The 5 min carrier jump cooldown is killing me. Poll: Need to change to 1min? Removed?

It's only happening to me?

I can live (more or less) with 15m countdown to jump, but the 5 minutes unable to draw next target don't have any sense and I think that must be removed or reduced to 1min. I think it kill the game flow. What CMDR's think about it?

a) Nah, it's ok. Loooooooser.
b) You're right, needs to be reduced to 1min.
c) You're right, needs to be removed.
d) You're right, but don't remove it, let's move to a manual time chosen for the owner instead.


Civil responses are expected :)

I liked the 2 hours spinup/cooldown.

:D S
 
It's only happening to me?

I can live (more or less) with 15m countdown to jump, but the 5 minutes unable to draw next target don't have any sense and I think that must be removed or reduced to 1min. I think it kill the game flow. What CMDR's think about it?

a) Nah, it's ok. Loooooooser.
b) You're right, needs to be reduced to 1min.
c) You're right, needs to be removed.
d) You're right, but don't remove it, let's move to a manual time chosen for the owner instead.


Civil responses are expected :)

e) needs a whole rethink rather than a plaster.

- Remove the timer completely, no-one wants to sit watching a screen countdown that is some boring gameplay right there, its replaced with the FSD charge sequence, no need for it to be longer.

if you have people on board, you can set an announcement by all means of "launching in 5 mins" etc, but dont force it on us, the chat is there in the game, lets use it.

The caveat(s).

- Tritium, this becomes a mined only resource, its no longer sold at stations, but indeed can be sold to stations if you wish to maintain the commodity on the market, no change in price though, it don't become rare like VO etc.

- Tritium costs per jump are now 25T, your carrier can only carry maximum 250T any storage above that is converted into credits at a slightly increased valve to appease some with loads of tritium above 250T, but tough, it needs to happen to enable a better FC game model.

- Tritium is only available in asteroid clusters, every rock has that material and only that material and each cluster (there's only a handful of asteroids there) the POI has minimum one core, and one sub surface, etc.. but point is they're all tritium (nothing else) so harvesting 25T is simple, straight forward, and not a chore and more akin to fuel scooping. (laser stripping one roid is going to gain you 10-20T) if your carrying a fleet of friends, a small field of asteroids is something you could all take on as a group quickly and efficiently, yet still manageable for the single player, either way 250T is nothing going to take you long.

Therefore, your carrier can top up with tritium and jump uninterrupted for 10 jumps or 5KLY before stopping off for 10-20 minutes to refill, that's quicker than current metrics and FC flight times to cover 5KLY, but its also a game loop which will enable you to continue exploring into the black without worrying about tritium, it also doesnt make 65KLY away trivial as there are many refuels required along the way, and you need to search for asteroid clusters along the way.

thats my 2 pence anyway, FC should have been like this from day 1, the mining stays fundemental to fueling a carrier, but its not the lame chore it is today, it would also de-clog carriers from Tritium markets every Thursday, and perhaps get people outside the bubble in them.
 
- Remove the timer completely, no-one wants to sit watching a screen countdown that is some boring gameplay right there, its replaced with the FSD charge sequence, no need for it to be longer.

Moving an FC is not the same as a player jumping, there's a lot more involved in the background databases and FDEV have already stated they have reduced it to as short a time as practicable, so just making the same suggestion over and over again isn't going to change anything. You have no idea what is involved in moving a FC, in fact only FDEV know, so claiming there's no need for it to be longer than 20 or so seconds is ridiculous because you simply have no idea.
 
...claiming there's no need for it to be longer than 20 or so seconds is ridiculous...
I'd guess there are some who are under the impression jumping what equates to a large town, rather than a tiny ship, should be the same as a normal jump...

Usual caveats apply - read the description before purchase - if there are parts you don't agree with, for goodness sake don't buy then come here moaning that you made a mistake in comprehension... If you did buy, now is a very good time to sell :devilish:
 
Could they not just allow you to plot your next jump immediately, before the cool-down ends?

The main thing that concerns me is to maintain the consistency of how an FSD operates.
We're all flying ships with an FSD that requires both a spool-up and cool-down period.
Seems like the FSD fitted to an FC should operate in the same manner.

There's no reason why that needs to interfere with our ability to plot a course, though.
 
yes, like consume 1000T of water from your FC cargo maybe?
Basically everthing is better, than having the player wait an arbitrary amount of time.
Edit: It is a somewhat direct contradiction of a video game, that is supposed to be interactive at its core. It is a missed opportunity.
 
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The main thing that concerns me is to maintain the consistency of how an FSD operates.
We're all flying ships with an FSD that requires both a spool-up and cool-down period.
Seems like the FSD fitted to an FC should operate in the same manner.

Because they aren't the same thing, I suggest a bit of lore reading might be if assistance.

The Frame Shift Drive or FSD is a revolutionary ship-board hyperdrive system manufactured by Sirius Corporation. It features two modes: supercruise, which allows travel at faster-than-light speeds within a star system, and jumping, which allows rapid travel through hyperspace from one system to another. All ships produced since 3297 come equipped with a Frame Shift Drive by default, and cannot be operated without one

"The original hyperdrives were powered by a fuel known as quirium, the formula for which was a closely guarded secret. When this formula was lost, the hyperspace industry suffered a major setback. A number of different drives strove to fill the void left by the quirium drives, but it was the Type 2b that proved most popular. Unfortunately, ships equipped with a 2b left behind a hyperspace 'cloud' at their entry and exit points, making it all too easy for malcontents to track and ambush these vessels."https://elite-dangerous.fandom.com/wiki/Hyperspace#cite_note-GalnetHyper-1
https://elite-dangerous.fandom.com/wiki/Hyperspace#cite_note-GalnetHyper-1

So small ships use the new FSD, large ships like Capital Ships and Fleet Carriers use the old 2b drive.
 
Basically everthing is better, than having the player wait an arbitrary amount of time.
Edit: It is a somewhat direct contradiction of a video game, that is supposed to be interactive at its core. It is a missed opportunity.

Except it is not an arbitrary amount of time. FDEV have stated it is the smallest amount of time practicable for them to have for a carrier jump. You could argue the original hours long amount of time was arbitrary to see how players felt about it, but after complaints they quickly reduced it to the current time of 15 minutes jump, 5 minutes cool down. Personally I have never had a situation where I was sitting there feeling bored while waiting for my carrier to jump, I mean why would I just sit there and watch the timer? That does seem rather strange to me.
 
Just another whine thread, ho hum....

Some players you will never appease unless you give them everything free. right. now.

Then they'll complain there is nothing to do and leave and give bad reviews about the game... ah well...
 
Doesn't bother me. Especially knowing why its there. The server has to have the time to stabilize apparently from how these were implemented when they change locations.
 
Should simply make a function between how much cooldown you allow your jump drive and how much wear and tear a jump inflict. Then you can keep jumping as fast or slow as you want. make it a curve, so you have some sweet spots and min-max points to cater to different tastes.
 
Should simply make a function between how much cooldown you allow your jump drive and how much wear and tear a jump inflict. Then you can keep jumping as fast or slow as you want. make it a curve, so you have some sweet spots and min-max points to cater to different tastes.

I can't stress this enough, there is a minimum amount of time they can make it. FDEV have already stated it is at the minimum time. Any change according to your suggestion would make the warmup and cool down time longer, which I don't think would be acceptable to the OP. I like how I have to keep repeating the same thing!
 
I can't stress this enough, there is a minimum amount of time they can make it. FDEV have already stated it is at the minimum time. Any change according to your suggestion would make the warmup and cool down time longer, which I don't think would be acceptable to the OP. I like how I have to keep repeating the same thing!
You have to keep repeating it because everyone else knows better than the developers, who are obviously telling lies as they prefer the players suffer...

The denial of this simple fact by others does demonstrate rather well just how little notice they take of comments external to their own narrative :)
 
I can't stress this enough, there is a minimum amount of time they can make it. FDEV have already stated it is at the minimum time. Any change according to your suggestion would make the warmup and cool down time longer, which I don't think would be acceptable to the OP. I like how I have to keep repeating the same thing!

They are not going to listen, they just want to use their enormous mini-station like it was a ship and will no doubt keep whining ad infinitum. ;)
 
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