Fleet carrier changes and overall improvements

Please be aware these are just my thoughts on the current state of the game and some ideas to possibly increase player experience. For any questions feel free to leave a comment down below.

Changes:

-Replace "Decommissioning" with "Deactivated" if you have no more credits in the fleet carrier bank. Players will not lose their fleet carrier anymore. All services will go offline and the crew will leave the ship. Deactivated Fleet carrier are not shown on the system map. You can still use it to transfer modules and ships between stations and carrier. You can reactivate the carrier whenever you want for a fee of 20 million credits minimum. Services must then be activated again with the normal cost too.
-If a player is idle for 3 weeks in a row the carrier will be set to "Deactivated" status. You can also deactivate your carrier whenever you want (next weekly cost will still be subtracted).
-If a players fleet carrier jumps in a star system of a players deactivated carrier, it relocates the deactivated one to another position in the same system or the next nearest system. You can still "Decommission" your carrier for credits.

I think this would be a better solution because you won't lose your carrier with all your ships and modules anymore just like you wouldn't lose your car if you can't pay the insurance. Players wouldn't need to force themselves to play just so they can pay the upkeep. 3 week timer prevents players to lose all their credits in the carrier bank. It also prevents inactive (death) carrier aswell. Right now if you have 1 billion credits you could let your carrier stay in a system for 200 weeks without doing anything.

-If you fire at your fleet carrier, it shouldn't fire back at you.
It doesn't feel like the carrier belongs to you. This also helps to make the carrier a safe place. It's your carrier and you should be allowed to do whatever.

-Double the amount per Tritium fragment from mining

-Fleet carrier should be limited to 10-15 units per system (except bought systems). It looks overfilled with 25 or more carriers in a single system. Here goes first come, first serve. It looks ridiculous if you have 25+ carrier in the navigation panel. Alternatively, move all carriers in a separate submenu on the navigation panel.

Improvements:

-Implement more voices for the carrier. The current KI voice should stay as standard but you have a whole crew on the ship, it shouldn't be so difficult to have more and different voicelines for it.

-Add specific voicelines only the owner of the carrier gets. It is your ship after all. Right now you are being treated the same as any other. No matter if you own the ship or just visit it.

-Add a special jump drive for carriers for around 2 billion with an upgraded range of 750ly and 1500T cargo space.

-Still a big selling point is the unique jump animation fleet carrier have, but the way it is shown as passenger is a bit disappointing. Creating a new animation specifically for players on board would be much appreciated, enhancing the coolness factor and would overall encourage players to buy one of these badboys. Combining this with the already implemented camera system could let you watch how your carrier slowly slides inside the wormhole from different perspectives, maybe 4 or 5 cameras mounted outside the carrier. Also adding some massive thruster flame-outs when a carrier is entering and leaving a wormhole would look very good aswell. Even the devs love those thruster, do something with them:)

-Give us the option to write small text Infos about our carrier for other players. This way they don't have to land on them in order to know what the ship is doing and where it's heading. This will enhance accessibility. Players could check them from space and even use it as transportation if they see the carrier is heading their way anyway.
 
Nice idea. I think a ship that is abandoned of that size would just float in space ... it would degrade over time and the longer you go the more you'll need to pay to get it ship shape again if you return.
 
Yes i agree, it should be limited to maybe just say 200million after 6 months without raising any longer. Otherwise you move from upkeep to maintenance costs. I think a game should make a good compromise between logic and game design.
 
-Implement more voices for the carrier. The current KI voice should stay as standard but you have a whole crew on the ship, it shouldn't be so difficult to have more and different voicelines for it.

Completely agree! One of my biggest disappointments is no owner-specific comms.... even if something like "Welcome home commander, everything has been ticking along nicely in your absence" etc

-Give us the option to write small text Infos about our carrier for other players. This way they don't have to land on them in order to know what the ship is doing and where it's heading. This will enhance accessibility. Players could check them from space and even use it as transportation if they see the carrier is heading their way anyway.

Message of the Day would be awesome

Also need to:
Direct transfer of fuel from cargo to tritium depot - shouldn't need a ship as a go-between!
Increase global module storage when you own a carrier - shouldn't be stuck at the default 120 when you own your own flying city
Bridge view, or at least some way of watching the jump instead of a wall
Plot a long journey with waypoints, like you can in a normal ship
 
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