Now this CG is effectively over, I’ve taken time to think about it a little.
Big wall of text incoming, TLDR:
- Giving items that are better than those otherwise available in game, as limited availability rewards is bad for the game (IMHO).
- Contrary to my first thought, Fleet Carriers did not rule or ruin this CG.
Firstly, I’m of the opinion that in a game that allows open PvP, giving out
any limited availability module is a bad idea – being beaten by a better pilot is fine, being beaten by someone using gear / equipment not available to all is not. It’s one of the reasons why I thought the introduction of engineers to the game was a bad idea, at least in their first RNG implementation and one of the reasons why I have tried to support Frontier in the past, as they’ve stayed well clear of Pay-to-Win.
That aside, I looked at this CG when it was announced and thought it would be ruled by fleet carrier owners, due to the distances involved. However, I had time to spare and don’t mind a long run hauling job, so thought I’d give it a go.
I came in a couple of days late (Friday evening in game time) but with my T-9 and several hours hauling was able to catch up and get into the top 25%. I still felt the FC owners were at an advantage though, so went looking for one to unload on Saturday morning, whereby I found the in-game tools woefully inadequate; FCs everywhere but finding one that had goods to sell (not concerned about the price) and was open to lone CMDRs was sheer pot luck. Fortunately some helpful FC owners posted their flight plans in this thread and so I found a carrier I could help load & upload, to see if it was a killer advantage.
Hauling the long way in my T-9, I had a 22 jump round trip that took about 30 minutes, equating to about 1,360 tons/hour. Working in a group with a carrier, we probably made one carrier round trip an hour – 2 lots of 15 minute jump countdowns, plus time spent loading, unloading and waiting for stragglers held up by Orange Sidewinders. On average, I was getting 2, sometimes 3 loads off the carrier on arrival in the CG area, plus the one I’d carried in my ship’s hold.
So by my (very rough) calculations, yes using an FC was an advantage, probably getting an extra load or two per hour but it’s not a game killer, which surprised me. You could probably do better, if you could just leech off the carriers and only unload; leaving the loading/jumping to & fro to others but then you’d miss out on all the chit-chat and feeling of teamwork while doing so.
Strangely enough, in a CG, one thing working against carriers, is the number of ships unloading them, swarming all over them, as soon as they arrive. I think a FC would probably have been most optimal, in terms of tons per hour, per commander, if limited to two or three ships doing the loading & unloading. The big saving for a commander using a carrier is lots of fast runs at each end, with too many unloading, pilots only get one or two loads each loop and it becomes quicker to go it alone, when you take into account the loading and travel times.
With that in mind, a big thank you to
@ALEX CAOS, captain of the carrier [AXI] Hyperion and all the other FC captains that opened up their carriers to the masses and posted on here with their flight plans, for working with the community, against their own best interests (from a purely tons/hour point of view). Some kept their prices low, others looked to be taking a bigger cut of the profits but I think we’d all agree that this particular CG is not about the profits and those carriers do have costs involved in maintenance and fuel burned up ferrying us smaller ships back and forth.