Fleet Carriers – Patch Update #1

At 10.33am on the 17th June 2020 Frontier released the patch notes for Patch 1 for Fleet Carriers. These can be seen below or on the official site, here. All patch notes for the game can be found on the Elite: Dangerous – Patch Notes page.


Commodity Market

  • Reduced repeat speed on market selection arrows on Compare Market screen.

Mining

  • Reduced the largest possible yield when subsurface mining for Low Temperature Diamonds by around 25%.
  • Decreased the effectiveness of the peripheries of Low Temperature Diamond hotspots.
    • Overlapping hotspots for Low Temperature Diamonds, when coupled with the new Subsurface Mining changes, were more effective than the centre of the hotspot itself. This change increases the drop-off of the hotspot’s ring, reducing the likelihood that a double-overlapped hotspot is more lucrative than either of the hotspot’s centrepoints. A well-placed triple hotspot will still be very effective at increasing the likelihood of finding Low Temperature Diamonds. This change does not affect any other hotspots or minerals.

Crashes/Stability

  • Fixed a disconnect triggered by selling exploration data at a Fleet Carrier.
  • Fixed an occasional crash when entering a system with a Fleet Carrier.
  • Fixed an issue with some bookmarks being missing.

Fleet Carriers

  • Fixed an issue which could cause a Fleet Carrier purchase transaction to fail.
  • Skybox will now correctly update after a Fleet Carrier jump without having to re-enter the instance.
  • Fixed a bug which allowed players to install additional Carrier services even if they didn’t have capacity.
  • Fixed an issue with duplicate Fleet Carrier call-signs – this will cause all Fleet Carrier call signs to be regenerated as of 3.7.01.
  • Fixed some issues with stats not correctly updating.
  • Fixed an issues with carrier jump sequence not always proceeding correctly.

Arx & Customisation

  • Fixed an issues which caused some Fleet Carrier nameplates to be obscured.
  • Fixed the colour of landing pad 7 holo-marker on Fleet Carriers.
  • Fixed a crash that could occur when switching Fleet Carrier Layout.

Audio

  • Fixed missing ATC voices at starports.
  • Fixed issue with outfitting ambiance audio layering up on top of itself when going between outfitting and livery.
  • Fixed an issue with Engineer Remote Workshop ambiance persisting into the main game, and can layer up on itself too.

Text

  • Fixed missing titles for the audio logs associated with the Golconda.

Missions

  • Fixed an issue where a collect/source mission would request commodities on sale at the same location.
  • Fixed an issue which caused mission critical updates to not appear in the inbox.

Journal

  • Added a speculative fix for an issue that could cause the game to add excessive NavRoute entries to the journal when looking at the Galaxy Map.

Powerplay

  • Fixed the missing cooldown time which would allow players to repeatedly obtain their allocation of powerplay materials.

Background Simulation and Galaxy

  • Reinstated missing locations.
  • Ongoing balancing of Faction influence normalisation.

Fleet Carriers – Incoming Patch

At 3pm on the 16th June Frontier announced that at 9.30am (UTC) there would be some downtime of the serves and a patch to fix some existing Fleet Carrier issues.


“Greetings Commanders,

“Thank you for sharing your feedback since the launch of Fleet Carriers! As a result, we will be having scheduled maintenance tomorrow at 09:30 (UTC) expected to last approximately an hour.

“This patch will address various bugs and issues that you have reported to us, with the patch notes to come tomorrow.”

Odyssey – Concept Art

Further concept artwork for what has been described as an Exopod, has been added to the Odyssey section of the website courtesy of Frontier and Ignatious Hango. See the images below or head over to the Odyssey page for full details. For more artwork from the game head over to here.

Fleet Carriers – Release Day & Patch Notes

Updated: 10th June 2020

On the 9th June 2020 at 12pm Frontier released the patch notes for the same day release of the Fleet Carriers update. You can find the release notes below and on the Patch Notes section of this website, here. If you want full details on Fleet Carriers then please go here.

If you are having any issues then check on the ‘Known Issues’ thread on the official site for more information


“Greetings Commanders,

“Our servers are currently down as they are preparing the galaxy for the arrival of the Fleet Carriers Update, but don’t worry we are making sure that you can still get your Elite Dangerous fix! We will be going live with our Fleet Carriers Update Launch Livestream over on our Twitch channel, at 11:00AM UTC.”

Fleet Carriers Features

  • Fleet Carriers are massive ships used as a mobile base of operations, offering multiple landing pads and various services.
  • Fleet Carriers cost 5 billion credits.
  • Players can purchase a Fleet Carrier from starports with a Fleet Carrier Vendor contact.
  • Fleet Carriers come with 16 landing pads, 8 large, 4 medium and 4 small.
  • Fleet Carrier owners can manage docking permissions to determine who can land on their Fleet Carrier.
  • Fleet Carriers can jump up to 500ly.
  • Fleet Carriers use the new commodity, Tritium, to perform a jump.
  • Owners can install a variety of services on a Fleet Carrier to support their play style.
  • Fleet Carriers have a weekly upkeep cost which must be maintained to keep the Fleet Carrier running.
  • Fleet Carriers have player controlled commodity markets which the owner can use to buy and sell goods.
  • Fleet Carrier owners can also set tariffs on some of the services they offer to help pay their running costs.
  • Fleet Carriers can be customised, similar to regular ships, with items purchased from the Livery.
  • Fleet Carriers take 15 minutes to prepare for a jump, and have a 5 minute cool-down after.
  • Universal Cartographics is an optional service on Fleet Carriers.
  • Fleet Carrier owners can store their ships and modules aboard their Fleet Carrier by default.
  • When decommissioning a carrier you will receive a full refund.
  • Voluntary decommissioning will incur a fee equivalent to 50% of the Debt Threshold.
  • When cancelling the decommissioning of a Fleet Carrier, the owner will receive an inbox message to confirm the cancellation.

ARX

  • Players will now receive ARX for killing Scavengers.
  • Fixed an issue which caused the SRV Bay to be visible when viewing SRV paint jobs on a Fleet Carrier.

Audio

  • The Discovery Scanners full system scan SFX no longer triggers in the store.
  • Fixed the issue which would cause the damage alarm in Guardian Fighters to get stuck on a loop.
  • Fixed the missing sound on a Large AX Multicannon.
  • Added missing voice-over when requesting to dock.

Background Simulation and Galaxy

  • Added the Gamescom Prize to rename “Wregoe WF-F d11-30” to “Cheltojo System GC19”.
  • Corrected data for HIP83701 to show its population in the Galaxy Map.
  • Fixed an issue that caused System Authority ships to be found in Supercruise in Anarchy systems.

Codex Discoveries

  • Partially fixed an issue with some Codex discoveries not being visible to other players in some galactic regions. The bug may still be occurring with some lifeforms (e.g. Tubers).
  • Fixed a bug which caused the focus to jump to the top of the grid after exiting out of any section within the Knowledge Base or Pilots Handbook.

Conflict Zones

  • Fixed an issue which could cause Conflict Zones to end abruptly.
  • Fixed the bug that occasionally wouldn’t register your choice when picking a side.
  • Fixed the issue where objectives were missing when dropping into Conflict Zones.

Cosmetics

  • The Beluga Liner and Cobra Mk IV can no longer be selected in the Livery unless the player has the Horizons DLC.
  • Fixed the “Tail 4” part of the Federal Gunship Ship Kit so that it aligns with the ship.
  • Fixed the worn paint on the Diamondback Explorer Ship Kit pieces.
  • Fixed the Krait Phantom Thruster that was being obstructed by Ship Kit piece, Tail 1.

Crew

  • Fixed the issue where the NPC Crew could stop responding to orders in Anti-Xeno Conflict Zones.
  • Fixed a bug which sometimes stopped NPC Fighters being deployed.

CQC

  • Added the ability to queue for CQC matchmaking from in-game. When you find a match you will be prompted to join.

Crashes/Stability

  • Fixed a crash which could occur when entering Multicrew.
  • Fixed a crash that would occur after the Multicrew report screen.
  • Fixed a disconnect issue that could occur when attempting to accept two Multicrew invites.
  • Fixed a crash triggered by accessing the Power Play interface while in Hyperspace.
  • Fixed a crash that happened when the Role Switch Panel was accessed in CQC.
  • Fixed a crash which could occur in the Livery after using a Fighter.
  • Visited stars cache data will no longer be lost if the game crashes.
  • Fixed an issue which could cause the game to stutter in areas of the galaxy with a high density of stars.
  • Improved network performance of NPC Fighters and ships to reduce network lag.
  • Fixed a disconnect issue that occurred when attempting to load back into an AX Conflict Zones in close proximity to an Asteroid Belt.
  • Fixed a crash that would occur in the training missions.
  • Fixed a crash that occurred when attempting to Bookmark a starport.

Exploration

  • Locations discovered using the DSS will now be listed in the System Map correctly after returning to a system.
  • Fixed an issue which could cause discoveries in the Codex to show the wrong image.
  • Fixed a problem which could cause Surface Data to generate in the background at such a low priority that it would stop.

Factions

  • Updated how Faction influence adds up to 100% in a star system to keep more of a Faction’s trending direction.

Localisation/Text

  • Fixed some incorrect planet base names.
  • Renamed some locations for competition winners.
    • 59 Virginis 4 renamed to Alchemia Virginis.
    • 59 Virginis 8 A renamed to Lapis Philosophorum.
    • 59 Virginis, Hilmer’s Gateway renamed to The Tavern.
    • Rhea 4 renamed to Foursyth.
    • Ingui, Phillips Terminal renamed to Szymanski and Usalski Hub.
    • LHS 2335 renamed to Faisel C.
    • Praea EUQ RX-U D2-101 renamed to Wheeler’s Star.
  • Added new set of Player Minor Factions.
  • Added the missing text at the Technology Broker unlock screen for the Thargoid Interceptor Bobblehead.
  • Fixed an overlapping text issue on the Mission Board in Russian.
  • System State names now wrap onto a second line to avoid localised text being cut off.
  • Fixed localisation of Tourist Beacon text in Portuguese.
  • Fixed a grammar issue in Reputation Change inbox message.
  • Updated titles for NPCs.
  • Fixed an unlocalised “Signals Detected” message that was displayed when scanning bodies.
  • Fixed a cut off string in the Kick Player pop-up.
  • Added missing text for damaged Megaships in the Navigation Panel.
  • Crime Victim Data is now localised in the Player Journal.

Mining

  • NPC mining ships will now have a more appropriate cargo based on contents of the rings in their system, including Low Temperature Diamonds.
  • Added a fix for Crystalline Clusters falling through the floor.
  • Implemented a fix that will stop Core Mining Fragments from penetrating into Asteroids.
  • Sub-Surface Mining Deposits can now eject multiple resource chunks from one successful hit.

Missions

  • Fixed an issue which was causing some missions to fail before their expiration time runs out.
  • The ‘Total Units Needed’ will now update in the Commodity Market as Collect Missions progress.
  • Delivery Mission Cargo is now marked as ‘Mission Specific’ to prevent the Commodity Market showing the commodity as mission required.
  • Added a MissionAccepted event in the Player Journal for missions obtained outside of the Mission Board (eg Palin’s mission).
  • Corrected some misleading mission text which implied that Retreat Missions would help a Faction leave a system, which was the exact opposite of what was happening. These now indicate that Retreat Missions might prevent a retreat.
  • Added depot support to Solo mining missions.
  • Megaship Turret Missions will now indicate system distance on the Mission Board.
  • If the player has an active Delivery mission, then the mission commodity will no longer have the mission required icon next to it on the Commodities Market.

Multicrew

  • Fixed the issue which caused the Gunner Role to lose control of Weapon Turrets after entering or exiting a location.
  • Fixed an issue which meant subsequent Mulitcrew invites would not work, and would incorrectly show if a player did not have the Horizons DLC.
  • Fixed a bug which prevented Conflict Zones spawning ships if a Multicrew player was present.
  • Added in a fix for Multicrew players being disconnected after dropping out of Supercruise.

Networking

  • Increased the chance of players meeting previously encountered players when revisiting systems in a session.
  • Players can now block any player, not just friends or pending friends.

New Player Experience

  • Players won’t be asked to target an enemy ship if they already have it targeted.
  • Fixed the issue which incorrectly told players they were leaving the test area when they weren’t.
  • Fixed an issue where System Authority Ships could jump into the combat tutorial.
  • Fixed the Intro Tutorial’s Sidewinder sometimes displaying 119/120 cargo capacity.
  • Fixed a graphical issue on the tunnel section in the intro tutorial.
  • Fixed a bug in the SRV tutorial which could cause the player to get stuck if they land too quickly.
  • Fixed a bug where the game didn’t always register when players flew through the first check point.

Outfitting

  • Reduced mass of the size 1 Meta Alloy Hull Reinforcement Package.
  • Fixed an issue where after applying synthesis on the Advanced Multicannon, the synthesis would be removed when you used the Advanced Maintenance to restock any other Modules (Mines/AFMU etc.).

Player Journal

  • Changed change tag name from StarSystem to SystemAddress in NavRoute data.
  • Added system names to Route Event data.
  • Reimplemented the Main Menu Music event.
  • Added an event for when a Fleet Carrier is renamed.
  • Fixed a bug where RefuelAll and RepairAll events were written with a null string as the event name.
  • EngineerProgress event is now correctly written when ranking up with an Engineer.
  • Bounty events now include localised ship names.
  • “latlong” flag now set when in a station.
  • Fixed status flags for HUD in analysis and Low Fuel when in SRV.
  • Fixed loadout data written after launching a Ship Launched Fighter.
  • We no longer write a value for ReservePercent to the Journal if total balance is zero or negative.
  • We now include the body name in CarrierJumpRequest.
  • Added an event for cancelling a Fleet Carrier jump.
  • We now include Carrier Docking Restrictions in market.json file.
  • We now include the Body name in the Carrier Jump Request.

Powerplay

  • We have also made some changes to Powerplay that we describe in detail in this post.

Rendering

  • Added a fix to stop starport interiors from picking up light from stars.
  • Fixed the visible line in the Millky Way.

Ships

  • Fixed a small graphical error on exterior of the Beluga Liner.
  • Fixed an issue on the Viper MK IV which meant the paint work could never be fully repaired.
  • Fixed a small graphical error on the exterior of the Orca.
  • Fixed a bug which caused Landing Gear/Cargo Hatch to visibly clip into the cockpit.

Squadrons

  • Added a fix for Squadron applications that were still showing after being accepted/declined.

Supercruise

  • Corrected the ETA numbers when approaching targets in Supercruise.

Terrain

  • Fixed a broken terrain issue at some Thargoid Ruins sites.

Thargoids

  • Fixed a bug which could cause Thargoid Interceptors to not appear in Nonhuman Signal Sources.
  • Added a speculative fix for the invincible Thargoid hearts bug.
  • Fixed Thargoid Interceptors not using their special weapons when near a Planet’s Surface.
  • Fixed an issue that would sometimes stop players being credited correctly for participating in a Thargoid Interceptor kill.
  • Fixed Caustic damage not being removed by overheating your ship.

UI

  • Fixed Logs for Generation Ships having no scroll bar in the Codex archive, which prevented entries being read in full
  • Fixed an issue which stopped cockpit panels being accessible while using Station Services.

In addition to the Patch Notes above, here is a list of some previous changes from the Betas:

  • Total Ships Restocked stat is now correctly updated.
  • Improved fleet carrier navigation around locations like White Dwarfs, Neutron Stars, certain rings and close orbits.
  • Fixed timer on decommissioning Fleet Carriers.
  • Squadron bookmarks made for a Fleet Carrier location now move with the Carrier when it jumps.
  • Fixed an issue on the System Map where if selecting a destination with other Fleet Carriers present, multiple Fleet Carriers would display the jump icon.
  • Carrier can no longer spawn in Permit Locked systems when initially spawned.
  • Fixed an issues with commodities not being visible in carrier commodity board or black market screens after being transferred to a Fleet Carrier.
  • Fixed Fleet Carrier Codex stats for commodities imported/exported being the wrong way around.
  • Stored ship icons now move with Fleet Carrier when it jumps.
  • Fixed an exploit which allowed players to earn credits by selling to their own Fleet Carrier while in a Wing.
  • Fixed an issue which would cause the cargo transfer screen to overlap the other cockpit panels.
  • Added salvaged commodities to list of items that can be transferred to a Fleet Carrier via the Cargo Transfer Panel.
  • Added option to directly enter the number of credits to transfer to Fleet Carriers budget.
  • Fixed an issue which could cause the ‘Cancel Docking’ option to persist after docking on Fleet Carrier.
  • Added a new icon for decommissioned Fleet Carriers on the System Map.
  • Inbox message notifying the player that their transferred ship has arrived will now arrive at the same time as the ship, rather than being sent instantly.
  • The docking menu quick action options (refuel, repair, etc) will now not work if the player has anonymous access.
  • Fixed a bug that prevented some Hardpoints from being restocked at Fleet Carriers.
  • Fixed a problem that would sometimes prevent selling a commodity on the Fleet Carrier’s Secure Market.
  • Fixed an issue when changing a commodity directly from ‘buy’ to ‘sell’ or vice versa.
  • Changed Codex Stats to record the full value of vouchers redeemed at the Redemption Office.
  • Added the Fleet Carrier Administration Service to more star systems near Colonia.

Fleet Carriers: Release Date!

On the 27th May at 2:04pm Frontier announced the end of the Beta blowout and the date for the release of Fleet Carriers – 9th June 2020.

Read the full details of the Fleet Carriers release, here.


“Greetings Commanders,

“Now that both of the Fleet Carriers Betas have come to an end, we’d like extend a huge thank you to all of the Commanders who took the time to jump in, whether that was on PC, PlayStation or Xbox. All the invaluable feedback that you’ve shared with us both here, on the forums, across social media and in videos and round-ups, has been incredibly important towards the development of Fleet Carriers.

“Over the next couple of weeks, we’ll be introducing a number of changes to Fleet Carriers in time for the release in June:

  • The buttons used to increase or decrease both the bank and the commodity market will now scale, like other systems in-game, when depositing credits or adjusting commodity prices.
  • Tritium mining will receive adjustments before launch to make it more lucrative (particularly in relation to sub-surface mining).
  • A credit exploit involving selling modules in a Fleet Carrier’s outfitting service has been fixed.
  • A bug that swapped the names of certain locations and markets in the game has also been fixed (with key examples such as Ceres Tarn receiving its original name once more!).
  • A bug preventing the transfer of commodities such as Thargoid Sensors, Guardian Urns and others on Fleet Carriers has been resolved.

“You’ve had a chance to experience Fleet Carriers in the Beta, and we can’t wait to see what you’ll do with them in the live servers and we’re pleased to announce that the wait isn’t long! The Fleet Carrier Update will emerge from hyperspace and come to Elite Dangerous on 9 June!

“Once again thank you for all your efforts and contributions! See you out in the black.

o7”

Fleet Carriers: Beta #2 – Patch Notes

At 11am on the 11th May 2020 Frontier released the patch notes for the #Beta 2 version of Fleet Carrier which has gone live today. You can see them on the official site here, or below. You can find the Beta #2 discussion and feedback forum on the ifficial site, here.

You can find the full lowdown on Fleet Carriers, here.


Greetings Commanders,

As a reminder, the Fleet Carriers Update Beta 2 will be going live today at 11:00 (UTC), for PC, and PlayStation 4 Commanders. Due to unexpected issues found with the Xbox version of the beta, we will be unable to start the beta on Xbox today. To find out more please go here.

We will publish more information to a dedicated Beta section on how you can participate and what to look out for, when the Beta goes live. We would also like to remind everyone that if you participated in the first Beta, that you will not carry over any progress to the second Beta, (what happens in the Beta stays in the Beta).

Fleet Carriers updated features

  • Upkeep cost for all additional services has been reduced by 80-90%.
  • The core running costs have been reduced by 50%.
  • 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).
  • The total upfront activation costs of some of the more expensive services have been reduced by 35-45%.
  • The time between jumps has been decreased to 15 minutes for jump preparation and 5 minutes to cool-down.
  • Added Universal Cartographics as an optional service on Fleet Carriers.
  • Fleet Carrier owners can now store their ships and modules aboard their Fleet Carrier by default.
  • When decommissioning a carrier you will now receive a full refund.
  • Voluntary decommissioning will incur a fee equivalent to 50% of the Debt Threshold.
  • When cancelling the decommissioning of your Fleet Carrier, you will now receive an inbox message to confirm the cancellation.
  • Reduced the amount of Tritium consumed with each jump by around half.
  • Added a better indication of arriving and decommissioned states for Fleet Carriers on the Cockpit Navigation Panel.
  • Fleet Carrier Services menu now displays the name of the owner.
  • The trade screen in Fleet Carrier Management, now reports the number of imported and exported commodity types separately rather than in a total for both.

Fleet Carrier Bug fixes

  • The all time profit now correctly updates on the Fleet Carrier budget screen.
  • Fixed a crash that occurred if you were in an instance with an arriving Fleet Carrier.
  • Fixed a crash that would happen when replotting a cancelled Fleet Carrier jump.
  • Fleet Carriers can now be filtered in the Galaxy Map regardless of whether the player is docked or not.
  • Fixed the way that Fleet Carrier owner names are displayed in the targeting panel.
  • Fixed a bug which would allow players to target destinations for their Fleet Carriers which shouldn’t have been allowed (e.g. starports, asteroid belts).
  • Limpets can now be restocked at Fleet Carriers.
  • Fixed an issue which made it look like restocking wasn’t working via the quick action on the Docking Menu.
  • The target reticule will now properly indicate when a selected Fleet Carrier is on the other side of a body.
  • Stopped the Fleet Carrier destination icon from displaying on all Fleet Carriers in the System Map.

Mining

  • Sub-Surface Mining Deposits can now eject multiple Resource Chunks from one successful hit.

Codex

  • Fixed a bug which caused focus to jump to the top of the grid after exiting out of any section within Knowledge Base or Pilots Handbook.

Missions

  • Megaship Turret Missions will now indicate system distance on the Mission Board.
  • If the player has an active Delivery mission, then the mission commodity will no longer have the mission required icon next to it on the Commodities Market.

CQC

  • CQC matchmaking from in-game will now require the usual delay before exiting the game if you are in danger.

Thargoids

  • Fixed Caustic damage not being removed by overheating your ship.

Ships

  • Fixed a bug which caused Landing Gear/Cargo Hatch to visibly clip into the cockpit.

Player Journal

  • Added an event for when a Fleet Carrier is renamed.
  • Fixed a bug where RefuelAll and RepairAll events were written with a null string as the event name.
  • EngineerProgress event is now correctly written when ranking up with an Engineer.
  • Bounty events now include localised ship names.
  • “latlong” flag now set when in a station.
  • Fixed status flags for HUD in analysis and Low Fuel when in SRV.
  • Fixed loadout data written after launching a Ship Launched Fighter.
  • We no longer write a value for ReservePercent to the Journal if total balance is zero or negative.
  • We now include the body name in CarrierJumpRequest.
  • Added Fleet Carrier docking restrictions to market.json file.
  • Added an event for cancelling a Fleet Carrier jump.

Please note that these Patch Notes are for the Fleet Carriers Update – Beta 2, and not reflective of the final Fleet Carriers Update Patch Notes.

Fleet Carriers: Beta #2 Changes

At 2pm on the 7th May 2020 Frontier announced the changes to Fleect Carriers following the first Beta and subsequent feedback. These can be seen below, or on the official forum, here.

The Fleet Carriers page with a full rundown of information has been changed to refelct the below.


“Greetings Commanders!

“We know that many of you are eagerly awaiting the second Fleet Carrier Beta that starts next week, so ahead of that, we wanted to share some of the changes you can expect to see when you jump in to help us test them!

“So, let’s start with a quick reminder: the next Fleet Carriers Beta begins on 11 May and runs until 26 May. Commanders on PC, PlayStation and Xbox One will be able to jump into this one, and to find out more on how to take part, click here.

“Thanks to all the feedback provided to us in the first Fleet Carriers Beta, we wanted to highlight some of the changes you can expect to see in next week’s Beta:

  • Fleet Carriers will now have Universal Cartographics available as an optional service.

After the feedback from the first Fleet Carriers Beta, we reexamined how Fleet Carriers could be utilised by different play styles. We feel that with the inclusion of Universal Cartographics, explorers out in the black will be able to break new boundaries and launch exciting new expeditions.

  • Decommissioning a Fleet Carrier will now refund the full cost of a Carrier, with the only reductions either being unpaid debt when automated or a static fee for voluntary decommissioning.

“There has been a lot of conversation and feedback around this, so thank you to all the Commanders who shared their thoughts with us! Fleet Carriers affect Elite Dangerous in a way the game hasn’t seen before; they are persistent objects accessible across all platforms and controlled by player Commanders. Due to this, Fleet Carriers require these new systems in order to facilitate them in the galaxy. While Elite Dangerous can sustain as many Fleet Carriers as the community could wish for, there is a finite number of objects that can orbit a single body. Left unchecked, this could become a problem if Fleet Carriers are left in key locations like popular capital systems or near to carrier construction facilities, especially when a recent buyer wants to pick up their new Fleet Carrier. Decommissioning acts as an inactivity system that refunds the initial investment while preventing unused Fleet Carriers adrift in the galaxy. By adjusting the refund amount, we think this will be more in line with your expectations.

  • Module and ship storage will now always be available for the Fleet Carrier owner. Shipyard and outfitting services will still need to be purchased to enable visitors to use them and to buy stock for the owner.

“After seeing the feedback from players, we agreed that Fleet Carriers should come with these services by default! However, for others to use these services, owners will still need to activate the additional service to provide functionality to visitors as well as just the owner.

  • Tritium consumption per lightyear has been reduced by approximately half.

“This will directly make Fleet Carrier movement 2x more efficient in the beta. We want to keep monitoring the use of carriers and Tritium during the second beta, but this is our initial step to finding that sweet spot.

  • BETA BLOWOUT!

“Towards the end of the beta, join us for a BETA BLOWOUT, where Fleet Carriers will be available to almost anyone who has not yet had the opportunity to test them for themselves!

“In order to get feedback on Fleet Carriers in an environment that is as close to the live servers as possible, Fleet Carriers will remain at the price of 5bn CR. This is important to make sure we can get as accurate feedback as possible. However, during the Beta Blowout period, Fleet Carriers will be purchasable for 1m CR. We’re doing this so that as many people as possible can help try them out and give us feedback, but still enable us during the first week to see how they behave in an environment closer to what the live one will look like.

“We’re looking forward to seeing what you will do with them (and how many you’ll make!).

“We’ll also be creating a dedicated section on the forums to give a home to feedback, instructions, guides and all things related to the second Fleet Carriers Beta, so please continue to share your feedback with us!

“Fly safe and see you in the beta next week Commanders! o7”

Fleet Carriers: Beta 1 – Finished

On the 20th April 2020 Frontier announced the end of the first Beta for Fleet Carriers.


“Greetings Commanders,

The Fleet Carriers Update – Beta 1 has now closed!

“We wanted to take this opportunity to thank everyone who participated in the beta. Throughout this beta you helped us make major changes towards improving the functionality of Fleet Carriers with your fantastic feedback and diligent testing. During Beta 1 we reduced upkeep costs, updated the debt threshold to relieve pressure on Fleet Carrier management and reduced a number of service costs. To find out more, you can read the feedback changes we posted here.

“The development team have already started working on remaining feedback and issues you have provided as well as preparing for Beta 2. This second beta starts in May and will be available on PC, Xbox and PlayStation. We will be posting updates and key information about the second beta closer to the time on all of our channels.

“Thank you once again Commanders!”

Fleet Carriers: Beta 1 – Feedback Changes

At 12:31pm on the 15th April 2020 Frontier announced the changes following the release of the Beta for Fleet Carriers. They can be found below, or here. The full breakdown on all the content can be found here.


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:

  • The upkeep cost for all additional services will be reduced by 80-90%.
  • Core running costs will be reduced by 50%

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 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.

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 total upfront activation costs of some of the more expensive services will be reduced by 35-45%.

Along with the upkeep changes, this reduces the overall outfitting and maintenance costs of Fleet Carriers.

  • The time between jumps will be dramatically decreased by only requiring 15 minutes for jump preparation and 5 minutes to cool-down.

More frequent jumps will increase the utility of Fleet Carriers overall, allowing them to enhance the owner and visitors’ game-play more easily.

The two changes below will come in the second beta. Additional changes can be expected as more feedback comes in:

  • Universal Cartographics will become available as an optional service.

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.

  • Tritium will be made at least 2x more effective as a fuel.

In combination with a reduced preparation and cool-down time, this should improve long distance Fleet Carrier travel.

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.