Please reconsider fleet carriers for solo players.

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let's break that down;

Carriers are an addition to the game. Great. I bought the game. Actually I bought it 5 times. I play solo 100%

If, carriers are group only then yes, I, as a solo player would be being punished for selecting to play solo. It would be giving access to something for one group of players (squadron members) and not others (solo players). That would then be showing a bias to a group of players thereby causing an inequity. These words form the basis of the definition of discrimination.
Are you willfully ignoring the posts that explain that Solo does not preclude Squads ?
 

sollisb

Banned
Being hard to get is kinda' the point if FD sees them as endgame rewards.

Hard to get, and hard to operate are two different concepts. If a carrier is to cost 10bn I can afford multiples. However, operating and keeping it afloat is a whole different ballgame.

And that's a crucial design choice... Make it a grind and player's won't be bothered, and it'll be, and be seen, as yet another frontier failure.
 

sollisb

Banned
Are you willfully ignoring the posts that explain that Solo does not preclude Squads ?

Sorry, what exactly are you saying? When I say solo, I mean I am not in a squadron, I play solo. I couldn't care less if they removed squadrons tomorrow. So what preclusion of squads has to do with anything is beyond me.
 

sollisb

Banned
Because everyone and their dog having a carrier just makes carriers irrelevant.

Why is this community so averse to hard to get rewards? Why must everyone have everything?

Why would it make carrier irrelevant? Please explain your thought process on this? It's key to understanding your viewpoint.
 
Why would it make carrier irrelevant? Please explain your thought process on this? It's key to understanding your viewpoint.
I understand it quite well without further explanations.
If everybody has a carrier it's nothing special anymore. Everyone has a carrier.
Just like everyone has an Anaconda now, which already is bad enough.
 
A couple of things here. First of all, we need to use some common sense with regards to what a carrier will be able to do. I see this as rearm/refuel at an absolute minimum. Also, if you have to gather mats to move it, then you should be able to store more than one ship. I assume I am like most people in that my mining/SRV equipped ships are not my dedicated combat ships. Kind of removes the point of being able to jump if you cant get any mats to jump back.

Also, regarding "grind" to gather fuel for a jump, I think that it should be quick. If it would take a couple days of work, then they should just tie it to the server ticks. I think it should take more than 20 ish min for a group of like 10 to be able to refuel the thing. If a carrier is not mobile, then what is the point?

Regarding instancing, they said that you will be able to see your friend's carrier, but will not be able to land unless you're in the same squad. therefore I am guessing that you will only be able to see the carriers for you friends list, or even limited to your wingmates (it would be visible on the nav panel once winged up).

I do not think that there will be a squad size requirement for these, but i think that they will be modular so different squads (even the solo CMDR) will be able to have one that is a reasonable size. If they set the limit at 20, then they would be excluding easily 80-90% of squadrons on XB1. Most I see are 3-10 players, and there are a lot of just 1.

I think we are focusing too much on how they will be obtained and maintained, when rather we should consider their function, and work back from there. I twould make sense that these are there to allow people to change kit/ships, rearm, and refuel without going to a station. Perhaps a squad would be able to park one orbiting a planet that is close to a combat zone or RES so that they can get to the fight quicker.

If it is simply a landing pad with no rearm/refuel that takes 2 hours to move, there isnt much of a point to it
 
And yet I have seen players post on these forums that they would be very unhappy if random players were allowed to dock onto "their" ship without being given permission by the clan leader, as they didnt want folk getting a free ride etc. (that kind of thing i would be fine with, but others wont)
Honestly, I have yet to see anything happen, change or be added that didnt have at least a couple dozen people end up Very Unhappy, Gutted and Upset. :p
 
let's break that down;

Carriers are an addition to the game. Great. I bought the game. Actually I bought it 5 times. I play solo 100%

If, carriers are group only then yes, I, as a solo player would be being punished for selecting to play solo. It would be giving access to something for one group of players (squadron members) and not others (solo players). That would then be showing a bias to a group of players thereby causing an inequity. These words form the basis of the definition of discrimination.
Then make your own squadron of 1 and close it off so people cannot apply. If you're morally against having your own squadron, then you dont get a carrier
 

sollisb

Banned
I understand it quite well without further explanations.
If everybody has a carrier it's nothing special anymore. Everyone has a carrier.
Just like everyone has an Anaconda now, which already is bad enough.

Oh so it's about being or feeling 'special'. Gotcha.
 

Deleted member 110222

D
let's break that down;

Carriers are an addition to the game. Great. I bought the game. Actually I bought it 5 times. I play solo 100%

If, carriers are group only then yes, I, as a solo player would be being punished for selecting to play solo. It would be giving access to something for one group of players (squadron members) and not others (solo players). That would then be showing a bias to a group of players thereby causing an inequity. These words form the basis of the definition of discrimination.
I was wondering when someone would pull out the "But I paid for the game!" argument.

Let me break some bad news to you.

Paying for the game does not entitle you to all the rewards. It entitles you to compete for them and earn them, but you play by the same rules as everyone else, a level playing field. You are not special, and you don't get a crutch for choosing to play in Solo.

I paid for ESO. There is a mount in ESO, and mounts are, along with skins, in ESO, the ultimate prestige symbol, that so far, literally nobody on the entire planet has unlocked. Not one person. It is locked behind the hardest content in the game. It stands to reason that within the lifespan of ESO, only 1% of ESO players, if that, will ever get to use this mount. Yes, there is a skill requirement to use this particular mount, and if you're not good enough, you don't get to have it, despite "paying for it" by your logic. (The mount's data is in the Elsweyr expansion, a paid expansion.) But you don't see me, or most of the community there, demanding we get the reward even though we fail to meet its requirements. We acknowledge the basic game design principle that some rewards have to be reserved for more skilled players, otherwise there is no endgame: Endgame is essential to a game's longevity. And I'm guessing you hope to play ED for many more years, yes?

This is an online game, one with progression no less. That means you have to work for the rewards, and generally speaking, the "top tier" rewards are harder to earn and maintain. (In most MMOs maintaining gear is a matter of keeping up with the meta)

And you are not being punished. You have nothing taken away from you, by not having a carrier. You cannot lose what you never had. Or is the game unplayable for you right now, because you don't have a carrier, hmm? I don't have a carrier, and I'm playing the game just fine. When carriers arrive, my gameplay won't be altered by not having one. I can still land at public stations, I can still sell any cargo I find, I can still shoot at any ship I see, I can still mine any rock, I can still go in any system I have a permit for.

This frankly sounds more like you just want everything because you (wrongly) think paying for an online game means you are entitled to all its rewards even if you don't meet the GM-determined rules & requirements. As I keep saying, ED is not special. It is no different to any other online game, and thus, is subject to the same basic rules of game design.
 
I understand it quite well without further explanations.
If everybody has a carrier it's nothing special anymore. Everyone has a carrier.
Just like everyone has an Anaconda now, which already is bad enough.

But "nothing special" isn't the same as irrelevant.
 

Deleted member 110222

D
I understand it quite well without further explanations.
If everybody has a carrier it's nothing special anymore. Everyone has a carrier.
Just like everyone has an Anaconda now, which already is bad enough.
Exactly.
 
A couple of things here. First of all, we need to use some common sense with regards to what a carrier will be able to do. I see this as rearm/refuel at an absolute minimum. Also, if you have to gather mats to move it, then you should be able to store more than one ship. I assume I am like most people in that my mining/SRV equipped ships are not my dedicated combat ships. Kind of removes the point of being able to jump if you cant get any mats to jump back.
That depend on what you are using it for. Also there may well be outfitting so you can store modules on the fleet carrier, but not ships. This should allow you enough utility to do anything without the need of other ships.

Also, regarding "grind" to gather fuel for a jump, I think that it should be quick. If it would take a couple days of work, then they should just tie it to the server ticks. I think it should take more than 20 ish min for a group of like 10 to be able to refuel the thing. If a carrier is not mobile, then what is the point?
I am expecting around 30minutes for a group of 20, which is slightly faster then your estimate.

Regarding instancing, they said that you will be able to see your friend's carrier, but will not be able to land unless you're in the same squad. therefore I am guessing that you will only be able to see the carriers for you friends list, or even limited to your wingmates (it would be visible on the nav panel once winged up).
Could be. Difficult to know really.

I do not think that there will be a squad size requirement for these, but i think that they will be modular so different squads (even the solo CMDR) will be able to have one that is a reasonable size. If they set the limit at 20, then they would be excluding easily 80-90% of squadrons on XB1. Most I see are 3-10 players, and there are a lot of just 1.
The initial idea was squadron size requirements. Of course, that may change.

I think we are focusing too much on how they will be obtained and maintained, when rather we should consider their function, and work back from there.
Surely that is an important part of the equation though.

It would make sense that these are there to allow people to change kit/ships, rearm, and refuel without going to a station. Perhaps a squad would be able to park one orbiting a planet that is close to a combat zone or RES so that they can get to the fight quicker.
Re-arm, refuel, restock sure. Not sure about changing ships going by whats currently in game, but I would guess that kit could be changed.

If it is simply a landing pad with no rearm/refuel that takes 2 hours to move, there isnt much of a point to it
I agree. But you may need to buy these in or get materials, which seems a bit pointless as you can re-arm with synthesis, unless its much cheaper doing it in bulk on the fleet carrier as opposed to doing it yourself on your ship.

Of course there could be a whole load more functionality that isn't based around what ship you fly.
 
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