Fleet Carriers - Dev Questions

Question for fdev:

With the introduction of the Fleet Carriers, in the future there will be new ships between the size of the beluga and the Fleet Carrier, controlled by the player?
 
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I've really only got one question...

Q: How is the FC supposed to work for the solo player who plays intermittently?

My guess is, if you cant afford one.
You will now have loads of FCs parked around the Galaxy that you can dock at.
Quite handy for solo players if the FC are persistant across all the mode galaxies.
Lots of systems you couldn't dock in before might now have handy player dock for just you !
 
My guess is, if you cant afford one.
You will now have loads of FCs parked around the Galaxy that you can dock at.
Quite handy for solo players if the FC are persistant across all the mode galaxies.
Lots of systems you couldn't dock in before might now have handy player dock for just you !

If you are docked on a ship going to SOL as an example and you haven't got the permit do you get kicked off.
I guess yes
 
Only if you purchase the next expansion... Horizon New Era...

Yeah, I'm pretty sure base building is coming with New Era now. Because lets be honest, Fleet Carriers basically are mobile bases which players can buy now. To implement player owned bases all the code will already be in the game after June. All Frontier would have to do is change the FC assets to surface bases with a bunch of new physical assets (or even just use existing surface base assets), fix them to a point on a planet surface, and BAM instant player owned surface base.

The cosmetic ARX store possibilities would be too great for Frontier to pass up on. I'm pretty sure we'll be seeing player owned bases by the end of the year.

I wonder how much THEY will cost, lol.
 
Yeah, I'm pretty sure base building is coming with New Era now. Because lets be honest, Fleet Carriers basically are mobile bases which players can buy now. To implement player owned bases all the code will already be in the game after June. All Frontier would have to do is change the FC assets to surface bases with a bunch of new physical assets (or even just use existing surface base assets), fix them to a point on a planet surface, and BAM instant player owned surface base.

The cosmetic ARX store possibilities would be too great for Frontier to pass up on. I'm pretty sure we'll be seeing player owned bases by the end of the year.

I wonder how much THEY will cost, lol.

That was the point, FC's are effectively mobile bases.

I would however expect Bases to be cheaper than FC's because they don't need engines, don't need to work around zero G and can be built in bits whereas you kind of need all the bits in space pressure sealed and ready to go for FC's.
 
What are the conditions for the initial placement? Do they all start in the same place?
Yes you have to order them at the Colonia carrier store with a 20% deposit , then make full payment at Hutton Orbital before heading out to Beagles Point to pick it up. All this must be done in the same ship with no neutron star jumps within 24 hours of order or you lose your deposit/full 8 billion credits.

Oh and no docking at any other stations between docking at Colonia and Beagles Point other than Hutton Orbital.
 
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What happens if one jumps into a system out of reach of current ship fsd jump ranges and the system is bereft of mineable resources to refuel the carrier

That's the chance you take. I don't mind if it's the case that you get stuck there. Exploration should have consequences.
 
Some Dev questions

  1. Did Braben recently get a boat and wanted to replicate the experience of tossing money into an endless hole?*
  2. Did any of the Devs?*
  3. While a selfish question - what of players who take long hiatus breaks to go do other things and play other games?
  4. What is the most expensive configuration of the Fleet Carrier?
  5. Why not instead have an earning debuff applied to the player instead of a running cost, lets say, 36% reduction in earnings?*
  6. Seriously though, why not have the persistence despawn based on the player login. Player goes missing for a week + and their FC gets de-instanced from the game but not sold off at the local cop auction?
  7. According to your stats - what % of the playerbase currently could buy and FC?
  8. What % of the playerbase do you "want" to buy and FC?
  9. Lets say the FC is for a very specific and niche aspect of the game. Not just players who have the $$ to afford it but the regularity in play to keep it "maintained". Is there any plans to develop/offer an alternate "Fleet carrier" that eschews the persistence for all the other conveniences for otherwise task-oriented players? i.e. I don't care that much about setting up a hub and care more about the ability to move around multiple ships great distances for my use.
  10. What will happen with "last docked" type mechanics - like respawning after ship destruction.
  11. If you can respawn at an FC - what happens when the FC displaces.
  12. Potential point of griefing. If you spawn/follow the FC - what if an FC jumps to a star that otherwise cannot be jumped away from with a normal ship. Example, FC jumps to a fringe distant star that is 300-400 LY away from the next nearest jump and it has a given amount of ships tethered to the FC and the captain decides to just leave it there (put it there on purpose)?
  13. How much reserver tritium can be accumulated, how many jumps worth?
  14. Does the jump distance scale with the Tritium use or is it a "Flat fee" 10LY or 500LY - it still costs "50" Tritium, or whatever the max is.
  15. Any plans on developing ships potentially as large or near as large as FC's that players can pilot in the traditional sense? Would need to develop some "can't dock" system.
  16. I really like the potential credit sink. Any plans for other "end game" credit sinks?
  17. Do you see the way forward for the economy to have "mega" big ticket items?
  18. Presuming your mean earning potential on an optimally configured FC - do you intend it to be a credit earner or the "Tariff" mechanics to only potentially break even on maintenance? What's your design goal?
  19. Is the maintenance for the primary purpose of restricting the number of FC/pruning or otherwise limiting them in number?
  20. Will we be able to store modules on the FC?
  21. Our own ships?
  22. If our own ships, how would we transfer them, same as the current transfer mechanic?
  23. If not - then why not?
  24. Are their plans for different FC models or modules in the future or is this going to "be it" for this particular addition (much like many former aspects of the game?)
  25. In your ideal scenario - how do you see the (3?) different configurations of the FC being used - picture perfect "influencer" twitch streamer - run through a gameplay loop - in theory, of each of the configs if you don't mind?
  26. Small QOL suggestions. Have a (really slow) mechanic where the FC can charge one jump charge to prevent one way marooning. Perhaps in desparation the crew reconstitues old spent fuel, but takes something like a month for one jump. Maybe increasing that Maintenance cost - or maybe doubling the cooldown each time its used until it gets a fresh fuel jump (1 month, 2 months, 4 months).
  27. Can and do NPC's use the FC/FC space/ instance?
  28. Any plans for that in the future if that's a no?
  29. Are tariff subsidization of the maintenance wholly dependant on other players landing at your ship and using the faicilities (ie, NPC's are a non-factor here).
  30. What do you view as the main "Tariff vectors" of the different configurations?
  31. How will cargo/storage work on the FCs? Can one theoretically jump to deep space for optimal mining grounds, fill up, then bring it back and sell-off.
Asterisks are taking the a bit.
Personally I am luke-warm on the FC's because I suspect they will be like the pilots for the SLFs - neat on paper but only a fool actually uses them. I could be wrong.
 
I can answer at least a few of these for you based on my own playtime. HTH..

  1. What is the most expensive configuration of the Fleet Carrier?
I ploughed about 7B to get everything running, left me with 2b [eek] but, as its beta, I'm loosing nothing really.

  1. How much reserver tritium can be accumulated, how many jumps worth?
1000 units can be stored on your carrier currently.
  1. Does the jump distance scale with the Tritium use or is it a "Flat fee" 10LY or 500LY - it still costs "50" Tritium, or whatever the max is.
Yes. I jumped about 7LY and used about 3 Tritium.

  1. Will we be able to store modules on the FC?
Yes, I've moved all 7 of my ships AND all modded modules ect to my FC.
  1. Our own ships?
Yes, but you need to install the ashipyard add-on [ridiculous though it seems... this IS, after all, a carrier?]
  1. If our own ships, how would we transfer them, same as the current transfer mechanic?
Yep :)

Fly safe, CMDR.
 
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