But this game wants to pretend to be a territory control game. If you want territory control to matter you have make the actual space matter. If your squad has all its assets on one end of your territory then you aren't defending the other end of the territory. If an attack occurs on one end of your space and you have to wait a day to move your ships over before you can even start defending, it matters. Now you have to consider spreading your members and assets around your territory to maintain control. Now you have interesting considerations to maintain your territory
This is where I think it needs to be a "pick one and stick to it" approach.
I'd be very happy for travel times in general to be a
lot longer than they are now - go back to the Elite I (or even as a compromise a bit of FE2) style of travel
- you can only carry enough fuel for 1 or 2 jumps
- you don't arrive in a system conveniently next to a fuel scooping site
- supercruise attacks by pirates are common
- jump ranges are a fixed and low number (10 LY, say) regardless of ship or FSD
Obviously that has a whole bunch of knock-on effects on game design: positioning the engineers as the single source of blueprint A all over the bubble so that it's several hours of game time to get between them every single time really wouldn't work - they'd need to be more common, there'd need to be more emphasis on keeping the same ship but making it capable of doing more things at once, the bubble itself would probably need to be much smaller. It'd be a completely different game.
That's not the direction Frontier have gone in with Elite Dangerous, and fair enough - it's all about having hyper-specialised ships carrying single-purpose modules, hopping from end to end of the bubble like a demented flea to get your engineering done, things happening at your destination rather than on the journey, etc.
Fleet Carriers make moving a squad and its entire assets from any point in the bubble to any other point in the bubble possible in just 15 minutes for
less than the cost of transferring a single one of their ships. I don't think it's a coincidence that their introduction led to most of the loudest complaints about ship/module transfer times going away entirely ... and apparently now substituted for "FCs are taking too long to jump".
Yeah, like... the 3 day waiting time for colonia is a logistical concern. That's a timer that actually matters. That's something that had me building a combat ship out there with locally-sourced parts and engineers because my DBX didn't cut it for what I wanted to do and the rest of my fleet wasn't available.
And with the modern engineering balance, material availability, etc. when I returned from the Colonia to the bubble recently ... I could have afforded to transfer some ships, but it was cheaper and quicker just to build some new ones. And now I still have my fleet over there too, so that's all good.
People suggest having "personal fleet carriers" or "mini fleet carriers" occasionally for people who don't want the entire functionality, but just want something to store their own stuff. Obviously that runs into the problems of "it's still a dockable asset so it's not actually any less troublesome than a full-size carrier".
So... how about a slight variant: the
invisible Fleet Carrier:
- Like the fleets of millions of invisible megaships currently parked across the bubble waiting to transfer our ships and modules on demand, it can't be seen, not even by its owner, and certainly can't be docked with.
- so therefore none of the
other services a real FC has can be included
- it costs less than a normal FC, though I'd still be happy to pay 2 billion + the same 5M/week upkeep as a regular FC for one, if not more
- ownership is mutually exclusive with a regular one
- it can move at the same rate as a regular FC (but since it doesn't have to exist as an actual station, this is mainly just to avoid real FC owners feeling bad - it hopefully wouldn't actually put anywhere near as much load on the servers)
- cost of the move is the same as the galactic average Tritium cost to move a fully-loaded FC the same distance (you can't actually deliver Tritium to it, since it's not there, so this substitutes and is probably slightly more expensive in most cases)
- if your invisible FC is present in a system, you can access any ship or module assigned to it instantly from any regular shipyard/outfitter in the system, and any ships or modules at the stations in the system get transferred to your invisible FC automatically
Gives basically the same advantages as a real Fleet Carrier for people who were just using them as a personal garage to avoid having to care about ship and module transfer, but hopefully a lot lighter on the servers, system maps, etc. etc.