I'm not holding my breath, but it would be a nice touch if fdev threw a bone to the top 50/75% of cmdrs and made the reward available to them.Aaargh.
I missed top 25% by about 13 tons (if INARA is right).
Or, put it differently, by the idiotic bug that killed my ship 1km from SoN when an NPC ship materialised from SC right on top of me (while I was on autopilot docking), managed to take down my shields and hull before blowing up and thus setting all the security on me who finished me before I could even say "but officer!". That one extra shipment would have got me over the line, easy.
Sucks.
But thanks to helpful FC owners, w/o whom I'd have less of a chance (and even less of sleep).
Yeah that bug has been around for so long, the old "well I didn't manage to interdict you on the way in, so I'll interdict your face now instead!"... It's so clearly hard-coded magic too, because the ship supposedly drops from supercruise right in front of wherever you are, even if that's miles closer than the normal SC drop distance. It happened to me a few times during this CG, fortunately I managed to take evasive action every time.Or, put it differently, by the idiotic bug that killed my ship 1km from SoN when an NPC ship materialised from SC right on top of me (while I was on autopilot docking), managed to take down my shields and hull before blowing up and thus setting all the security on me who finished me before I could even say "but officer!".
I run all cargo slots, so I get 784 tones - but only on short distances; My build is all for speed & boost, armored military hull, NO weapons at all , lol, but tons of chaff, point def., etc.G5 engineered shields and shield booster for me.
- so i don't really see the perceived unavailability on the front of "this CG was only doable for Fc owners".
This was my first CG as a co-operative FC commander. These are my observations from a few loosely organised co-op missions:
Oy, and I was coming to say I'd missed by ~480 tons.
I was prepared for the switch, reason why yesterday my objective was to get on top 10% with a decent buffer of 2-3 000 extra, because I was anticipating the falloff - and that occurred....
But the buffer AND the drop still allowed me to "fall" on mid 25%, so was not bad at all my math... also the extra credit were welcome.
Just wait until you see the shipping cost for a 5E FSD.I'd like to know too. Not sure if I should go back to bubble or wait to turn in the mission to the Spirit of Nysa now first before returning...
That's fine for you "Cutter jocks" but those pirates are a right pain in the backside for us T-9 jocks - too slow to outrun a tortoise and less maneuverable than a small moon! I might have to commission one of my Cutters as a hauler for the next trade CG.
Yup, that and outfitting help my squadron mates who don't have a carrier of their own yet. It's also useful for those who do to leave a ship or two on mine in case they want to help with something. Makes using a DbX pretty easy to jump around to the right carrier of needed.Yeah. The most important thing is having a shipyard. Its the next service I'm renting.
I got emptied far faster than I imagined, in only 10 minutes 11 k of generators vanished, lol, at 10k / unit.... still getting a decent profit to the guys, tough...I've landed at your FC but all I see is Tritium and Thargoid Hearts for sale?
I've found the T9 solid enough to escape even if I submit. The key is full pips to shields, two to engines. Then boost in the direction of your target station or system and toggle FA Off. Be ready to charge the FSD the instant it spools up then boost another time or two if you can. You can toggle FA back to enabled once you're done.
Against NPCs, a thermal resistance shield without boosters is almost always plenty. You could add a couple thermal focused shield boosters and a couple boosters for extra shield (the name escapes me at the moment) but they're not really necessary.
I've found the T9 solid enough to escape even if I submit. The key is full pips to shields, two to engines. Then boost in the direction of your target station or system and toggle FA Off. Be ready to charge the FSD the instant it spools up then boost another time or two if you can. You can toggle FA back to enabled once you're done.
Against NPCs, a thermal resistance shield without boosters is almost always plenty. You could add a couple thermal focused shield boosters and a couple boosters for extra shield (the name escapes me at the moment) but they're not really necessary.
I parked next to a port selling Power Generators for 1,900 credits.This was my first CG as a co-operative FC commander. These are my observations from a few loosely organised co-op missions:
- I rewarded people financially for helping me load up with goods. There was no guarantee they're the same people unloading (they could miss the FC jump, or be offline when unloading) so they may as well get profit for helping.
- The reward for unloading was CG progress, I sold up to the buying price at the CG station to recoup wear and tear and Tritium losses.
- I realised that trying to limit people somehow (using Friends and Squadron) doesn't work for console commanders, so isn't an ideal method for prioritizing loaders.
- I also found that price gouging (selling for max profit - even though goods would be sold at a loss) was possible - certainly due to the unique reward.
- In future I'd be a lot more likely to be more altruistic when there's only credits on the line.
Yeah, and A rated thrusters help a lot with the agility. I upgraded mine last night and while I was "only" able to get them to Dirty Drive 5 without experimental via remote engineering, they make for one heck of a maneuverable ship. It's not a sports car but it's more of a minivan than a box truck with a 50 year old engine now.Plus submitting and low-waking asap is actually faster than trying to evade since you won't overshoot your station and have to turn around in a damn space cow.
I did much the same and a number of CMDRs happily helped load me up. Everyone's making a profit is and the fact my profit helps defray the cost of running the FC is just gravy, to me. The key for me was helping others work on the CG.I parked next to a port selling Power Generators for 1,900 credits.
I bought them for 8,000 credits, quadrupling their money.
On arrival in the Coal Sack, I sold them for between 9-14 thousand. With an 18,000 sale price at the CG, a near double for anyone buying from me.
I'm such a greedy FC owner.
So, I still made money, and my customers did, too. I'm really doing this wrong....![]()