• Breaking News

    Tuesday, April 14, 2020

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (April 14, 2020)

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (April 14, 2020)


    [DAILY Q&A] Ask and answer any questions you have about the game here. (April 14, 2020)

    Posted: 14 Apr 2020 09:49 AM PDT

    200,000 CMDRs on /r/EliteDangerous & Celebratory Giveaway!


    Greetings, Commanders! This is the Daily Q&A post for /r/EliteDangerous

    If you have any questions about any topic, whether it be for the moderators, tips and tricks for piloting or general gameplay/development questions please post here!

    Please check new comments and help answer to the best of your ability so we can see this community flourish!

    Remember to check previous daily Q&A threads and the New Q&A FAQ.


    WikiCareer ChartLore (Brief) • ThargoidsSagittarius Eye MagazineThe Elite Squadron

    Game Update Summaries: CoreHorizonsBeyond2019-2020

    submitted by /u/AutoModerator
    [link] [comments]

    tfw it takes you ~3000 lightyears to realize you don't have a Surface Scanner on your new hobby

    Posted: 14 Apr 2020 07:13 AM PDT

    Just a thought - if Fleet Carriers are supposed to be this expensive, there should be clear cut mechanics laid out to make lots of money with them. Fleet Carriers should be an investment, not a burden.

    Posted: 14 Apr 2020 08:07 AM PDT

    There should be well designed of design to make money with Fleet Carriers if they are that expensive. I mean 500m cr for an hour of work at the least. Whether it being able to park your carrier outside of a station to buy commodities to straight trade, hiring an NPC mining fleet to mine for you, Dropping it in a CZ to wipe enemies with an NPC fleet of fighters while having to defend it, Hiring NPCs to trade for you based off the carrier. It should not be solely reliant on you and your friends to make money with it. There should be way more mechanics made to help cover the insane upkeep costs. I wouldn't mind them if there were mechanics like this.

    The numbers: Fleet carriers cost 5bil up front, 28bil for all ships and modules, 1.4 bil for outfitting, 7bil a year fully outfitted. That demands 42 billion in the first year of ownership. Assuming players make 200mil/hr of grinding, that demands upwards of 200 hours of grinding alone in year one, NONE OF WHICH can be done with the carrier. The carriers should offer bare minimum 500mil/hr and up to 1bil/hr of focused grinding once you have it outfitted and ready to use.

    The super yacht argument makes no sense when you consider a super yacht is something you own to relax on and flaunt wealth with neither of which being things that can be conveyed well in a video game. "Haha look at me I have a fleet carrier" Nobody cares nearly as much as if you pulled up in a super yacht in real life.

    submitted by /u/suchdownvotes
    [link] [comments]

    I hope this hasn’t been done

    Posted: 14 Apr 2020 11:18 AM PDT

    Can We Stop Trying to "Make Upkeep Work"?

    Posted: 14 Apr 2020 10:53 AM PDT

    I keep seeing post after post, both here, and on the official forums where people are pushing for better profitability of fleet carriers to pay for upkeep. You're hurting the community, and your own cause by trying to bargain like this.

    The job of a fleet carrier, is to carry... a fleet.

    The exact purpose being to bring all of your ships from point A, to point B, because you have business requiring multiple ships at point B. The whole point of being able to bring all of your ships and services with you is to save you time by providing a convenience.

    It's total nonsense to say it should pay for itself by leaving it in a key location. Its whole job is to go WHERE YOU NEED IT, not where it's "most profitable".

    Why the f*** would you buy a 5 billion credit carrier, just to have to leave it by an LTD hotspot!? What a total waste.

    I've been thinking about everything they could do with Fleet carriers since the first announcement almost 3 years ago, and I admit, I must be lacking imagination because I really never considered they'd put a commodity trader on them. Why?

    Because (political jokes aside) AIRCRAFT CARRIER'S DON'T OPERATE FOR PROFIT!

    Upkeep needs to go, completely. I don't disagree that using a ship that size should cost something, but weekly passive upkeep HAS TO GO.

    THERE. ARE. NO. EXCEPTIONS.

    submitted by /u/TallgeeseIV
    [link] [comments]

    1 million per lightyear LOSS if you don't decommission in system that sells Fleet Carriers (info in comments)

    Posted: 14 Apr 2020 06:30 AM PDT

    When you return from a trip to Beagle Point in open and the Squad shows up to escort you back to safety

    Posted: 13 Apr 2020 10:16 PM PDT

    Just got this game and started making a character who turned out to look like Gwyneth Paltrow

    Posted: 14 Apr 2020 09:53 AM PDT

    When you're waiting for your ship to transfer

    Posted: 14 Apr 2020 04:09 AM PDT

    Found a nice earth like with a moon out in the black

    Posted: 14 Apr 2020 10:39 AM PDT

    3~4 years later and the scar of Sothis remains on my travel log.

    Posted: 14 Apr 2020 09:54 AM PDT

    I'm gonna go ahead and blame James Holden for this.

    Posted: 14 Apr 2020 01:42 PM PDT

    Unique Anaconda Design Feature

    Posted: 14 Apr 2020 01:45 PM PDT

    [Suggestion] Once Fleet Carriers are implemented in the game, let explorers have an extremely small chance to find crashed Fleet Carriers on landable planets in the galaxy. Explorers could then scan the data the FC was carrying and then sell that data along with their discoveries.

    Posted: 14 Apr 2020 11:55 AM PDT

    Explorers are basically completely forgotten in this update. We're out in the black exploring, scanning and landing on planets. We have no use for Fleet Carriers pretty much. However, what if Frontier allowed explorers to find crashed fleet carriers in the galaxy? The chances of this should be EXTREMELY small, but still possible.

    These crashed fleet carriers should appear on the scanner once you scan the planets of a system, just like geological and biological sites are displayed. Once an explorer finds a fleet carrier, we should land on the respective planet and scan a particular part of the carrier for its data. When the explorer eventually sells his/her own data, they should also be able to sell the data the fleet carrier was carrying. This would be a nice extra element to generate more income for explorers through explorations. The FC data could be worth a few thousand credits to maybe even 500 million credits, hence why such a discovery should be extremely rare.

    submitted by /u/Lovoskea
    [link] [comments]

    We can store 40 ships just on our fleet carrier, thousands of ships across stations, but we can still only store 120 modules across the entire game

    Posted: 14 Apr 2020 03:17 PM PDT

    This just doesn't seem right. If you factor in just the fleet carrier, thats only 3 modules per each ship stored on there.

    Increase in module storage is at the top of the QoL updates I'm looking for and I wished that FCs were a solution to that but it does not seem to be the case.

    FC owners should be able to store *at least* double (ideally 4x at 500) the amount of modules as a bonus to owning one. Or just increase storage for everyone across the board. This 120 limit is just an arbitrary number when you consider how many ships you can store.

    I would even be fine with modules eating into the 25k storage on a FC if it meant not storing modules on ships anymore. In an ideal world, I would strip all the modules off ships when im done using them so I have all the options available to me when I go outfit another ship without playing the outfitting animations 100 times a session.

    Please FDEV, can you increase the module storage?

    submitted by /u/teeth_03
    [link] [comments]

    Lying in wait.

    Posted: 14 Apr 2020 12:49 PM PDT

    Fleet Carriers - The wrong title for mobile stations

    Posted: 14 Apr 2020 12:21 PM PDT

    Fleet Carriers - The wrong title for mobile stations

    Nice and short:
    Can we have a relase called "Fleet carriers" which as standard with stock modules, gives you the ability to summon and outfit your fleet. Being able to call ships to your carrier and fly it around the verse.
    - No commodities market, not needing 16 pads.
    - Just 4 small, 2 med and 1 large would be awesome.
    In essence "A ship that carries a fleet of ships".

    In the meantime:
    Can we just release this update and call it what it is: "player owned mobile stations".
    It would make more sense, the cost would be more understandable, and we can have something which does what it says on the tin.
    I dont think any old fisherman can sail up to the HMS QE and demand to sell their 240 tonns of cod.
    Carries a fleet - Not a mobile trading outpost.

    https://preview.redd.it/1ejdoffq2us41.png?width=1599&format=png&auto=webp&s=8372696c7f58f626268557875eed0998962c5e20

    submitted by /u/Bearded-Blue
    [link] [comments]

    The Federal Assault Ship - The Pilot

    Posted: 14 Apr 2020 06:42 AM PDT

    Distant Material Grind 3306

    Posted: 14 Apr 2020 04:37 PM PDT

    Apam Napat

    Posted: 14 Apr 2020 05:50 AM PDT

    Had a passenger mission bring me here and was blown away with the colors. 10/10 would do an orca photo shoot again!

    Posted: 13 Apr 2020 05:10 PM PDT

    No scoop, Colonia to Bubble: Mission completed!

    Posted: 14 Apr 2020 08:04 AM PDT

    Saitek X-56 HOTAS -- free to a good home -- (Deets below)

    Posted: 14 Apr 2020 02:51 PM PDT

    Alternative if Fdev is hellbent on upkeep

    Posted: 14 Apr 2020 04:47 AM PDT

    If Fdev is hellbent on upkeep,

    Instead of credit based upkeep for wages, have the upkeep fuel based, meaning the carrier will use 50T of tritium a week to idle and keep the lights on, meaning if you are out in the black you can upkeep the vessel via minimal mining.

    if the ship reaches 0 fuel it will go into standby, and if it is at 0 fuel for 1 week it goes into sleep mode, the transponder turns off (so not visible anymore in system map) etc, but the owner doesnt lose the ship and is the only one that can see or instance with the ship to refuel it (screw decommissioning), rather the ship goes into hibernation and does the same thing as decommission without the threat of losing your investment.

    That way upkeep is manageable even while exploring and a full tank will get you 20 weeks of upkeep, also CMDRS can donate upkeep directly into the tank...

    what you think?

    Edit:full tank of 1000t will be 20 weeks not 10

    submitted by /u/ColD_ZA
    [link] [comments]

    Never feel shy of calling on Fuel Rats

    Posted: 14 Apr 2020 03:32 AM PDT

    It's alright if you lose out on fuel very easily and don't ever feel ashamed to call on teh fuel rats. It's literally the best thing ever. You run out of fuel and you call for help to some random strangers, and guess what? They come to help you out and even ask you if your ship's OK for moving forward.

    https://fuelrats.com/

    Check them out here if you're out of fuel and in trouble. They're always there to help you out. Keep flying dangerously!

    BTW, if you're reading this, thanks NOOBDELUX for helping me out.

    submitted by /u/MANSHAHAQUE
    [link] [comments]

    Two Earth-Like Worlds orbiting each other 700 LY from Sag A. Reserved for base building if it ever comes out for us. Will be dubbed “The Explorer’s Haven.” Hope you guys can come visit someday!

    Posted: 13 Apr 2020 09:49 PM PDT

    No comments:

    Post a Comment