Focused Feedback - Xbox One Participants

Was there any changes in the upkeep cost? THe first day I played, my upkeep cost was 10 million Credits. Now is 17 million Cr. Why is that??
 
this is a SUGGESTION, NOT an ISSUE
I think that is very necessary you give to all commanders a report that help us improve the use of the FC, sell/buy operations, repair data, provisioning, etc. give us a tool to tune the FC, f.e. if we have a ships stock that no one buy... this money can be spent in another way
 
Upkeep cost increases as services are added
I know that. But once you install all the services you want, the upkeep cost shouldn´t inrecease. When I installed everything I wanted, the ukeep cost was 10 million. Now, for some reason, is 17 . I removed everything an reinstalled again, and now is 17 million, which indicates they increased the prices of upkeep for the services. And what the heck is Projected costs and acquired costs?
 
Any way to shut off allowing auto docking with our carriers? I've seen it as an option on stations before (never turned off but there) is this a thing that will be possible?. Also for sake of not cluttering, would really like to see a Squadron ownership option as these Carriers could be a great place for groups to focus their attentions around and foster some great community shenanigans.
 
Simply put, if you can't manage a fleet carrier as a squadron, and share the burdens of owning one, it's just not worth it. The multiplayer aspect of FC is the sole thing that made FC worthwhile. Lots of missed opportunities.
  • being able to sell engineered modules
  • being able to sell custom ships (and having access to a custom livery where you can "brand" your custom ships)
  • being able to customize FC defenses (and it visibly changes ship)
  • being able to add extra tritium fuel tanks (and it visibly changes look of ship)
  • every additional service added visibly changes the look of the ship
  • having a view from the FC's bridge, and eventually in the New Era update with space legs being able to walk around in the bridge (with squadron members (of a certain rank) the only ones with access up there) and being able to walk around a general lobby area where anyone who has boarded your FC can traverse (and with New Era, this could be a place where you sell customized FPS weapons, etc., display squadron achievement trophies, etc.)
  • FC should be able to be attacked (hatch breaker limpets steal cargo, tritum fuel tanks can be siphoned off, exploration data can be stolen, gun turrets be destroyed) --- all requiring you to make the decision of how much money to invest in defenses. Everything from the amount of gun turrets you have, the location of the gun turrets, NPC security patrols (much like the Fighters that you hire, you hire these for your NPC security patrols, and the more combat they get into, the more experienced fighters they are. Maybe you have a fighter bay on one of your ships and you want to re-allocate his services to your FC, etc. Special FC engineers that can upgrade your weapons, counter defenses for hacking, etc. It also encourages you and your squadmates to keep an eye on your FC every day. At least one person making sure it's okay.
  • Being able to hire NPCs to mine tritium (or anything you want them to), where they physically fly to areas designated by you to mine (and there's risk of them dying and/or attacked by pirates. You can choose if you want them to fight back or give the pirates what they demand). You can assign some of your NPC security to escort them, etc., or you can escort them / mine alongside them and be available to protect them if necessary.
 
The thoughts of Squadron Sidewinder Syndicate on Carrier Beta 2 on Xbox

As a whole, I find it well executed and thought out. That being said there are some changes that I would like to suggest:

While planning a jump, is there anyway that multiple jumps can be mapped at once? Having the ability to plot more than one jump in game just like you can in your own ship would make traveling further than 500Ly much easier, especially if the owner forgot to bookmark the destination.

Further to the point above, if you change your mind regarding where you wish to jump your carrier to, I've noticed that up to the 10 minute mark on the spin up you have the opportunity to cancel/replot the jump, but any point after that mark nothing happens. In fact I've had the beta crash on me a couple of times while trying to cancel a jump, but most of the time the cancel input has just been ignored. Is there anyway to implement a change of destination function in the galaxy map and a cancel jump option on the navigation panel for the carrier itself?

I've noticed a few people mentioning that shipyard and outfitting options are kind of restrictive, I concur on this. There needs to be an option to specialize in what is being offered on the carrier, an example being if I decide to park out near a guardian site and people didn't think to bring cargo racks or point defence they can land and buy them from me.

From a financial stand point it seems that once again mining is the only way to remain in the positive with the carrier. Combat bonds and Bounty Vouchers can make you a nice chunk of money but it's the time it takes and the number of hostiles that spawn that makes it much harder to remain financially stable as a carrier owner unless you have several people coming in and redeeming their bonds and vouchers. I noticed as well that as the owner of the carrier when I redeem at the office on my carrier I'm still getting hit with the full 25% surcharge, is it possible to drop that to 12.5% to cover the redemption office fee? The reason I ask this is I plan on keeping as much money in my carrier as possible for as long as I can.

Trading: There needs to be an option for carrier owners only mind you to be able to sell what they have in storage to a station that's looking for that item. Make delivery missions that pay based on the amount of goods to be shipped. You have those missions already implemented in the game through the mission board. Probably asking too much but it's a thought.

Fuel Consumption overall and the availability of Tritium: Is there anyway to make it easier to find systems that sell Tritium? I've noticed a lot of traffic in the forum as have you I'm sure, regarding the inability to find it even using the commodities function on the galaxy map. Now if that's something to do with the beta like the system data being unavailable I can understand that. But in the proper release is it not feasible that the crew onboard the carrier would have access to more in-depth information about what's available on the market and where it is? Meaning that when you're in the galaxy map through carrier management and you have the filters setup for a specific commodity you're not relying on simply your own personal data or what's available for commanders in general but you have access to more in-depth market information.

Which in closing leads me to my final point; if it's not too much hassle can we actually use the engines on the back of the ship for something other than just show? It'd be great to be able to just cruise around a system in my carrier, or be able to drop into a system where a squadron member needs assistance and then lock onto their beacon to better aid then. Being able to filter carriers on the System Map or having an icon that indicates a carrier belonging to a member of your squadron would be fantastic.

Thank you for reading,

IcyDeadman666, Resident Mad Scientist of Sidewinder Syndicate and Xbox Squadron Admin.
 
Simply put, if you can't manage a fleet carrier as a squadron, and share the burdens of owning one, it's just not worth it. The multiplayer aspect of FC is the sole thing that made FC worthwhile. Lots of missed opportunities.
  • being able to sell engineered modules
  • being able to sell custom ships (and having access to a custom livery where you can "brand" your custom ships)
  • being able to customize FC defenses (and it visibly changes ship)
  • being able to add extra tritium fuel tanks (and it visibly changes look of ship)
  • every additional service added visibly changes the look of the ship
  • having a view from the FC's bridge, and eventually in the New Era update with space legs being able to walk around in the bridge (with squadron members (of a certain rank) the only ones with access up there) and being able to walk around a general lobby area where anyone who has boarded your FC can traverse (and with New Era, this could be a place where you sell customized FPS weapons, etc., display squadron achievement trophies, etc.)
  • FC should be able to be attacked (hatch breaker limpets steal cargo, tritum fuel tanks can be siphoned off, exploration data can be stolen, gun turrets be destroyed) --- all requiring you to make the decision of how much money to invest in defenses. Everything from the amount of gun turrets you have, the location of the gun turrets, NPC security patrols (much like the Fighters that you hire, you hire these for your NPC security patrols, and the more combat they get into, the more experienced fighters they are. Maybe you have a fighter bay on one of your ships and you want to re-allocate his services to your FC, etc. Special FC engineers that can upgrade your weapons, counter defenses for hacking, etc. It also encourages you and your squadmates to keep an eye on your FC every day. At least one person making sure it's okay.
  • Being able to hire NPCs to mine tritium (or anything you want them to), where they physically fly to areas designated by you to mine (and there's risk of them dying and/or attacked by pirates. You can choose if you want them to fight back or give the pirates what they demand). You can assign some of your NPC security to escort them, etc., or you can escort them / mine alongside them and be available to protect them if necessary.
Just agreeing with all of this.
 
Feedback:

Jump timer should never exceed 5 minutes. That is included the cool down and ramp up times which right now are almost 20 minutes per jump.

The cost of tritium per jump should not exceed 50 per 500 Lys.

There had to be a multi jump option (Because we aren’t flying it doesn’t make any sense why I have to go through these pointless time sinks).

I need a bridge view as an owner. There needs to also be a passenger view in some way to see on, around, and use the camera views to see the crew, spots on the bridge and passengers as well as around the carrier whether it’s jumping or stationary at all times.

Unlocking the services within that same cost should auto fill and stock. (Shipyard, modules, etc). The unlock should have tiers and built into these weekly costs, that should auto replenish said stock each week.

These things needs A LOT of viable changes as spending 5 billion and having no meaningful ways to recoup that in solo as well as co-op play seems as a oversight.
 
Does anyone know if you have things in your storage, does it increase the upkeep cost? What type of things can increase these costs? What are the Projected Costs and Acquired costs?
 
Firstly, thank you for extending the beta to consoles this time. I feel like I have been able to get involved and, hopefully provide some useful feedback.

The blowout means I have been able to buy and try my very own fleet carrier and it has brought some interesting new gameplay. I fitted a range of services and decided to take my carrier out for an exploration mission so I stocked up on Tritium and headed off for the Formidine Rift.

  • I found the Admin screen quite easy to use but am still a bit confused by secure storage warehouse and how it works. I’ll keep on and see if I can work it out.
  • NPCs use the fleet carrier a lot when it’s in an inhabited system but make absolutely no difference to it. They land and take off without buying anything, selling anything or even refuelling.
  • Onboard services worked well. Just like being aboard a station. I didn’t have issues with any of them.
  • I had to plot each jump the old fashioned way by finding a star just under 500Ly away manually. Having basic route planning would really help.
  • The jump sequence is great and really makes an occasion of jumping but since all I can see is the inside of my hangar then I feel like I’m missing out on the show. A bridge view or external view of the jump would really add to the drama because something the size of a fleet carrier jumping should be dramatic.
  • A few times while I was in the middle of nowhere I tried plotting to a star to be told that there were no slots available. I can understand this in an inhabited system but not 3,000Ly from the bubble.
  • Tritium is an issue. To make a 500Ly jump the ship needs around 250t so it has 3-4 jumps in it at best. Even with additional stored Tritium I was only able to get as far as the Heart Nebula. I was able to buy more from another carrier captain and got as far as the abandoned settlements but it’s a one way trip. In order to mine enough Tritium to come home I would have to spend all of my game time for a long, long while cracking asteroids open. Since I went out to explore I don’t want to use all of my time mining to get back. Either the use is too high or the yield from mining is too low.

It has been fun to try a carrier for a week but they are ruinously expensive to own and operate. They do bring new gameplay but only for a very limited number of players. I really do hope there’s more to the patch than just fleet carriers. The overwhelming majority of us who are unlikely to ever own a carrier would like something new too. Without something additional to carriers this patch will be a non event for most players.

Fingers crossed and thanks again for the opportunity to be a part of the beta.
 
Simply put, if you can't manage a fleet carrier as a squadron, and share the burdens of owning one, it's just not worth it. The multiplayer aspect of FC is the sole thing that made FC worthwhile. Lots of missed opportunities.
  • being able to sell engineered modules
  • being able to sell custom ships (and having access to a custom livery where you can "brand" your custom ships)
  • being able to customize FC defenses (and it visibly changes ship)
  • being able to add extra tritium fuel tanks (and it visibly changes look of ship)
  • every additional service added visibly changes the look of the ship
  • having a view from the FC's bridge, and eventually in the New Era update with space legs being able to walk around in the bridge (with squadron members (of a certain rank) the only ones with access up there) and being able to walk around a general lobby area where anyone who has boarded your FC can traverse (and with New Era, this could be a place where you sell customized FPS weapons, etc., display squadron achievement trophies, etc.)
All of that would be nice polish to finish it off. The other bits(unquoted) while I agree would be glorious, are pushing a bit too hard at the walls of peoples safe spaces. I'd love it but it would bring all the tears if people on PC could rob a Carrier on Xbox (and vice versa any combination etc)and we couldn't have any chance of shooting back at them ourselves. Everything else though would be sweet. I personally want to start a custom viper lot, and sell heavily modded vipers to younglings.

EDIT: Best argument I can think of for allowing a "Trusted Administrator"(someone who doesn't own it who can make all decisions but to decommission) role for the carriers, if not an option for Squadrons to buy one, is that it will lessen the bloat of how many will be generated in the first place.
 
Last edited:
Outstanding BETA, I could not afford an FC at 5B but then you opened it up to all at a cost of 1M. now for 3 days I cannot get to any systems that has a carrier admin to outfit my FC. every time I try to plot a route to one of these systems I get "No free slots"
After 30 minutes of inactivity your Fleet Carrier should be moved to a neighboring system in order to free up slots
 
Last edited:
Suggestions To Improve FCs:
  1. Provide visual adornments unique to the selected Role for the FC
  2. Enforce a daily tariff for having your FC in an FC-supplier system (keeps people from overcrowding these systems)
  3. Remote transfer of Tritium from storage to fuel tank
  4. Allow user to remain in FC management view during the jump so they can watch it happen
  5. Put FCs into their own filter category on the external panel
  6. Allow FC owners to toggle use of flight assists
  7. Provide an info screen to show who is currently docked (and distinguish between NPCs and players)
  8. Allow FC owners the ability to block players (by CMDR name or squadron) from using the FC
  9. Let the FC owner set both buy and sell orders
  10. Let FC owners set a multi-jump course; upon arrival and after cool-down period, immediately go to the warm-up period for the next jump (assuming enough fuel)
  11. Add filter for FCs in Galaxy Map, and sub-filters for what services/privileges they have
  12. Allow the scooping of Tritium from the FC; you can set a penalty rate so that it takes you in excess of the cool-down/warm-up period to do a full refill
  13. Allow the scooping of Tritium from ships (using a special or enhanced scoop), putting scooped Tritium into the ship's cargo hold
  14. Provide an NPC role on the FC for conducting Tritium mining operations; once in a system, you could go to the System Map and select a planet/ring system for them to mine (this might entail equipping your FC with mining-capable ships)
  15. Reduce jump maintenance costs
  16. Reduce upkeep costs
  17. Make the arrival/departure messages a little more special for the owner of the FC
What are people going to do with their FCs?
  1. Exploration -- take it out on a one-way trip as far as they can until they've exhausted their fuel or their tolerance for mining
  2. Forward-Operating Base -- put the FC close to their favorite point of interest (Strong G, Guardian blueprint systems, etc.) with minor side trips
  3. Persistent Storage -- put the FC anywhere convenient, enjoy the benefits of storing commodities
  4. Mining Security -- park it next to your hotspot, mine your 10K LTDs, then move your FC to the nearest good market
What's interesting is, for most of the uses I'm seeing, the FC isn't likely to travel much (once they reach their destination); in the case of exploration, once you've reached Beagle Point/Sag A*/Wherever, you're not likely to do much more traveling.

What difference is it going to make to gameplay?
  1. It will have an impact on BGS (relevant to the small percentage of players who engage in it)
  2. It will have an impact on mining (actually, commodity transport)
  3. It may have an impact on Fuel Rats and Hull Seals
  4. It will make Wing Commodity purchasing the highest money-maker in the galaxy :)
Conclusion

I know I'll be getting one, but FCs feel like a solution looking for a problem. I suspect that FDev will come up with a way to make them more integral to the game, but for the time being, they don't seem crucial, and that's why the maintenance and upkeep costs are so hard to swallow -- they need to be made worth the cost. GIve me something that I absolutely can't do without owning an FC.

Oh, and for the benefit of all the ED players who have a life and haven't wasted untold hours at Borann A2 (lol) -- Provide some content in the next update that new and not-rich players can enjoy!


EDSig.png
 
Some small feedback as most other points seem to have been covered:

1. FC Owners should have a log of everyone currently docked, or have docked in the past 24hrs/7 days, in FC management. I find it odd I have no idea who is onboard.

2. Bulletin board, so FC owners can post notices to players who dock, such as jump intentions.

3. External camera of some sorts. It's an amazing animation seeing it jump, but it's a shame those on board cannot see this happen. We currently see our ships travel through hyperspace out of our canopies, it doesn't seem so odd as to have a look out of a camera fixed to the outside.

4. Transfer Tritium from storage to fuel tank. I know we can do it via ships, but it's not really smooth gameplay. It should be a simple option select.

5. Commodity and ship purchasing.
Ok this one is a bit bigger. Currently we are buying vast quantities of modules and ships at full price, and while I can just about accept having little control of the volumes and types (though I admit I have no interest in buying ships to sell based on the packages) the price I think can be done better. I propose:

Packs are bought at 15% discount. I say 15% as this is currently the lowest price you can buy in the game, so it is not breaking any records. It also makes sense that buying in such quantities gives you some saving. The player now has a choice.

Sell at cost price. This means they're the same price as is already available in game. It means the FC owner makes nothing.

Sell at discount. Discounts are already available in game, and matching these would net the FC owner a small profit.

Sell at galactic average. The ships are the usual price and the FC owner can actually make some money from sales.

Sell at inflated prices. The FC owner makes a hefty sum on any sales. I say any, but who's going to pay an extra 10% on top of an Anacondas base price.


That's all off the top of my head, and I realise they are minor apart from 5. But sometimes simple additions and changes make a big difference.

Thanks for giving me the chance to take part in the Beta.
 
I'm at a little bit of a loss as to why I'm getting NPC ships landing at my fleet carrier. This got me to thinking, why aren't NPC utilizing the carrier for whatever commodities and amenities? Or rather, why aren't they allowed to utilize these services; providing the owner has allowed all to use?
The chances of the mobile marketplace turning a viable profit is slim to none without the support of the NPC.
It seems that if they're not going to be allowed to utilize services, then perhaps they shouldn't be landing and taking off from the platforms.

Personally, I'd rather like to see NPC financial interaction with the carriers.
 
I'm at a little bit of a loss as to why I'm getting NPC ships landing at my fleet carrier. This got me to thinking, why aren't NPC utilizing the carrier for whatever commodities and amenities? Or rather, why aren't they allowed to utilize these services; providing the owner has allowed all to use?
The chances of the mobile marketplace turning a viable profit is slim to none without the support of the NPC.
It seems that if they're not going to be allowed to utilize services, then perhaps they shouldn't be landing and taking off from the platforms.

Personally, I'd rather like to see NPC financial interaction with the carriers.
So...I just tried this and it worked beautifully. Jump to a high population Anarchy system. As NPCs come in to land or take off, blast them. Just hover above the deck. As best I can tell, if the NPC deploys hardpoints the FC will annihilate them. Have a collector limpet handy to mooch the mats.
Be careful, though, not to shoot your FC. It will kill your ship.
Have fun!
 
The issues I had with the Fleet Carrier were the fuel usage and the jump charge time. At this time, I cannot find a good way to make credits with it, but maybe there is a way. I find it only to be a fabulous storeage vessel for my ships and modules; and for some of my friends if they desire.
 
Top Bottom