It's a lot more than what was originally planned and yet you're still somehow underwhelmed?
I think FCs will make for interesting support and exploration options for squadrons and player groups,
They cannot repair the powerplant though, FC's will be able to do that.Wlhat support do you think FC's provide for exploration? Repairs? Because AFMU's and repair limpets do that already.
You think people are going to haul a carrier across the galaxy just for that? I don't recall ever having any problems with my power plant on my jaunts into the black. The most worried I ever got on my last trip to SagA* was my hull and canopy, and I carry limpets now that can fix that. And I can sythesize more limpets any time I need them. The AFM can fix everything else (and I carry a second smaller AFM to fix the first one).They cannot repair the powerplant though, FC's will be able to do that.
I haven't done much exploration myself, but how often do you actually get in a situation where you need your powerplant repaired when on a long expedition? Unless you're in thargoid territory are you actually getting interdicted or attacked by anyone? I would think the most you have to worry about is potential heat damage from jumping into a system with two white dwarfs side by side.They cannot repair the powerplant though, FC's will be able to do that.
Also I would not be surprised if Universal Cartographics does become an available option (they did say there are features they haven't talked about yet, so it could already be in there) at some point. There really isn't any reason it shouldn't be available.
You never have to repair the powerplant unless:I haven't done much exploration myself, but how often do you actually get in a situation where you need your powerplant repaired when on a long expedition? Unless you're in thargoid territory are you actually getting interdicted or attacked by anyone? I would think the most you have to worry about is potential heat damage from jumping into a system with two white dwarfs side by side.
That's what I figured.You never have to repair the powerplant unless:
- you collide with something and break your shield or don't have one
- you overheat if you're not careful enough near stars when fuel scooping.
I'm still way out (60 K ly) from the bubble, went to Beagle Point during last Distant Worlds 2 expedition, and I'm at 100% on everything. I only have to repair the FSD from time to time as overcharging it wears it a bit.
So a beta where like 3 people can actually beta test then....cooool.Apparently Fleet Carriers will be full price in the beta and Fdev isnt giving any bonus cash or reduced price...for the beta, to test the thing a lot of potential beta testers cant afford. Seems like a silly decision https://www.reddit.com/r/EliteDangerous/comments/fvym6o/fleet_carriers_in_beta_will_cost_5billion/
The Star Citizen model of testingApparently Fleet Carriers will be full price in the beta and Fdev isnt giving any bonus cash or reduced price...for the beta, to test the thing a lot of potential beta testers cant afford. Seems like a silly decision https://www.reddit.com/r/EliteDangerous/comments/fvym6o/fleet_carriers_in_beta_will_cost_5billion/
Just without the real life money fortunately.
...why would they do this? They've never done so before in any beta release ever.Apparently Fleet Carriers will be full price in the beta and Fdev isnt giving any bonus cash or reduced price...for the beta, to test the thing a lot of potential beta testers cant afford. Seems like a silly decision https://www.reddit.com/r/EliteDangerous/comments/fvym6o/fleet_carriers_in_beta_will_cost_5billion/
For one thing, the fact that you can carry a whole fleet of exploration-fitted ships out 500 ly jumps at a time feels quite significant. In theory you'll be able to get outside the bubble quicker, and even reach parts of the galaxy that have yet to be chartered.Wlhat support do you think FC's provide for exploration? Repairs? Because AFMU's and repair limpets do that already.
With the appropriate planning and investment, FCs are a great boon to explorers.
Is there still no reason for explorers to land on planets?Fleet Carriers are completely worthless for explorers, no stellar cartography at all.
FDev is so disconnected from their own game. Their lack of vision is alarming.
I kind of think I'm done with Elite. I have very little faith the New Era, whatever it is, will have anything worthwhile for explorers anyway. And MS Flight Sim will be out by then. I think it's time I free up the hard drive space instead.
I think maybe they're in a holding pattern until they can actually figure out atmospheric planet surface exploration.The big question I would put forth is: What do they actually do? I mean, what new experiences or gameplay do they open up for us? Or is it just a time/money sink? Is there a practical reason why I would want to own one? Particularly as I am, like Mengy, primarily an explorer.
Wait what happened? I haven't booted this game up in a year-plus. Is that just for fleet carriers or did they take exploration stuff away from the game entirely?No Stellar Cartography, explorers can't sell data, they have no real role for deep space flying at all anymore.
absolutely not.For one thing, the fact that you can carry a whole fleet of exploration-fitted ships out 500 ly jumps at a time feels quite significant. In theory you'll be able to get outside the bubble quicker, and even reach parts of the galaxy that have yet to be chartered.
It's like when they decided to make Fleet Carriers personal, instead of Squadron, they left the pricing at the Squadron level. These costs make more sense if you think about them being paid by a squadron of active players all pooling their credits together.
They just need to allow squadrons to crowdfund it.I don't mind the idea of upkeep costs, but the prices as they are now are insane. If it started at 2 and maxed out at 20 mil it would be fine.
I really hope whatever the big 2020 update they were talking about is something everyone can use and not just the upper 1%.Also apparently they can't actually carry fleets by default it requires a 500K upgrade? Releasing content for a tiny percentage of your audience is annoying when you're regularly releasing content but it seems almost self destructive to do it when youve been releasing nothing.
Yep, I feel like this could be viable by tweaking the numbers and/or making it crowdfundable. There is no player to player credit transfer in the game right now. I get why FD doesn't want to do player to player credit transfer (even if I don't agree with the reasoning), but I think for something as big as fleet carriers, they should make crowdfunding an option. They have this squadron system that would be perfect to use in tandem with crowdfunding fleet carriers. They can make it work like Kickstarter...FD would know a lot about Kickstarter, it's how we are even playing this thing today. A squadron leader/member can call for funding of a Fleet Carrier, and set their funding goal (based on how much they want to contribute, so if the leader contributes 1 billion, they ask for 4 billion from everyone else). Everyone else "pledges" credits and it will "take" them from their account when they pledge them, but if the goal is not met or cancelled by the creator, then they get their credits back. This way leaders can't scam people. Contributors would also get access to the Fleet Carrier of course, as well as the squadron if the leader wants to open it up to them.Posted this over on the forums:
It appears I've misunderstood the numbers and the modules required for basic things (like a Fleet carrier being able to actually carry a fleet by default). My actual costs would appear to be:
$106 million credits/week, or roughly $5.5 billion annually after the initial $5 billion investment.
I'll have a look at the numbers and see how much invested time it would require me to get to say...$25-$30 billion credits. But I'm going to be honest: these features feel far too expensive for what feel like the basic function I would want (the ability to store all of my ships, move between them as I please, outfit them as needed, rearm and repair as needed).
My only real interest here in the FC as a concept was that it would enable me to live near a Neutron star that currently has a luxury station nearby but does not have a shipyard, so I cannot call the system home. I would have considered it my retirement home. Maybe it can be still. I just don't know if the time needed to farm an additional $20 billion above what I currently have is worth it to live there. I have no other purpose for a FC. I'm not interested in owning a market. I'm not interested in player commerce. So why is this included by default but not a shipyard? Some unexpected twists and turns here.
As I've said before I understand the prices are meant to prevent players going for a "fully kitted" ship. This way people have to make hard choices about what they want their ship to be or do. But I think that would have been done more elegantly by simply having a few designed VARIANTS of FC. A trade FC...an exploration FC...a combat FC...a trade FC. Same base price but would look physically different from one another and would have a certain set of modules installed by default. In such a scenario, adding modules that go beyond that the intended purpose of the FC version you purchased would become very expensive (or maybe some modules wouldn't have been available at all). That would have provided the same experience without the negative feeling of it all. Then maybe you introduce an all-purpose FC that is more expensive to own and operate but has access to all modules. The Rolls Royce model for the people who really want to peacock or who want the ultimate flexibility and are willing to pay for it.
I understand it would have taken more resources to design multiple variants of these things, but let's be honest: player interaction with them beyond flying around them and using the landing pads is minimal at best. It's not like Star Citizen where players expect to be able to walk around each compartment, bulkhead, and bathroom on the ship, right? Given the time the FC project has taken, it feels like this would have been the way to go. It would have brought focus and intentionality to which FC you purchased and module upgrade path you could take. It would have added additional character to each FC in the same way different looking orbitals (interior and exterior) enrich the overall experience of flying.
I get the impression that they're still concentrating on how they think people should play the game, versus how people actually play the game. They're developing it like it's an MMO, where literally every function must be done as a group, when the reality is that most players that I've come across (here and Reddit) play alone. Especially once you get outside the bubble, there's zero reason for grouping with other players.As a longtime player this is the first time I have felt like Frontier is completely and utterly out of touch with it's community.
Yeah if they don't change things I expect that to be the case.I get the impression that they're still concentrating on how they think people should play the game, versus how people actually play the game. They're developing it like it's an MMO, where literally every function must be done as a group, when the reality is that most players that I've come across (here and Reddit) play alone. Especially once you get outside the bubble, there's zero reason for grouping with other players.
They've even admitted that only a tiny fraction of players can even afford to buy one of these carriers, and I'd bet that an even tinier fraction is even interested in doing it. Sure, it's getting a lot of visibility in the beta, but I'd warrant you'll hardly ever see one in the real game once they're released. Makes me wonder how much dev time they actually spent on this, and then no one actually uses it.
Greetings Commanders!
Thank you for testing the prototype Drake-Class Fleet Carriers brought to you by the Brewer Corporation. Since the beta's launch, we've been carefully reading and discussing your feedback and are ready to share the upcoming changes. We look forward to hearing more of what you think for the remainder of Beta 1 and in Beta 2 coming next month. All changes are subject to further balancing based on future feedback.
Here are the changes coming this week:
Fleet Carriers represent a big investment, with a lot of crew and resources involved. After hearing your concerns, we've reduced the upkeep to a more sustainable level. The total running costs for a Fleet Carrier with all services active will be reduced by a total of 85.5%.
- The upkeep cost for all additional services will be reduced by 80-90%.
- Core running costs will be reduced by 50%
This is designed to relieve the pressure of carrier management, leaving more time for focus on other activities. While the debt threshold will be lower, Fleet Carrier owners will have more time to maintain the upkeep costs.
- The debt threshold has been updated in line with the upkeep changes. This means with all services installed, a carrier can go 10 weeks (up from 4) without paying upkeep before being issued a final warning.
Along with the upkeep changes, this reduces the overall outfitting and maintenance costs of Fleet Carriers.
- The total upfront activation costs of some of the more expensive services will be reduced by 35-45%.
More frequent jumps will increase the utility of Fleet Carriers overall, allowing them to enhance the owner and visitors' game-play more easily.
- The time between jumps will be dramatically decreased by only requiring 15 minutes for jump preparation and 5 minutes to cool-down.
The two changes below will come in the second beta. Additional changes can be expected as more feedback comes in:
Similar to Bounty Vouchers, a cut of 25% which will be split 50/50 between the Fleet Carrier's bank and the service, will be taken from any data sold on the Fleet Carrier. This means owners will effectively only be charged a fee of 12.5% on their own Fleet Carrier. This service will otherwise be the same as Universal Cartographics services found on stations.
- Universal Cartographics will become available as an optional service.
In combination with a reduced preparation and cool-down time, this should improve long distance Fleet Carrier travel.
- Tritium will be made at least 2x more effective as a fuel.
We're excited to hear what you think of these changes and seeing them in action for the remainder of Beta 1. Thank you for all of your valuable feedback which has helped shape these changes and will drive the rest of the changes made throughout the rest of the beta period. As mentioned above, this next beta will take place in May, and will be available to Xbox and PlayStation as well as PC players.
Thanks again, Commanders!
o7
It's not super ridiculous, but the upkeep is still a sticking point for me. Players shouldn't be able to permanently lose their carriers due to upkeep costs. Decommissioned? Sure. But they should be allowed to pay back to accrued debt and open then up again anytime they want. Either that or FDev needs to be able to fully refund the cost of the Carriers to the players.Yeah, I'm honestly shocked they not only listened but relented too. The changes look pretty spot on honestly, at least for exploration. I'm still not sure how anyone else will make use of them, but at least the upkeep isn't stupid ridiculous now.
Well done Frontier? O_o
I'm still perplexed how they went into beta like that though. The development disconnect is troubling.