Price fleet carriers

A few weeks ago, when the Cobra Mk 5 became available for in-game credits, I figured I would put it through its paces with a short exploration/exobiology trip. Spent about a week round-trip, getting around 4.5k Ly from the bubble, scanning everything I jumped into, and landing at about a third of the planets I found with biological signals to scan them. The system scans earned about 200M credits. The exobio data netted me 2.1B credits from all the first footfall bonus rewards.

So go do that. You can have your carrier in a couple weeks.

I made my first billion just after the T8 came out (edit... for credits).

Within a couple of weeks of Exploring/Bio hunting I had enough to get a FC and outfit it.

Then used it to do some more Exploring/Bio hunting.

Whilst I haven't played much the last couple of weeks, I am back to a billion credits.

I didn't find it grindy, because 1 I like exploring 2 bio plays so well that I didn't even do that much to earn it.
I probably would have relied heavily on exobio for my carrier purchase if it had been a lucrative option at the time. It's still problematic as a means of grinding/farming credits because there are so many variables. How far do you have to go for FTDs? Depends. How long does it take you to get there? Depends. How many systems does one scan before one finds bio signatures? Not many, generally. How many biosignatures does a planet need to be worth landing? Depends. Is there an average exobio value per system? Not really. Can you provide a reliable estimate in terms of credits per hour? No. Is it easy to learn? Mostly. Is it fun? It can be. All of us can anecdotally say that our last expedition took X weeks (we almost never have a more precise measure than that), netted X million credits in Cartography data and X billion credits in exobio data, but the amount of time per day we spent, the ways we found unexplored systems, the criteria we used for choosing planets to land on, the ease or challenge presented by locating samples, and the pure luck (or lack thereof) of the RNG make it a highly variable task. Exobio is the best and worst of Elite all rolled into one. It is all the joy of exploring and all the sad oversimplification of seeing a galaxy of infinitely diverse combinations of the same few dozen things. It is the tedium of repetition and the brokenness of over-reward (which is vastly better than when it was under-rewarding). It is also one of the best ways to reconnect with the beauty of the game. It is a huge money maker, and yet, while anyone can make a fortune in it, they will log indefinite hours doing it, and no single experience is replicable. It's a way to play Elite that makes a lot of money. But it's something I would only recommend to someone who wants the experience to be as much about the journey as the reward. I wouldn't want someone to find themselves buried in frustration a hundred jumps from the bubble and unable to switch to something else on my account.
 
Anyone remember the passenger missions that were paying over 1 Trillion credits? 🤣 It was a few years ago, and Fdev were VERY quick to claw all that imaginary money back. :D I'm sure one of the programmers has a fault calculator or keyboard that adds or drops numbers at random. Corsair mass lock 7? oh wait it should be 17. Either that or the hamsters are chewing on wires as they spin the wheels.
 
Anyone remember the passenger missions that were paying over 1 Trillion credits? 🤣 It was a few years ago, and Fdev were VERY quick to claw all that imaginary money back. :D I'm sure one of the programmers has a fault calculator or keyboard that adds or drops numbers at random. Corsair mass lock 7? oh wait it should be 17. Either that or the hamsters are chewing on wires as they spin the wheels.
🤯 I'm rich! woohoo! :confused: Awww I'm poor again. And the keyboard that adds or drops the random number! Hahaha😆 In the office you hear- Steven ya daft tool! Get a new keyboard! You may have single-handedly figured out all of the bugs and glitches!
 
I probably would have relied heavily on exobio for my carrier purchase if it had been a lucrative option at the time. It's still problematic as a means of grinding/farming credits because there are so many variables. How far do you have to go for FTDs? Depends. How long does it take you to get there? Depends. How many systems does one scan before one finds bio signatures? Not many, generally. How many biosignatures does a planet need to be worth landing? Depends. Is there an average exobio value per system? Not really. Can you provide a reliable estimate in terms of credits per hour? No. Is it easy to learn? Mostly. Is it fun? It can be. All of us can anecdotally say that our last expedition took X weeks (we almost never have a more precise measure than that), netted X million credits in Cartography data and X billion credits in exobio data, but the amount of time per day we spent, the ways we found unexplored systems, the criteria we used for choosing planets to land on, the ease or challenge presented by locating samples, and the pure luck (or lack thereof) of the RNG make it a highly variable task. Exobio is the best and worst of Elite all rolled into one. It is all the joy of exploring and all the sad oversimplification of seeing a galaxy of infinitely diverse combinations of the same few dozen things. It is the tedium of repetition and the brokenness of over-reward (which is vastly better than when it was under-rewarding). It is also one of the best ways to reconnect with the beauty of the game. It is a huge money maker, and yet, while anyone can make a fortune in it, they will log indefinite hours doing it, and no single experience is replicable. It's a way to play Elite that makes a lot of money. But it's something I would only recommend to someone who wants the experience to be as much about the journey as the reward. I wouldn't want someone to find themselves buried in frustration a hundred jumps from the bubble and unable to switch to something else on my account.
Yep, the only time I ever do any bio scanning is if I find myself on a planet, turn around, and see something to scan. Sadly I have less and less reason to visit planets for anything since the game is all about painting the galmap different colors now.
 
07 Commanders,

Firstly, this is not so much a complaint but a genuine interest.

I have been playing this game since 2016, although I did burn out on it and left it for a while, but I have been playing again for the last few months.

Currently, I am having a lot more fun again teaming up with friends, and somehow, in my opinion, it seems the game has found the spirit of the old days back again. Well done, Frontier, for reinvigorating a 10-year-old game.

As I already have a fully engineered Imperial fleet, lol, I was interested in a Fleet Carrier but was quickly shocked at the 5,000,000,000 credits to purchase it.

I am Trade Elite, and in all my time playing, I have earned a total of 2,500,000,000 in assets. Granted, I have wasted huge amounts on mucking about with ships.

I could easily pay for the weekly upkeep with my Cutter, but my god, how does one obtain the 5,000,000,000 in spendable cash?

I just don't understand how many hours you need to put into the game to obtain that.

I understand it is a very large ship and needs to be costly end-game content and all, but I have played for years and don't even own half of the worth, yet I see them in nearly every system.

How do you all do it?
As you can see thought the replies in this thread, there a a multitude of ways to earn in game credits...do what you like. Mix it up and have fun.
 
genuinely I would say (assuming ED is a game you plan to sink proper time into) forget about the fleet carrier. you risk skipping the best parts of the game just grinding out that 1 thing.
it took me over 3000hrs to get my carrier (only got it a few months back) I I have been playing since 1st beta.
I still don't have the rank for a corvette or cutter :)

the money will come sooner rather than later what ever you do such is the earning potential in game now.
 
Here's the thing about carriers. They are expensive.

Here's the other thing. They are an investment that has high levels of wealth generation potential, combined with the functionality of having a mobile station that can go almost anywhere, carrying almost anything you may need.

It cannot be understated as to how valuable they are. The cost vs time saving and wealth potential makes it a no-brainer. Two more of my friends recently picked up carriers and are rapidly coming to understand their worth.

On the contrary, they do not ruin the game, or the experience, as purists might have you believe; they broaden it. Time that was once spent on logistics, now becomes time to do the things you want to do, instead.

It's natural to have sticker shock, but everything with value has a cost, and IMHO they are an absolute bargain for what they offer in return.
 
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A rather passive way could be:

- Find a system with a station with industrial economy and many factions.

- Look out for missions like „bring 50 tons silver/gold/palladium/tritium/gallium/beryllium“

- Get allied with all factions

- Take your Type-9 or Cutter and buy 100 each of those goods somewhere

- Fly back to the station and wait for these missions, accept and complete them.

A 60 ton gold mission on highest reputation will earn you 30 million with 3 million investment (or 23 million + 12 grade 5 materials)


Of course, this is boring and you actually don‘t play the game. But it should work very well for money grinding when you don‘t have the time.
 
Here's the thing about carriers. They are expensive.

Here's the other thing. They are an investment that has high levels of wealth generation potential, combined with the functionality of having a mobile station that can go almost anywhere, carrying almost anything you may need.

It cannot be understated as to how valuable they are. The cost vs time saving and wealth potential makes it a no-brainer. Two more of my friends recently picked up carriers and are rapidly coming to understand their worth.

On the contrary, they do not ruin the game, or the experience, as purists might have you believe; they broaden it. Time that was once spent on logistics, now becomes time to do the things you want to do, instead.

It's natural to have sticker shock, but everything with value has a cost, and IMHO they are an absolute bargain for what they offer in return.
My carrier purchase (well rental agreement) opened up whole new swathes of gameplay previously unknown, its existence changed the way I play the game - not the slightest whiff of renters' regret here :D
 
Lots of good stuff here.

If I were in your position, I would use the following link, and use the “Expressway to Exomastery” to scan a bunch of Stratum Tectonicas. I believe that you could get your 5B credits for your FC in mere hours using this method, and increase your ExoBio rank quite a bit at the same time.


 
07 Commanders,

Firstly, this is not so much a complaint but a genuine interest.

I have been playing this game since 2016, although I did burn out on it and left it for a while, but I have been playing again for the last few months.

Currently, I am having a lot more fun again teaming up with friends, and somehow, in my opinion, it seems the game has found the spirit of the old days back again. Well done, Frontier, for reinvigorating a 10-year-old game.

As I already have a fully engineered Imperial fleet, lol, I was interested in a Fleet Carrier but was quickly shocked at the 5,000,000,000 credits to purchase it.

I am Trade Elite, and in all my time playing, I have earned a total of 2,500,000,000 in assets. Granted, I have wasted huge amounts on mucking about with ships.

I could easily pay for the weekly upkeep with my Cutter, but my god, how does one obtain the 5,000,000,000 in spendable cash?

I just don't understand how many hours you need to put into the game to obtain that.

I understand it is a very large ship and needs to be costly end-game content and all, but I have played for years and don't even own half of the worth, yet I see them in nearly every system.

How do you all do it?
They're stupidly priced because it was chosen during the nu- mining days, when FD seemed to assume that anyone was spinning billions from anything and not just one highly profitable edge case.

Since then there's clumsy efforts made to give most activities at least one absurd credit-spinner not based on any realistic measure of activity.

Sure, game's been around long enough that playing any activity has probably got most long- term players enough for an FC... doesn't mean they're not incorrectly priced still.

1b for a base FC would be more appropriate, if the economy made a lick of sense.
 
They're stupidly priced because it was chosen during the nu- mining days, when FD seemed to assume that anyone was spinning billions from anything and not just one highly profitable edge case.

Since then there's clumsy efforts made to give most activities at least one absurd credit-spinner not based on any realistic measure of activity.

Sure, game's been around long enough that playing any activity has probably got most long- term players enough for an FC... doesn't mean they're not incorrectly priced still.

1b for a base FC would be more appropriate, if the economy made a lick of sense.
I'd have to say
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