Frontier, please reverse the carrier delay loading for the next patch..

I was going to ask what does everyone do while waiting for their carrier to jump.. but realised there still is likely a quality patch coming up so maybe frontier can adjust it there...

It would be so much better if the delay was 5 mins to jump then 15 to cool down. The critical problem is there's nothing you can really do in the 15 mins between jumps. Everything takes more than that in elite both in the bubble and out to comfortably make it back in time to catch the ride.

I'm not sure exactly what goals the 20 min delay is serving.. if its to slow down carrier jumping to be closer to normal jumping that's fine.. i don't think it serves any players to be given.. 13-14 mins of time if the carrier is about to jump. It would be up to the captain to call it out if its known. A malicious carrier owner will still cause problems via the destination.. preventing people from escape by giving an extra 10 mins probably won't help.

What a reversed delay would do is it would give freedom for the player to complete anything that's been started to be done while waiting for the time delay, with only a moderate wait for the jump to occur once the waiting.. by activity.. has been dutifully done.

Thanks for considering.

Well... i guess you could arrive -> set a timer for 5 mins -> kick of the jump -> set a timer for ~10 mins -> head back.. but that still would inhibit natural exploratory sandbox play you could get involved in.. noone likes time pressure or deadlines.. and its a game.

PS. It seems that pretty much everyone who has a carrier also bought a ship kit for it does that count? :)

EDIT: Is it to prevent a carrier winning a race between a normal ship given they both start from go? I doubt that also will be a problem even with 5 mins.. distance longer and the carrier is likely going to win anyway.
 
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Maybe said in another way, what this would enable is:

Play -> jump -> play -> jump -> play -> jump forever..

rather than

Play -> jump -> logout (aka the amazing ship transfer gameplay)
Or even worse...
Play -> jump -> dd -> what was i doing again?
Or the extreme worst
Jump -> logout
Jump -> Idle window

Frontier likes player stats right?
 
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If I can prep the jump on the way back to the FC, obviously it makes it quicker, and some fun game-play... twice now I've returned to it to watch it shut me out and jump, having lost the race to board.

If I'm on the Carrier...

I often prepare the ship I'm about to use, fitting some modules maybe, or
Check through the carrier management and maybe restock the Tritium Deport.
I'll look at where I'm going in the Gal Map and check out the system and surrounding area.
Preen through my stored modules.
Check my ship load-outs.
Maybe stare at the Carrier Management View and zoom to a nice shot of where I'm at.

Or write a post on this forum.
 
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If I can prep the jump on the way back to the FC, obviously it makes it quicker, and some fun game-play... twice now I've returned to it to watch it shut me out and jump, having lost the race to board.

If I'm on the Carrier I often prepare the ship I'm about to use, fitting some modules maybe, or
Check through the carrier management and maybe restock the Tritium Deport.
I'll look at where I'm going in the Gal Map and check out the system and surrounding area.
Preen through my stored modules.
Check my ship load-outs.
Maybe stare at the Carrier Management View and zoom to a nice shot of where I'm at.

Or write a post on this forum.

That's an interesting point...

But i don't think there's much fun in missing the boat jeopardy. You'll be able to make yourself safe for sure, but in the 8-10 mins of time killer (or 1min per jump plus 5 to cruise and land).. whatever you do there is going to be rushed. That's the dumb part.. time pressure just makes you rush.. its not a pleasant to fun experience.
 

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I think it wouldn't hurt to reverse the timer as the FCs are now to have the players use the gaming time they have more efficiently.
Eliminating it completely like countless people said about the transfer times I disagree. Currently ED is becoming too similar to nms where everything is instant. I like to have limitations on stuff, it makes the world more convincing/strategic.

The real matter is the timer would serve a great strategical purpose if the carriers could be disabled/withdrawable/destroyed. That is where FD as always wasted a BIG gameplay chance.
If only these carriers were similar to the megaships in CZs... I mean, it doesn't make sense, a carrier is more powerful than an Interdictor or a Farragut? Nonsense.
 
As annoying as the 15 minute lead is, it does give me time to make a sammich.

It also gives people time to get off the ship. With a 5-minute lead, as was mentioned, someone lands, steps away for a minute, they could find themselves 500 LY away. It'd be a mean move, but it could happen. The 15 minutes does give people a chance to get off in time.
 
If I remember correctly, FDev discussed the timers in the stream on release day. One of the things tested during the betas was how well the servers could technically handle the preparation for jumping a carrier simultaneously across three platforms. The 15 minutes were in principle as low as they could go without compromising the jumps so do not expect this to be lowered. It is not as easy as just changing a number in a file somewhere.
 
Here is a Nutty Idea, let the player set the time. Some big groups would probably Like 24h Spin up for "Emeeeersion" while a single player just want's to get going..

Simples
 
It is not as easy as just changing a number in a file somewhere.

Very true, of course it is changing the data in a file, but then that data has to be written to all players and across all platforms that are currently logged on. If you mess that up you could potentially have players boarding your FC after it actually leaves the system, jumping with it, then finding themselves kicked off when the data is finally updated and the game find they aren't actually in the system where they think they are, who know what data corruption problems that might cause.
 
If I remember correctly, FDev discussed the timers in the stream on release day. One of the things tested during the betas was how well the servers could technically handle the preparation for jumping a carrier simultaneously across three platforms. The 15 minutes were in principle as low as they could go without compromising the jumps so do not expect this to be lowered. It is not as easy as just changing a number in a file somewhere.

Do you have a link? Ive stopped watching frontier marketing.

I guessed thats what the 2.5 min lockdown is doing?? I dont think its worth guessing any further how the mechanic could work.

Edit: no wait its the cancellation point at 10 mins... could we get 10 mins at least?
 
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The delay is not for you, the owner. It is for other players that may use the FC. Also imagine another situation than the jump jump jump trip. You may want to stop and mine a ring for tritium for like 2 days. During this, the other players will go and explore the near systems. You may want to give them the minimum time to return and not become stranded, even when there is a known schedule for departing.

Leaving aside the possible technical issues, this is how I see the logic behind the delays. The cooldown is pure "lore", but the jump preparation is also: "don't leave without me"...
 
The delay is not for you, the owner. It is for other players that may use the FC. Also imagine another situation than the jump jump jump trip. You may want to stop and mine a ring for tritium for like 2 days. During this, the other players will go and explore the near systems. You may want to give them the minimum time to return and not become stranded, even when there is a known schedule for departing.

Leaving aside the possible technical issues, this is how I see the logic behind the delays. The cooldown is pure "lore", but the jump preparation is also: "don't leave without me"...

It doesnt work though apart from a possibility.. how is that other player going to know about the jump unless they're logged on and really close...

Also other players cant schedule or fuel from storage its pretty single player at the same time.. whats it going to be?
 
How about a slider set by the FC owner.
the overall time is 20 mins regardless, the Owner sets the jump time on a slider from the following options:

15 min Cooldown - 5 Min Jump
10 min Cooldown - 10min Jump
5 min Cooldown - 15 Min Jump
 
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