Fleet Carriers - Dev Questions

Will there be the ability to limit who can land on a carrier?

Will damage incurred (if it is indeed incurred) while offline be added to the repair bill? Whatever form that takes.
 
How many arx will the paint jobs cost for fleet carriers.

Free, but with a bit of upkeep:

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God, i do hope fleet carriers and their entire fleets with them can be destroyed via torpedo's, otherwise whats the point in invincible ships?,

There should be a risk to leaving them, especially undefended. Indeed, carriers should be the only ships with turrets allowed on them.

I expect though, given ED has become an arcade game that you cant lose or experience loss, cant not, not make money, and cant not progress, the Dev's will see it fine that you cant lose your carrier or fleet.....not wanting to arouse those that "wont play anymore if i cant win".
 
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Q. Can FC's land on planets?
Only once. ...
That's how they land in No Man's Sky too.

... If fleet carrier based markets accrue passive profits, does this 'offline' activity still count towards ARX?
I'm guessing that's a heck no!

Will there be a coffee machine onboard and a tree for my cat to climb and play on?
They had cats in the original Elite but in Elite Dangerous and only allow pet bugs.

Q Can you steal from Carriers in the same way goods can be stolen from Megaships and Installations?
Q We know Carriers can't be destroyed, but can they be damaged?
Q What defences do Carriers have? Can the player pick from a variety of defensive weapons or is there just a standard load-out?
Q Is there some sort of CAP (Combat Air Patrol) I can assign for my Carrier?
Q Do Carriers come with Fighter Bays (like Installations do) and can I launch fighters to defend the Carrier?
Q How precise is Carrier Navigation? Can I target planets, installations and Signal Sources and tell my Carrier to go there?
Q When plotting a new Carrier jump to another system, do the Commanders with ships onboard get notified ahead of time of that jump? How far in advance are they told?
Q Can NPCs trade with Carriers?
Q How precisely can I set tariffs on goods? Per good type or per individual good?
Q For trading, do I just buy goods and put in storage for future sale, or is there a way for me to make/grow/manufacture some of those goods myself to meet any demand for those goods?
Q Are the creation of those goods dependent on other materials/modules in-game? Can I for example, add a Hi-Tech module to my Carrier so it can make Battle Weapons for future sale?
Q Can I open Black Markets on my Carrier?
Color me impressed if any of those question even apply to what we actually get! Carrier defense? Carrier Navigation? I bet Carrier Navigation, if we're lucky, will consist of turning the the ship for the camera shots.

I would be overjoyed to be wrong on this!
 
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Will the FC interact with the BGS.
Will you be able to align the FC to a player faction and how would that effect influence in systems that your player faction isnt ?
 
1. How many jumps can a carrier do on a full tank and can this be enhanced with engineering?
2. How long does it take to cool down and jump again? Minutes, Hours, Days?
3. If I don't pay the 'rent' what happens to my fleet and Modules when the carrier goes 'POP' ?
4. Can I park my carrier at a body of my choice and can I move it within system to another body?
5. We know how many pads, but how many ships can a carrier hold?
6. Can we increase jump range for an exploration ship? (Remove Market for increased range maybe?)
7. Will we see the carrier jump / arrive and if so, be able to use the camera tools?
8. How much will be the rebuy be on a basic carrier?
9. 5 Billion for a carrier.. how much for the add-ons?
10. Do I have to buy a whole new carrier to change role?
 
Will there be an intermediate version of the carrier .. perhaps one that is located on a planets surface? Hint Hint
 
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