Fleet Carriers Update - Beta 2 has now ended!

Your map says nothing about the actual separation between Commanders, only about distribution. Obviously the core bubble will be crowded (I assume the numbers are Cmdrs/circular area) in which case it bears out my comment that the "popular" regions are more crowded. There are substantial gaps with zero population, and the green numbers are quite small for the area they represent. Thanks for reinforcing my assertions.
 
Your map says nothing about the actual separation between Commanders, only about distribution. Obviously the core bubble will be crowded (I assume the numbers are Cmdrs/circular area) in which case it bears out my comment that the "popular" regions are more crowded. There are substantial gaps with zero population, and the green numbers are quite small for the area they represent. Thanks for reinforcing my assertions.
ChipStar, I was just messing with you. I know it's big.
 
Just a quick one. What happens if you fly your carrier out 30k ly with all you stuff on board, then muck about a bit, realise you can't get it all back, then fly all the way back to the bubble in your DBX and remote decommission the carrier?

So at the moment you get most of your 5 billion back, yes? What happens to all your stuff though?

I wasn't able to test this as I only got one in the blow out and there wasn't enough time to decommission it see....
 
Just a quick one. What happens if you fly your carrier out 30k ly with all you stuff on board, then muck about a bit, realise you can't get it all back, then fly all the way back to the bubble in your DBX and remote decommission the carrier?

So at the moment you get most of your 5 billion back, yes? What happens to all your stuff though?

I wasn't able to test this as I only got one in the blow out and there wasn't enough time to decommission it see....
Your insurance paid up?
 
Just a quick one. What happens if you fly your carrier out 30k ly with all you stuff on board, then muck about a bit, realise you can't get it all back, then fly all the way back to the bubble in your DBX and remote decommission the carrier?

So at the moment you get most of your 5 billion back, yes? What happens to all your stuff though?

I wasn't able to test this as I only got one in the blow out and there wasn't enough time to decommission it see....
When a Fleet Carrier finally enters "decommissioned" status, it is taken over by a recovery crew and dismantled. If any modules and ships were left aboard the Fleet Carrier at the time is was dismantled, they will be automatically transferred to the nearest Starport with the Carrier Construction service for free.[3] Lastly, the owner is refunded the full cost of their Fleet Carrier and any installed services, minus any unpaid debt in cases of automatic decommissioning or a fixed fee of 125 million credits in cases of voluntary decommissioning.
 
When a Fleet Carrier finally enters "decommissioned" status, it is taken over by a recovery crew and dismantled. If any modules and ships were left aboard the Fleet Carrier at the time is was dismantled, they will be automatically transferred to the nearest Starport with the Carrier Construction service for free.[3] Lastly, the owner is refunded the full cost of their Fleet Carrier and any installed services, minus any unpaid debt in cases of automatic decommissioning or a fixed fee of 125 million credits in cases of voluntary decommissioning.

So hang on, they send it all back for nothing? I guess I just need to make sure I am nearer to the bubble than I am to Colonia.
 
Hi everyone,

Just to answer a few questions here, we've seen a whole lot of your other feedback and it hasn't gone unheard. These are the changes that we are able to commit to before launch and they are based on feedback from the community.
🙂
Right now, we can't share any details about future development, but safe to say we've got them listed and under discussion.

Also to answer a question a few of you are asking, the Wing trade exploit has been fixed, we'll add it to the OP shortly!

Cheers,

Tim
Thank you for the clarification Tim!
 

Deleted member 192138

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  • The buttons used to increase or decrease both the bank and the commodity market will now scale, like other systems in-game, when depositing credits or adjusting commodity prices.
I for one am looking forward to another user interface element that jumps and lurches over the precise point I'm looking for, with elastic speed of movement, which could simply and easily also have a text input field to set exactly what I want in a few key presses.
 
I for one am looking forward to another user interface element that jumps and lurches over the precise point I'm looking for, with elastic speed of movement, which could simply and easily also have a text input field to set exactly what I want in a few key presses.
Perhaps there is a reasons for this?
Can not figure out what that is tho...
Might be some limitations on interface...
Right well that is all have fun o7
 
So I tried a Fleet Carrier in Beta 2, pretty easy to work out whats what. Made a 470ly jump with the fuel already loaded, finished testing in less than 30 minutes.

What I'd like to know is how you fill these things up with Tritium? Do I have to park up near a station selling it and ferry back and forth buying and unloading for a few hours?
 
Really hoping they fix the carrier jump animation before they release.
It really throws you when it suddenly reappears on the other side for a few seconds as the cloud disappears.
 

Deleted member 192138

D
Perhaps there is a reasons for this?
Can not figure out what that is tho...
Might be some limitations on interface...
Right well that is all have fun o7
They coded their own engine from the ground up for the game. There are other text input fields in the game already (ship name, ship ID, comms panels). Someone at some point made the conscious decision to exclude this function from every situation involving a numerical variable (commodity market, limpet purchase and now various fleet carrier variables too). This is now either coded in to the point where there's no going back, or it's an aesthetic design choice that they're purposefully not going back on.

It was a mistake in the beginning and now the numbers are even bigger, it's a bigger mistake now.
 
They coded their own engine from the ground up for the game. There are other text input fields in the game already (ship name, ship ID, comms panels). Someone at some point made the conscious decision to exclude this function from every situation involving a numerical variable (commodity market, limpet purchase and now various fleet carrier variables too). This is now either coded in to the point where there's no going back, or it's an aesthetic design choice that they're purposefully not going back on.

It was a mistake in the beginning and now the numbers are even bigger, it's a bigger mistake now.
For the record i agree with you. it should be. i was having a bit of fun with the subject, And a potential reason why a text field that has to be used ever time for some players may not be a thing. Just exclude a bit of what i said and you will see it.
 
So I tried a Fleet Carrier in Beta 2, pretty easy to work out whats what. Made a 470ly jump with the fuel already loaded, finished testing in less than 30 minutes.

What I'd like to know is how you fill these things up with Tritium? Do I have to park up near a station selling it and ferry back and forth buying and unloading for a few hours?
You buy it and load it or you mine it (y)
 
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