
Newly-purchased Fleet Carriers come with Core S ervices as explained earlier, these remain active at all times. Services take up space on a Fleet Carrier, and the owner will need to manage the way the space is used.Additional services can be bought by the Fleet Carrier owner to tailor their Fleet Carrier to their playstyle, and provide a variety of tools for Commanders to use.All Fleet Carriers come with Core Services, which provide the basic functions needed for the Fleet Carrier to trade, receive fuel, and purchase additional services.Fleet Carrier services are run by the crew, and used by any Commanders who dock on the Fleet Carrier.If there aren’t enough funds in the Fleet Carrier bank to cover the weekly running costs, the Fleet Carrier will go into debtįleet Carriers provide a base of operations for Commanders and can be customised with a number of services that offer owners and visiting Commanders a range of different options, from selling commodities, to refueling and rearming, and more.

This fee can be set between 0 to 100% by the owner of the Fleet Carrier. The Fleet Carrier owner can also charge an additional fee when visitors use its services.Fleet Carrier Bank funds are used for all Fleet Carrier transactions, fitting new services, purchasing desired commodities from visitors, and more.The Fleet Carrier owner can deposit, and withdraw credits directly from the bank.The Fleet Carrier is equipped with its own bank, which holds funds that are used for all Fleet Carrier costs. ► With your ship jumping at 50LY without boosters: 40 minutes. ► With your Fleet Carrier: 3h total with Tritium Each jumps will incur Wear and Tear costs.Once the jump is over, it will need one hour to cooldown the FC.For a Fleet Carrier to jump, it will need one hour preparation for the crew to ready.You can plot a destination at any time, however: Note that FCs will not be able to enter any Permit Systems, even if the owner holds a permit for that region of space, which means for example Shinrarta Dezhra, Sol, Achenar, Alioth, … It is mandatory for a FC to orbit around a body within a system. The latter can be acquired by Mining in icy asteroids, or by buying the Tritium directly from the starports’ markets with the economy “Refinery”.įor a Fleet Carrier to move to a new system, the owner must first plot the destination via the Galaxy Map.


With a jump range of 500LY, the Fleet Carrier can in theory allow you to jump farther than you could with a standard ship But a few constraints apply.įor the FC to jump that far, the gigantic FSD Drive will need a new fuel called “Tritium”.
