idea over decommissioning Fleet Carrier

After the deadline for payment, a mission (mini-event) is generated for all players. The mission depends on several parameters and is available at random spaceports. Examples of missions: crew rescue, smuggling or defense. The player with the most points (for example, saving the maximum crew members) can receive part of the cost of the fleet carrier.

Parameters affecting the type of mission:
1. The distance to the bubble
2. Equipment and cargo on the fleet carrier
3. Parameters of the owner of the fleet carrier (squadron, strength, fines, etc.)
 
This is very confusing. What are you suggesting? Are you trying to suggest that other players can do missions to win/rescue the fleet carrier?
I can tell there's a lot in your head on this that didn't get expressed here.
 
This is very confusing. What are you suggesting? Are you trying to suggest that other players can do missions to win/rescue the fleet carrier?
I can tell there's a lot in your head on this that didn't get expressed here.
That's what I want to offer. The fleet carriers generate missions (game events) before selling. The type of mission will depend on various parameters.
 
What I like for fleet carrier is the ability to create an AI wing to use either on bounty hunting or mining. This would be great for commanders like me who manly play in solo mode. Just like in ship launch fighter, you can have fleet carrier pilots you can assign a ship too. This ability would add a lot of depth to solo and open play.
You can have specific commands for fighting, mining and exploring, telling the AI to return to the carrier if they are too damaged, or in mining to return materials to the carrier. For mining you can then create a proper mining fleet, or have a protection wing.
 
That's what I want to offer. The fleet carriers generate missions (game events) before selling. The type of mission will depend on various parameters.
There is no Mission Board in FC's, so that would have to be added too, which will mean adding a feature that will almost never be used except for an exceptionally fringe case: a Carrier that was abandoned by its owner but somehow people want to rescue it from decomissioning, instead of just replacing it with their own, which would be way more logical, i think. It seems to me that such a feature would end up getting way too little use to justify the development cost.

What I like for fleet carrier is the ability to create an AI wing to use either on bounty hunting or mining. This would be great for commanders like me who manly play in solo mode. Just like in ship launch fighter, you can have fleet carrier pilots you can assign a ship too. This ability would add a lot of depth to solo and open play.
You can have specific commands for fighting, mining and exploring, telling the AI to return to the carrier if they are too damaged, or in mining to return materials to the carrier. For mining you can then create a proper mining fleet, or have a protection wing.

Also a feature with its problems. Carriers can't really get anywhere near a place where you would like them to do anything of that sort. They can't get inside a CZ, they can't get to a mining hotspot, or a RES. They have to remain at least a few tens of thousands of miles away from those places, so the utility of those AI ships, in what would be quite literally the middle of nowhere, would be doubtful, to say the least.

Making those ships useful, therefore, would entail making the carriers capable of getting into those aforementioned POI's, which would open a HUGE can of worms in terms of game balance.
 
Oh I thought fleet carriers could jump to any planet within a system, shame I would have like to have formed an AI wing that could jump and cruise with you.
 
Oh I thought fleet carriers could jump to any planet within a system, shame I would have like to have formed an AI wing that could jump and cruise with you.
They can jump to any planet within a system but when they do, they end up parked in an arbitrary orbit around that planet. You do not get to tell it to go to a POI in that planet specifically. Best case scenario, It'll end up a few tenths of light-seconds away from any POI, which as i said before, it's still tens of thousands of miles.
 
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