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Fleet Carriers - Content Reveal Recap

Greetings Commanders,


You can now find our Fleet Carrier Content Reveal Video over on our YouTube channel here, where we gave you an insight into the long-awaited Fleet Carriers!

Since our first reveal of Fleet Carriers, we've examined the predefined loadout system and felt that we could take this even further. We have made it so that Commanders will have the ability to customise their Fleet Carriers loadout as they see fit, which will allow you to be fully equipped for any task.

If you haven't watched our Fleet Carriers Content Reveal yet, don't worry, we've got you covered with a full recap of the content below!


WHAT IS A FLEET CARRIER?

Fleet Carriers are massive ships used as a mobile base of operations, offering multiple hanger bays and various services controlled by you, the Commander. Fleet Carriers can be customised to fit different playstyles by managing a number of onboard services, which the owner can tailor to fit their needs, and the needs of their fellow Commanders. With a 500ly jump range, Fleet Carriers provide new opportunities for expeditions and long-range travel, the ability to reload, refuel and repair for conflicts and campaigns, as well as tools and storage for mining operations far from home... and much, much more!

CORE INFORMATION
  • A Fleet Carrier costs 5,000,000,000 credits.
    • If you have the Kickstarter discount, it will be applied when purchasing a Fleet Carrier.
  • Fleet Carriers are individually owned, and the owner can only have one Fleet Carrier at a time.
  • The Fleet Carrier owner can manage docking permissions to allow or restrict Commanders, friends and Squadron members from docking.
    • There is an additional setting that allows owners to prevent Commanders with Notoriety from docking.
  • A Fleet Carrier has 16 landing pads:
    • 8 Large
    • 4 Medium
    • 4 Small
  • Fleet Carriers no longer have determined loadouts, but instead have a variety of services that can be tailored to the playstyle of the owners choosing (much like player ships are).


MOVING YOUR FLEET CARRIER
Fleet Carriers have an astounding maximum jump range of 500ly, allowing Commanders to go further than ever before!
  • For the Fleet Carrier to jump such distances, the enormous FSD used to move the Carrier requires the commodity 'Tritium' as fuel. This can be acquired by purchasing it at starports with refinery economies, or by mining Ice Asteroids.
  • For a Fleet Carrier to move to a new system, the owner must first plot the destination.
    • If the owner plots the destination on the Galaxy Map, the Fleet Carrier will appear, and orbit a body within that system.
    • If the owner wants the Fleet Carrier to orbit a specific body, they can do so by entering the System Map and selecting the body that they would like it to orbit.
    • Fleet Carriers will not be able to enter any Permit Systems, even if the owner holds a permit for that region of space.
  • The owner can decide to jump their Fleet Carrier at any time, but this does take some planning.
    • For a Fleet Carrier to jump, it will take one hour to prepare the crew, and the vessel for the jump.
    • Once the jump is complete, the Fleet Carrier will not be able to jump for another hour as it will need time to recharge.
    • Each jump will incur Wear and Tear costs (more on this below).



HOW DO YOU PURCHASE A FLEET CARRIER?

The Brewer Corporation, the creators of the new Fleet Carriers, now operate Carrier Construction facilities at a select handful of starports throughout human-populated space.

As mentioned, only certain starports sell Fleet Carriers and these are visually indicated by