Suggestion for Fleet Carriers - Maintenance and Upkeep

Its nice seeing Fleet Carriers in the game but there implementation has some issues currently.

So here are some suggestions to help with it.

Nothing in elite should ever have an upkeep cost, no ships, no modules nothing. You can have a cost to use like fuel or repair or ammo but never just for existing. Yet the fleet carriers have an upkeep cost and there is even talk that if you run out of upkeep credits you could lose your carrier, this is wrong nothing you buy in elite should be able to just go like that, it turns the game from a game into a job.

I can understand why frontier did that though, fleet carriers can be seen and accessed in all instances of the system where they are located so if someone buys a carrier but then logs off for a year that carrier will be in that system doing nothing for an entire year, imagine if a thousand people park there carriers in sol and just log off it would become ridiculous so the idea of having an automatic way to remove unused carriers is needed but not in a way you could lose them.

Here is an alternative way. Get rid of upkeep costs like I said nothing should cost you to exist in elite, maybe keep a maintenance cost where you carrier slowly degrades as its used like what happens to your ships but it should only be a small amount compared to the cost of the carrier to fix say a couple of million or so but this is not an existence cost. So how does this fix inactive carriers? Simple replace a maintenance cost with tritium usage.

Say the carriers are powered by giant tritium reactors to power such massive ships and the more ships that are docked and hooked to the generators and the more modules you have active increasing the tritium usage. You also have to increase the maximum tritium storage from say 1000-10,000 this way you can store enough tritium to keep the ship going for as long as you needed it then top it up when you got the time. What happens if you run out of tritium? Does your carrier explode or die? Nope it goes inactive.

Your carrier can if it runs out of tritium and gives a 1 hour notice gets mothballed in the system its located in. This means that the carrier can not be seen or accessed by other players across the different instances unless they are docked at that carrier. What happens is that everything gets turned off other than docking and switching ships, the carrier owner can see there carrier at any time and dock with it and even change ships but they can not move it or use any modules until they put a weeks worth of startup amount of tritium into the carrier and restart the generators. This means that they can use the carrier as an expensive garage which a lot will do but other than that it would have no use unless they provide tritium.

If your another player stuck on a mothballed carrier you can not use any services and if you leave you can not go back to that carrier as it does not show up less its restarted.

This way if you go offline for any length of time you never risk the chance of losing your carrier it just stops been active for other people. And if they want to just use it as an expensive garage let them they spent enough to do it but without a consent source of tritium that's all it will be.

Well any other ideas on how to implement this for fleet carriers
 
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