ANNOUNCEMENT Fleet Carriers Update - Patch 3

What happens to the ships other players may have stored in that FC. Are they lost for the time being until a player decides to come back online (which could be months).
Easy, same thing that happens if, say, you have a power outage while cruising through a system now :when you log back in, your ship is floating in space, unharmed, ready to power up again.
 
Easy, same thing that happens if, say, you have a power outage while cruising through a system now :when you log back in, your ship is floating in space, unharmed, ready to power up again.

Not really...
It is possible for a player to have ALL his/her ships aboard someone else's carrier... FDEV can not leave them floating in space if the carrier has to 'disappear', whatever the reason :)
Presently, even fully decommissioned carriers are still visible in the game.

EDIT: The carrier has to stay here permanently if you want to be able to get them shipped to a station or another FC (at least until all ships and modules from all players have been transferred to another station/FC).
 
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I suppose FDev could make a free auto-transfer of those ships to the nearest station, then, but good point. I just didn't think about anybody wanting to store their entire fleet on somebody else's carrier (with the inherent risk of suddenly finding all of them at, say, Beagle Point).
 
Easy, same thing that happens if, say, you have a power outage while cruising through a system now :when you log back in, your ship is floating in space, unharmed, ready to power up again.
I'm talking about someones fleet of ships that they have stored on the FC, not the ship they are flying at that precise time.

What happens if their ship has an extremely low jump range, and their long range ship is stuck in the despawned carrier with no way of getting it and no way to get back unless they self destruct. And even then, they will only spawn and the nearest station with a ship with no proper jump range.

It doesn't work. They should have limited them to squadrons in my view and they would be like a mobile guild house, and that would have limited the amount there are, especially if they were much more expensive to run.

Then they could have designed a mini personal FC which only services a player for those that want that, which wouldn't show up on the system map or nav panel apart from the players own one. It would much smaller, less storage with only the ability to store a few ships that can fit on the landing pads. No storing of hundreds of your own ships, only what can fit on the landing pads.
 
Commanders, this time I have some positive news - after initial FC introduction a group of commanders have accidentally discovered that some in-game mechanics - specifically those depended on/driven by the so called weekly "ticks" (server maintenance procedures on Thursday) do not work any more as intended by design - i.e. weekly ticks "disabled". In particular that was the case for Tip Off's locations activity rotation and regular jumping megaships.

Issue has been reported on issue tracker (confirmed and acknowledged later), and this information has been doubled here on forums and some discords (also the state were checked on a weekly basis since then).

To be honest I was not really optimistic about Frontiers fixing this in foreseeable future.

However now I must admit that I was wrong in my estimations. At least for Tip Offs, they have returned to the intended cycling since Thursday (July , 9), can not say anything about megaships as an additional week is needed for testing.

Also I think it's important to underline here, that those fixes were not announced in (and are not the part of) FC patchnotes 2, neither Patch 3. So this can serve as an additional evidence that even now some bug-fixes from Frontiers are on the way on the server side.

Thank you, Frontiers!
 
Commanders, this time I have some positive news - after initial FC introduction a group of commanders have accidentally discovered that some in-game mechanics - specifically those depended on/driven by the so called weekly "ticks" (server maintenance procedures on Thursday) do not work any more as intended by design - i.e. weekly ticks "disabled". In particular that was the case for Tip Off's locations activity rotation and regular jumping megaships.

Issue has been reported on issue tracker (confirmed and acknowledged later), and this information has been doubled here on forums and some discords (also the state were checked on a weekly basis since then).

To be honest I was not really optimistic about Frontiers fixing this in foreseeable future.

However now I must admit that I was wrong in my estimations. At least for Tip Offs, they have returned to the intended cycling since Thursday (July , 9), can not say anything about megaships as an additional week is needed for testing.

Also I think it's important to underline here, that those fixes were not announced in (and are not the part of) FC patchnotes 2, neither Patch 3. So this can serve as an additional evidence that even now some bug-fixes from Frontiers are on the way on the server side.

Thank you, Frontiers!
What i can tell you about megaships, is that the mechanic when you "should be able" to hack their cargo bay to get the salvages is BROKEN since a while!!!
Frontier only focus on miners and totally forget the rest or do just minor fixes, so no thx :cry: .
I could be wrong for this update, but as for santa claus, i don't trust it anymore.
 
What i can tell you about megaships, is that the mechanic when you "should be able" to hack their cargo bay to get the salvages is BROKEN since a while!!!
Frontier only focus on miners and totally forget the rest or do just minor fixes, so no thx :cry: .
I could be wrong for this update, but as for santa claus, i don't trust it anymore.
I'm quite aware of the issue you've described and have seen a number of reports about it, and even advertised it myself (but haven't tested it). As far as I know this issue have also obtained confirmed/acknowledged status on the issue tracker. And as far as I understand it's quite simple to test and gather evidence (in comparison with the one I've mentioned earlier).
As I have posted some alerts regarding Tip Offs/Megaship Jumping I think it just fair to share this story and its at least partly positive endings.
 
Then they could have designed a mini personal FC which only services a player for those that want that, which wouldn't show up on the system map or nav panel apart from the players own one. It would much smaller, less storage with only the ability to store a few ships that can fit on the landing pads. No storing of hundreds of your own ships, only what can fit on the landing pads.

Why 'mini personal' FC ? It has to be 'personal'. What's the purpose to have a personal fleet carrier where you can't move all your ships to Colonia, or whatever place you want to stay for a while ?

I could be OK with your solution, as long as I can have ALL my ships but only one large pad (one large pad can obviously serve all sizes of ships)
No extended 'shipyard' and outfitting, no commodity market, no redemption office.
Just refuel,repair,rearm and universal cartographics as optional modules.

Less than that, it would be better to create a 'personal' squadron just for yourself and get a 'squadron' fleet carrier, which wouldn't address the persistence problems the FC can cause in the game.
 
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Why 'mini personal' FC ? It has to be 'personal'. What's the purpose to have a personal fleet carrier where you can't move all your ships to Colonia, or whatever place you want to stay for a while ?

I could be OK with your solution, as long as I can have ALL my ships but only one large pad (one large pad can obviously serve all sizes of ships)
No extended 'shipyard' and outfitting, no commodity market, no redemption office.
Just refuel,repair,rearm and universal cartographics as optional modules.

Less than that, it would be better to create a 'personal' squadron just for yourself for 10mil and get a 'squadron' fleet carrier, which wouldn't address the persistence of these fleet carriers.
Because it would look really stupid if you had this tiny carrier with one pad, but it's got 100 odd ships in place. Having four to five ships is fantastic as it is.
 
What happens to the ships other players may have stored in that FC. Are they lost for the time being until a player decides to come back online (which could be months).

This is the precise reason why I think FC should have been squadron only, with far higher costs involved.
actually no, My friends and I have noticed (this was due to a bugged instanced at the time.) But the ships apparently report their location as in the system the carrier WAS in, and my friends were able to transfer their ships off the carrier even though it was gone. So it seems the carrier's contents are still accessible in some fashion even if the carrier is in limbo.

Also, pretty frickin' scary to watch your carrier jump out and NOT come out the other side like expected. Just more misadventures in hyperspace I guess. :LOL:

And also, the problem you describe as the reason for squadrons only could also be solved by a proper permission system allowing the owner to designate various CMDRs as "officers" on their carrier regardless of whether they are in his squadron or not.
An idea to potentially solve the issue you describe.
 
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I'm talking about someones fleet of ships that they have stored on the FC, not the ship they are flying at that precise time.

What happens if their ship has an extremely low jump range, and their long range ship is stuck in the despawned carrier with no way of getting it and no way to get back unless they self destruct. And even then, they will only spawn and the nearest station with a ship with no proper jump range.

It doesn't work. They should have limited them to squadrons in my view and they would be like a mobile guild house, and that would have limited the amount there are, especially if they were much more expensive to run.

Then they could have designed a mini personal FC which only services a player for those that want that, which wouldn't show up on the system map or nav panel apart from the players own one. It would much smaller, less storage with only the ability to store a few ships that can fit on the landing pads. No storing of hundreds of your own ships, only what can fit on the landing pads.
Again, I think you're overcomplicating it, remember this is Fdev. What they need to do is design a proper permission system and allow the CMDR to delegate control to people. That way you can get your squadron experience without locking it behind a feature almost no one uses. I mean at the end of the day that's what you want right? the ability for multiple people to manage the thing and in your scenario, for someone else to move the carrier out of the buggy system for people to access right?
 
Because it would look really stupid if you had this tiny carrier with one pad, but it's got 100 odd ships in place. Having four to five ships is fantastic as it is.

This is your opinion, not mine at all.

Stupid to have one pad for maybe 20 ships ?
Isn't it already stupid on the current fleet carriers, having 16 pads with maybe 50 players and 300-400 (total) ships aboard ?

We have all accepted the 'magic' of storing a lot of ships in stations for a long time (I wonder how many ships/modules/players resided in Jameson Memoria before the carrier update. A lot probably...).
Why implement the same 'magic' on squadron FC and not on your so called 'mini personal' FC ?

Plus the solution you proposed doesn't change anything if people create a squadron for themselves only.
 
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This is your opinion, not mine at all.

Stupid to have one pad for maybe 20 ships ?
Isn't it already stupid on the current fleet carriers, having 16 pads with maybe 50 players and 300-400 (total) ships aboard ?

We have all accepted the 'magic' of storing a lot of ships in stations for a long time (I wonder how many ships/modules/players resided in Jameson Memoria before the carrier update. A lot probably...).
Why implement the same 'magic' on squadron FC and not on your so called 'mini personal' FC ?

Plus the solution you proposed doesn't change anything if people create a squadron for themselves only.
Yup, it is stupid, but at lease you can't see or know how many ships are in the FC yourself, so it's easy to ignore.

As to one person creating a one person squadron, sure they can do that, but they would have to find a way to pay for the upkeep which is designed for a group.

And yes, it is my opinion. I never said it was anything else. That's what I would have preferred.
 
Hm, Patch 3....

By now it should read something like :
  • Carrier Bridge added
  • basic Carrier re-orientation from Bridge Controls now possible (rotation/pitch only)
  • advanced and enhanced NPC Control and Functions enabled, hired NPC Crews can now board assigned Player Ships and assist with specific tasks (Tritium MIning, Cargo on/offloading inside a System)
  • Carrier Markets : rebalanced and fixed (some Commodities did not show despite orders being active)
  • Carrier Markets : will now allow buy/sell orders for the same Commodity, additionally sell limits can be set (i.e. sell only a fixed amount of Tritium)
  • Carrier Fuel Management : Carriers will now allow remote transfer of Tritium into and out of the Cargo hold, additionally Carriers tasked to jump with low Tritium Main Fuel Tank will automatically draw any required Tritium from the Cargo hold if Tritium is stored
  • Systems Map : decluttered, many Carriers present will no longer distort the System Map
  • Galaxy Map : Filter for Carrier Vendors and Admin Systems reworked, will now display globally regardless of distance and/or visited status
  • Galaxy Map : Carrier Route plotter added, will provide Tritium Reserve and Consumption data on any plot
  • Carrier Navigation : Carriers can now perform multiple sequenced jumps if ordered to do so, provided sufficient Tritium Reserve is present
  • Bugs : 8 major and 22 minor bugs fixed

You missed:
- When you purchase a fleet carrier, the default module storage limit of 120 modules is removed, because you have an *** big carrier of your own to store shedloads of stuff in.
 
I do hope you will UN NERF the LTD in LTD hot Spots. You destroyed mining inside and out of the bubble. Literally you destroyed mining. While wandering around Tritium Hot Spots I find lots of rocks with Tritium in them. While wandering around LTD hot Spots I find lots of rocks with Tritium in them not LTD percentages. Stupid too stupid to believe you are helping us with your useless nerf bat swinging one way.
 
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So this patch will be:
-That Mining exploit nerf;
-Fleet Carrier trade bug;
-Other minor fixes.


What this patch WON'T ADRESS:
  • Buff the completely USELESS PVE combat when farming credits;
  • Multicrew is still kind off broken;
  • Fleet Carrier upkeep system.

Seriously, PVE combat and other things that is not mining (except exploration, since you just chill when exploring) is completely useless when farming credits, those should be buffed.

I'm just going to throw David Braben's Elite Develop plan just for the Irony:
"One of the things that we want to do, with the Alpha and Beta tests, is to ensure that no one role is a massive generator of cash".
 
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