Strong argument.
That's like comparing two different car's performance and then tripping over one's color.
You can compare NMS space stations with ED space stations, it's not just the color.
Or planets from orbit...
NMS is fun though.
Strong argument.
That's like comparing two different car's performance and then tripping over one's color.
I don't think Fleet Carriers have modules like ships, so they won't use any of your 120. If they do have modules I doubt they will fit in a viperWhat about the module storage? Will we be tied to limit of 120 modules in storage? For how long we will be buying Vipers and use them as extra storage?
For how long we will be buying Vipers and use them as extra storage?
They are supposed to be indestructible. No surprise given current carebear friendly game design.Can they be shot down, or are they impervious to total destruction?
I'm just thinking about the 'large amount of credits' on the rebuy screen.
vipers? pff, pleb
i have a crusader, gunship, fas and a 2 dropships as mules for module storage
also an asps and a dbs
If it's dockable it's got to be more persistent than that or you could get all sorts of weird cases. I wouldn't expect the owner needed to be online for anything except ordering jumps and refitting it.Persistence - If a Fleet Carrier is tied to a single commander only, is persistence of a FC in the Galaxy dependent upon whether said commander is logged into the game? How is the asset managed by the game exactly? The hope was that by linking a FC to a Squadron that would allow FCs persistence for the entire Squadron by having the FC asset tied to whichever members happened to be online at a given time, rather than rely upon a single "owner" commander needing to be always logged in for the FC to be available to use by the Squadron.
Contributions to the initial purchase would probably have to be by Void Opal transfer, but on the other hand if they're intended to be something which a rich player could afford solo, they're probably not going to be as expensive as the "intended for large-ish squadrons" plan, so it might not be all that necessary.Pooling Resources - if a Fleet Carrier is linked only to a single commander, does that preclude Squadrons from contributing to its initial purchase cost, as well as running costs for jumps / outfitting? If a Squadron wants to maintain a FC and it is only owned and managed by a single commander, this places an onerous burden on that player and removes the opportunity for Squadron contributions.
Conversely, being limited to only one FC per squadron might be fine for a 10-player squadron, but a bit tough for a 400-player squadron. The larger squadrons might well benefit a lot from being able to go for "who's online with a carrier" rather than setting up squadron roles to allow a sufficient range of players to take control.Permissions - it seemed intuitive to tie FCs to the Squadron management UI. Not linking them places another burden on the owner commander of a FC that a Squadron wants to utilise: having the single owner fully responsible for designating access permissions to the FC and plotting jumps / configuration options. If FCs were instead linked to Squadrons they could make use of the current Squadron member permissions settings, allowing members of a given rank to take on FC management if, for example, the FC owner is offline or otherwise unavailable.
Exactly what is the cost for the Carrier going to be and how hard will it be to find fuel?
How is it no use to Squadrons? What are you complaining about? Are yuou complaining that solo players didn't get excluded? LOL, what kind of argument is that?Looks nice, would have been great to build squadrons around them and, you know, with the guild we have built up in Squadrons as a community to work together, but I guess this is really just a shallow, single-player game that occasional has some multiplayer aspects. Basically, this emphasises the lack of support I see for the future of Squadrons, with the bowing to Solo players because they moan loud against anything that smacks of not being available and earnable individually, is starting to wear thin. So now the guild leaders get to try and keep their groups together with no support for the long foreseeable future unless they like to hunt Thargoids or look at pretty starscapes, because that's the only thing we hear about from community managers who don't answer emails and only talk to the super large player groups or fancy screenshot'ers.
Hell just take squadrons out now, it's not needed, the only thing will be for people to join a Squadron is for a promise for earning enough money with a group then ditching them.
So pretty ships, and no use to squadrons. Let's just keep on not supporting the groups who actually play together and bring up new players.
wow what a comment. Pretty good, the quote included as well, all bang on. This was my point somewhere on here; All you have to do is press a key and bam, your Freighter appears and it does need fuel too, but you can get it and fuel it without having to break your blood vessels in your brain from sleepless nights of grind-farming either. But I'd better wait to see what comes out, I mean, the content in Elite is I have to say way better than NMS, or any other space game I've played. The SRV and it's functions - its radar detection mini game for mats is really really cool and I do like it, because I get to do science and find stuff with radar signatures, this makes it cool engaging content that I was happy to pay for, gladly.This is sad but true. No man's sky had capitol/fleet carriers for a while now. I feel that elite is just trying to play catch up at this point. Other things elite needs that No man's sky already has include space legs, atmospheric landings and base building. No Man's Sky has what elite don't. And when ever elite does release what little content they do, we praise it like the coming of christ because of how starved for content we all are.