[Suggestion] Fleet Carriers and PowerPlay

Regarding the Fleet Carrier overcrowding issue, I propose using the Conflict Zone game-loop to resolve the limited space issue.

Having visited the destination system, you have access to the system map from the Fleet Carrier Navigation panel. From there, you'd target a specific Fleet Carrier in the destination system and initiate a jump. On arrival, the aggressor Fleet Carrier would be fined unless the destination system was an Anarchy system. At that point the Carrier POI is converted to a CZ and proceed as for a typical CZ with two Capital Ships as objectives. The Defending Carrier would have the support of the System Defense, and absent CMDR interaction would "win" the CZ after 30 minutes. The losing Carrier would emergency jump to a nearby system (no Tritium cost, same game logic as for buying a new Fleet Carrier in an already full system). EDIT: I didn't address the CZ results in the event Carrier owners are not in the same instance/mode. Since the game server updates every 10 minutes, let each instance report the number of victories CZ for each side. Once one side has a majority, resolve the CZ in that side's favor.

Regarding PowerPlay

Add an Optional Service: Power Contact. Same costs as a Redemption Office or Universal Cartographics.
The Power Contact functions the same as for a standard system.

Additionally, the Fleet Carrier generates PowerPlay Cargo (for the Carrier) based on the CMDRs Faction Rank 10/15/20/25/50 per half hour. The CMDR sets the maximum cargo devoted to PowerPlay Cargo on the Officer Tab. As an example, a Max-ranked CMDR could devote 1000 tons of cargo space to fortification cargo, and that allotment would be filled after 10 hours.

PowerPlay Cargo is allowed to be purchased from a Fleet Carrier.

With an Outfitting Module, the appropriate module package, and sufficient Rank; Power Play Modules can be sold.

With Sufficient rank (3), the Fleet Carrier benefits from Faction Exploited/Controlled effects (so reduced module costs on sold goods for example, or higher bounty rewards).

These additions would allow Fleet Carriers to be a dynamic part of Power Play, serving as additional hubs for expansion and defense. The ability to forcibly drive off a carrier via a CZ would help to address FC over-crowding and give Power Players a viable way to oppose each other's Faction-efforts across play modes without forced direct PvP activity.
 
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