Fleet Carriers Update: Difference between revisions
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*'''Fleet Carriers''' | *'''Fleet Carriers''' | ||
**Pilots gain the ability to purchase and control a mobile [[Drake-Class Carrier]] with a total of 16 [[Landing Pad]]s that can be used by other players. The owner can set docking permissions to determine who may dock, and even allow or deny access to [[Notoriety|Notorious]] players. The owner can also set tariffs on services offered at their vessel to generate income.<ref name="April Recap" /> | **Pilots gain the ability to purchase and control a mobile [[Drake-Class Carrier]] with a total of 16 [[Landing Pad]]s that can be used by other players. The owner can set docking permissions to determine who may dock, and even allow or deny access to [[Notoriety|Notorious]] players. The owner can also set tariffs on services offered at their vessel to generate income.<ref name="April Recap" /> | ||
**Fleet Carriers cost 5 billion credits,<ref name="March 2020" /> and a pilot is restricted to owning one.<ref name="GC 2019" /> They have a weekly upkeep cost that can be paid through setting tariffs on [[commodities]] bought and sold there.<ref>[https://www.pcgamer.com/elite-dangerous-is-finally-getting-fleet-carriers-in-june-with-beta-tests-next-month/ PC Gamer: Elite Dangerous is finally getting fleet carriers in June, with beta tests next month]</ref> This cost begins at 10 million credits for a newly-purchased vessel, and increases as more services are activated. Failure to pay the upkeep cost incurs debt, and failure to pay off the debt after a period of time will cause the vessel to be decommissioned, which refunds a majority of its value and transfers any onboard ships and modules back to the owner.<ref name="April Recap" /> | **Fleet Carriers cost 5 billion credits,<ref name="March 2020" /> can only be purchased at [[Starport]]s with [[Carrier Construction Facility|Carrier Construction Facilities]],<ref name="April Recap" /> and a pilot is restricted to owning one.<ref name="GC 2019" /> They have a weekly upkeep cost that can be paid through setting tariffs on [[commodities]] bought and sold there.<ref>[https://www.pcgamer.com/elite-dangerous-is-finally-getting-fleet-carriers-in-june-with-beta-tests-next-month/ PC Gamer: Elite Dangerous is finally getting fleet carriers in June, with beta tests next month]</ref> This cost begins at 10 million credits for a newly-purchased vessel, and increases as more services are activated and the vessel performs [[hyperspace]] jumps. Failure to pay the upkeep cost incurs debt, and failure to pay off the debt after a period of time will cause the vessel to be decommissioned, which refunds a majority of its value and transfers any onboard ships and modules back to the owner.<ref name="April Recap" /> | ||
**Fleet Carriers can be tailored to specific roles by their owners. The owner can choose to enable specific services, such as Refuel, Restock, Repair, Outfitting, Shipyard, and more, as well as stock specific modules and ships for other players to purchase. Enabling more services increases the vessel's upkeep costs, but the owner can also suspend or deactivate unneeded services if desired. The owner can place tariffs on Fleet Carrier services and goods to generate income to pay for upkeep.<ref name="April Recap" /> | **Fleet Carriers can be tailored to specific roles by their owners. The owner can choose to enable specific services, such as Refuel, Restock, Repair, Outfitting, Shipyard, and more, as well as stock specific modules and ships for other players to purchase. Enabling more services increases the vessel's upkeep costs, but the owner can also suspend or deactivate unneeded services if desired. The owner can place tariffs on Fleet Carrier services and goods to generate income to pay for upkeep.<ref name="April Recap" /> | ||
**The owner of a Fleet Carrier can schedule jumps to different systems, provided the Fleet Carrier has a sufficient amount of [[Tritium]] fuel. Fleet Carriers have a maximum jump range of 500 ly.<ref name="GC 2019" /><ref name="March 2020" /> All jumps are preceded by a one-hour buildup period and followed by a one-hour cooldown period. Fleet Carriers cannot jump to permit-locked systems such as [[Shinrarta Dezhra]].<ref name="April Recap" /> | **The owner of a Fleet Carrier can schedule jumps to different systems, provided the Fleet Carrier has a sufficient amount of [[Tritium]] fuel. Fleet Carriers have a maximum jump range of 500 ly.<ref name="GC 2019" /><ref name="March 2020" /> All jumps are preceded by a one-hour buildup period and followed by a one-hour cooldown period. Fleet Carriers cannot jump to permit-locked systems such as [[Shinrarta Dezhra]].<ref name="April Recap" /> | ||