Currently fleet carriers took more time to explore the space compared to a good exploration ship. However, they are quite expensive to buy, to maintain and to jump. Considering this they need to be made more viable for traversing the galaxy.
My suggestion is not to increase the jump range or reduce the cool down time but to add jump schedule for FC.
How it can work:
So, I plot a route and leave the game either to sleep or for work or I have another activity. My carrier will jump after the preparation time and then will cool down (5min) and will start immediately the preparation (30min) for the next jump. It will do as many jumps as there is tritium in the depo.
Usually, one jump takes average of 100 tritium so full depo will make for 9-10 jumps. This doesn’t seem like a lot but from my experience I can tell you that doing 9 jumps when you are offline is a huge help. It will also use, as I mentioned, the main advantage of the carrier - existing and operating offline.
My suggestion is not to increase the jump range or reduce the cool down time but to add jump schedule for FC.
How it can work:
- Either, the same way as the route plotting for ships. Choose a system on the map and the fleet carrier will plot a route.
- By adding names of systems where the carrier will jump one after another. This will require the use of 3rd party tool as the carrier route plotter.
So, I plot a route and leave the game either to sleep or for work or I have another activity. My carrier will jump after the preparation time and then will cool down (5min) and will start immediately the preparation (30min) for the next jump. It will do as many jumps as there is tritium in the depo.
Usually, one jump takes average of 100 tritium so full depo will make for 9-10 jumps. This doesn’t seem like a lot but from my experience I can tell you that doing 9 jumps when you are offline is a huge help. It will also use, as I mentioned, the main advantage of the carrier - existing and operating offline.