result in me LOSING the carrier if I don't maintain some arbitrary upkeep is pretty much the best way to alienate your player base who has been waiting for this for almost 2 years.

I was ok with the steep price tag, and even having to fuel it but come on.... Credit Upkeep? really?

I get that owning a fleet carrier is an investment, and I get that for singular commanders it will be especially challenging, but please don't suck the fun out of this.
 
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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.
 
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