Player Minor Faction

Robert Maynard

Volunteer Moderator
Yeah, but also easy enough to go "you're below the minimum amount, you'll be disbanded in a week unless x"... which can be games itself... but would that be worth it at that point?
Yet Adam confirmed that a Squadron with only one member in it would retain access to the Carrier (presumably to avoid group angst and trolling of Squadrons by members threatening to leave (to bring the membership below the artibtrary required level)).
 
How large would that quorum have needed to be to stop a determined player accruing as many free Epic accounts to satisfy any arbitrary numerical requirement? Even after the Epic giveaway one can from time to time pick up new altCMDR(s) for about £5 each.
At that point, i don't think it matters. From FDs perspective, 10 accounts owned by one person and 10 accounts under different people are just 10 accounts.

Does it change anything if all ten accounts are played simultaneously, or even not, given absence of any further information? What about 10 different players with no common purpose other than to have an FC available?

The net result would still be less carriers. Those who want an individual one hard enough will do that... those who genuinely want a shared squadron asset won't need theirs anymore... those in neither camp will just get by.
 
Dare i say... you could fix this by requiring a quorum... forming a Squadron involves sending out an initial set of inviteds, and once all are accepted, the sqn forms.

I don't want that, but it's plausible.

Weren't the original requirement 20 Commanders? It's not in the original Squad Goals thread, so maybe I'm misremembering.

Edit: Both having a Carrier and forming the Squadron were intended to have a requirement beyond 1 player,
Source: https://www.youtube.com/watch?v=muv49m8nkN8
 
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I expect the problem with tying carriers to squadrons was not so much at the low end but the high end.

Say a squadron of 10 can support a carrier.
So a squadron of 500 can support 50 carriers. But if they can still only have one carrier, that just creates an incentive to break up larger squadrons into lots of smaller ones, which is a lot of unnecessary busywork.

Conversely if a squadron can have multiple carriers, it doesn't limit their numbers much (or perhaps at all).
 
I expect the problem with tying carriers to squadrons was not so much at the low end but the high end.

Say a squadron of 10 can support a carrier.
So a squadron of 500 can support 50 carriers. But if they can still only have one carrier, that just creates an incentive to break up larger squadrons into lots of smaller ones, which is a lot of unnecessary busywork.

Conversely if a squadron can have multiple carriers, it doesn't limit their numbers much (or perhaps at all).
All I'm hearing is "remove fleet carriers" :sneaky:
 
All I'm hearing is "remove fleet carriers" :sneaky:
Nah, it's cool. With properly calculated mining plan for the whole trip, it is nice & easy for long travels. I'm just going back from 62000ly distance.
But, problem is those delays applied in the Void. I could understand busy Bubble, but no-people-around areas could be handled faster and at simplified schemes.
And in the Bubble "static" storage of commodities is still better than "none". It still can be used with 1 jump only, final one to unload.
 
All I'm hearing is "remove fleet carriers" :sneaky:

We can identify why people want one under the existing game as of 2025, it's a Bag of Holding. And to also cover alexzk's mention of SWTOR and other MMORPGs and why people wanted 1 man guilds there, the issue is the same between all games, it's limited or nonexistant storage solutions.

SWTOR went on to monetize theirs, as did other MMOs from a similar era up to modern ones. FDev could have, or could do, similar, and let players Pay Arx for Commodity storage room and Credits to transfer from one storage to another, or even call upon in-lore carriers to ferry your commodities to your storage. Whether it would be a planetary/station/asteroid cargo area is functionally irrelevant, as long as it permits others to interact with it in a similar fashion to current Fleet Carrier cargo mechanics.

This is all design which have been done before in the past decades and doesn't require new thinking, just budget and willingness to execute.

 

Robert Maynard

Volunteer Moderator
We can identify why people want one under the existing game as of 2025, it's a Bag of Holding.
Sort of yes, sort of no - in that while a Carrier can accommodate a finite number of the CMDR's ships, modules, and accumulated commodities, etc., it does not travel with the CMDR, so the contents are only accessible by visiting the Carrier or transferring the ship / module to the CMDR's current dock.
 
Ye...storages is a key in all games. 1st mod I install in Witcher 3 is to make horse to be the storage.

What people could stop is to use carriers as main ship :D Some CMDRs don't bother to use regular ships to do interstellar travels at all for more than 2 jumps long.
 

Robert Maynard

Volunteer Moderator
I expect the problem with tying carriers to squadrons was not so much at the low end but the high end.

Say a squadron of 10 can support a carrier.
So a squadron of 500 can support 50 carriers. But if they can still only have one carrier, that just creates an incentive to break up larger squadrons into lots of smaller ones, which is a lot of unnecessary busywork.

Conversely if a squadron can have multiple carriers, it doesn't limit their numbers much (or perhaps at all).
There's also the "content drought" between Beyond Chapter 4, which introduced Squadrons, in December 2018 and the Fleet Carrier update in June 2020 - with Frontier able to review how popular and populated Squadrons were in the intervening period. To introduce Fleet Carriers and lock them behind what may have been a relatively unpopular gate would very likely not have been well received by the subset of the player-base with no interest in playing "follow the leader" in a Squadron.
 
Ye...storages is a key in all games. 1st mod I install in Witcher 3 is to make horse to be the storage.

What people could stop is to use carriers as main ship :D Some CMDRs don't bother to use regular ships to do interstellar travels at all for more than 2 jumps long.
Its much, much more convenient (time efficient) to load/unload carrier in system next to source/destination than it is even one jump a way.
 
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