No Man's Sky

No Man's Sky

View Stats:
BigGrayGolem Nov 22, 2018 @ 6:50am
Freighters vs Frigates - I'm confused
So I am an old player from the earliest release, but stopped playing for over a year. I just restarted with Abyss and obviously it has new features. I'm really confused about this "fleet" thing. Maybe seasoned players can help me out.

The freighter -- OK I get this, it's used to haul some inventory. Still embarrassingly small amounts, but OK. What I don't understand is the new cargo hold. I can build a fleet management area in there? And then what? Add more storage?

Also frustrated by how I have to run back and forth to the front to assign expeditions and then to the back to communicate with the various captains. Am I doing something wrong?

Frigates: what's their purpose?? I'm totally confused on them. I can send them on missions to gather resources. Is that it? I see I can land on them, but not really do anything when I am landed. Again, am I missing something?

Thanks in advance!
< >
Showing 1-7 of 7 comments
Leigh Nov 22, 2018 @ 7:02am 
Sometimes the fleet comes home damaged, you have to hop from ship to ship repairing them. :)
Dirak2012 Nov 22, 2018 @ 7:14am 
Freighter: you can store resources in their slots, and you can build a base inside with the exact same storage boxes as a planetary base, and it's a parking lot for your ships.
Frigates: you send them into missions, and you can get inside of them if they get damaged, and they look cool.

You can build the control room in the same hallway of the main bridge, so you don't have to walk too far.

That's pretty much it.
Last edited by Dirak2012; Nov 22, 2018 @ 7:14am
japp_02 Nov 22, 2018 @ 7:18am 
OP, this should help you out:
--------------------------------------

Frigate Fleets in NEXT
--------------------------------------

In NEXT you can buy frigates of different classes and send them on exploration missions. They will make various encounters collecting items, making deals with traders, engaging combat, making scientific research etc. Frigates have their speciality: Trading, Combat, Exploration, Industrial and Support.
On your freighter's bridge there is a Navigator which will be looking for new missions for your fleet. To initiate fleet missions for the first time, speak to the navigator, he will ask you to build a Command Room where you can follow-up a mission that is underway. He will also give you a blueprint for Freighter Fuel. All missions need fuel to carry, so read the section below how to get it more easily.
Then, provided you have already bought some frigates to join your fleet, you can send them on missions. You can send up to 5 frigates in a single mission and need 1 command room for it. If you want to send more missions then you need to build more command rooms, 1 for every 5 frigates. You can own up to 30 frigates and you can also delete frigates from your collection, you do this in the Fleet Management menu by chosing a frigate and pressing middle mouse button.

It can happen that the mission goes badly, and frigates get damaged. in this case you will receive a message from the fleet captain telling you about his problems and asking you if you wish to send home frigates that are damaged. You are highly adviced to do so, otherwise the damamged frigate can be destroyed by going on. You can land on your frigates to make repairs, when landing the captain will contact you, just follow the dialogue. You can also land at anytime on your frigates also when they are not damamged and you will receive some valuable items when you do which are then place in your freighter's cargo.
More below I will show you how to setup your mission to avoid mission failures and highly avoid damages to your frigates.

When the mission ends all frigates will re-join your freighter's position and you must debrief the fleet captain in the command room. Make sure you have enough free slots in your freighter because all mission items collected will be placed in the freighter's cargo.

As said, fleet missions will reward you in that the single frigates will make various 'encounters' that you will know about when debriefing the captain. The question is now what influences these rewards? Do higher class frigates perform better and will yield better rewards? Are longer lasting missions more profitable than short ones?
No, during long lasting missions the expeditions will make more encounters so you get more items and more credits. Short missions will obviously make less encounters. These means missions will roughly pay the same amount per time, but there are of course random factors that can swing your fortune in one or the other direction.

However, the number of experienced ships (higher classes) matters because a 4-star mission requires a different setup than a 1-star mission. I have NOT noticed bigger rewards, it's all about succeeding the mission and succeeding in the different 'encounters' during the mission (you see these encounters during the captain's debriefing).
Once a mission is away you have no control of it anymore except that you can send home the different ships involved, the others will then go on.

What counts are the stats when you setup the mission. Always have a 'Fleet rating' higher than the 'Mission Rating', always add only ships that are specialists for the mission (it's futile to add combat ships to an exploration mission), with the exception that there are Support Ships, those can have good numbers overall in different specialities and will reduce the overall fuel requirement for the mission if you add them.
You will notice that while you add ships to the mission the overall stats at the bottom of the page will change accordingy by adding the stats of the added ship. By summing all these numbers up, the game calculates your Fleet Rating.

Buying better ships rather than C-Class frigates?
Mission after mission ships get better. C-Class ships will 'promote' to higher classes and their overall stats get better. If you want to have immediately good ships, then you will have to buy B-Class, A-Class or S-Class with excellent stats to start. Is it worth? No, because they are too expensive to buy and your profit return will take longer to materialize.
Go with C-classes that improve over time and you'll save a lot of credits.

Long missions vs. short missions:
Some players complain that the missions often last 20 hours and more. But as said above this doesn't matter, you get paid accordingly to the 'encounters' and long-lasting missions make more encounters.

Secondly, if you send out all your expeditions in a sequence of 1 every 4 hours or so, then at some point all your fleets will return in such a time intervall and in the meantime the mission list should get updated.
So long lasting missions are not a problem. The more frigates you own the more missions you can send in sequence. Don't send all your ships away at once or you'll have to wait a long time for all to return.
-----------------------------------

Note: The 'Delete Frigates' feature is no longer in the game since 1.63.
Last edited by japp_02; Nov 22, 2018 @ 7:32am
BigGrayGolem Nov 22, 2018 @ 10:26am 
Thanks Dirak, that's helpful. I will try to build in another part of the Freighter.

Yes, one of my frigates just reported damage and is on its way back, I'm not sure what to expect when I visit it again.

I'm still reading your post, japp. Thanks!
Justiciar- Nov 22, 2018 @ 10:33am 
It is rather dumb they make you build a terminal when there's 4 main stations at the front of the ship and it would be way more convenient as a submenu or an additional station somewhere (where the ship's captain is sitting would be perfect).

Ultimately, the freighter part of the game is a browser-based mini-game. You send ships on expeditions, and they return with cargo and advance independently. You can recruit frigates from other freighter fleets.

It is another branch of the game, and seems more like an incomplete one at that.

Small misunderstanding about storage: Resource-based items can stack to 1000 (as opposed to 500 in your ship / exosuit cargo) in freighter storage, which is useful for turning your freighter into a sort of mobile base - minus a few handy module blueprints being locked out.
BigGrayGolem Nov 22, 2018 @ 3:49pm 
Yeah, it seems like a minigame, but it does (I guess) allow you to gather more resources remotely. That might be useful. I am not sure I want to spend too much time managing the fleet though.

I'm overwhelmed with having 5+ missions going at any time (I'm OCD, and it bugs me out a little), so just keeping my missions up to date is my daily grind. Not sure I want to add too much more to worry about.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Nov 22, 2018 @ 6:50am
Posts: 7