But megaships aren't carriers.Large ships can already dock at megaships though...
But megaships aren't carriers.Large ships can already dock at megaships though...
But megaships aren't carriers.
Seeing as they have announced it, I guess they have a pretty good idea how they are going to do it already.
Just setting yourself up to be disappointed
I'd have been happier with a wall-of-text to read, and some still images.
I highly doubt Fleet Carriers will be anything like this at all.
Here's a few things that come to mind:
1. What happens to the ships in a carrier, if the carrier owner/pilot goes offline? (game crash, ISP failure, power failure)?
Are they simply stuck in the nowhere, unable to play until the carrier owner returns? If so, this could put a big dampener on both via their viability and on game play in general.
If they are ejected from the carrier at it's last location, this would simply be terribly annoying.
2. What happens to ships in a carrier if that carrier is destroyed?
Group rebuy would suck, being ejected into a hostile situation would just be annoying to say the least.
3. If Carriers are indestructible, they wouldn't have need of weapons, so weaponizing them (outside of the pacification emplacements common to stations and megaships) would be unnecessary, and prevent issues # 1 and 2. However this would also limit any sort of outfitting, if any outfitting is even possible.
We also know nothing about how Squadrons will work - I'm going to speculate they will be basically a "wing" of 4 Wings, allowing 16 ships to work together. However, given the amount of trouble we've had to this point just getting Wings working (instancing anyone?), adding another layer to this will only further complicate matters.
I'd have been happier with a wall-of-text to read, and some still images.
I highly doubt Fleet Carriers will be anything like this at all.
Here's a few things that come to mind:
[snip!]
2. What happens to ships in a carrier if that carrier is destroyed?
Group rebuy would suck, being ejected into a hostile situation would just be annoying to say the least.
[snip!]
I think these are great ideas.
There is only one thing that puzzles me: how can you sell your commodities to the market? I mean, if the carrier is way outside the bubble, how can you buy or sell commodities to the market?
I think these are great ideas.
There is only one thing that puzzles me: how can you sell your commodities to the market? I mean, if the carrier is way outside the bubble, how can you buy or sell commodities to the market?
Maybe you could not buy commodities but only sell them to the market. If in deep space the market values could assume some fixed balanced value. It would be nice to give traders / miners some love in the carrier concept.
Instead of being critical of Frontier, I'm offering a detailed concept, with mock up images, on how I'd like FD to implement fleet carriers in 2018. As said in the video, this is my opinion, what I want to see and I'm not claiming I speak for everybody.
Mods, I'd appreciate it very much if you could please let this run for a while in dangerous discussion.
https://www.youtube.com/watch?v=6arhWcrGSp8
The concept covers:
- Outfitting
- Module Attachments
- Storage
- NPC Crew Positions
- Squadron Goals
- Squadron Missions
- Carrier Damage and Consequence
- Carrier Relocation
- Livery
I'd like to address the following issues:
- Content, challenge, reward for end game players
- Material, data, credit and time sinks
- Player storage limits
- Player custom home bases of operations
- Conveniences and costs associated with them
- Keeping players of different skill levels and play times together
Hopefully this sparks some more ideas and debate and it would be interesting to see what others think.
Thanks go to CMDR Ashelai and CMDR Porky McBacon for their input.
Excellently presented!
My only gripe is that the idea is too good, too refined, and too meaningful for the game to be implemented by Frontier. For a devoted group of professional working on their own thing, it doesn't look or feel good to let a single handed amateur (forgive me if you are not!) to tell them what to do to fix their thing. Specially with such a central and game changing idea such as this. Even though listening to good ideas and implementing them should be, ultimately, good PR or whatever, I don't think FD is willing to implement this with the implications of doing so. Because to do so, can be seen as an admittance of them not being able to creatively fix the game. On a psychological level, imagine being a game designer or a team of designers facing the decision of implementing the genius idea of an amateur outsider on his spare time. If they let this advice dictate how to make the game, then why are they necessary to begin with?
Hopefully, personal interests wont get in the way to let this vision set the standard on how squadrons should work.
Like the OP stated, the carriers shouldn't be destroyed. If their hull gets to a certain percentage, they would retreat. Where? What about they retreat to the same system they came from, like when you rebuy? If you're in a war against another squadron, that would be a significant defeat as you would have to start the same long trip to get back in the fight. Just an idea.
But don't get me wrong either - I'm not against the idea of Carriers - I'm in favor of them. Help the people who just want to blow each other up go broke faster and keep them all together for easier staying away from, and I couldn't be happier. Unfortunately it seems all the thoughts revolving around these are "how I can use them to better blow people up?" while the rest of professions are left in the lurch.