Most useless services

For those commanders who otherwise like their fleet carrier, what's the ranked list of service which are the least useful?

The two I just can't find even a half way productive use for are:
  1. Redemption Office
  2. Secure Warehouse
I'd also like to be convinced otherwise if commanders can argue the merits of these services.
 
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Redemption Office questions:
  • Can you pay fines from anywhere like you can with the IF?
  • Do you and/or your carrier get all the money from the bounties and bonds (or does it seal a percentage)?
I think I'll buy the service tomorrow and keep it if the answer is yes to both of these.
 
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Redemption Office questions:
  • Can you pay fines from anywhere like you can with the IF?
  • Do you and/or your carrier get all the money from the bounties and bonds (or does it seal a percentage)?
I think I'll buy the service tomorrow and keep it if the answer is yes to both of these.

Yes
Someone else will have to answer Q2.
 
For those commanders who otherwise like their fleet carrier, what's the ranked list of service which are the least useful?

The two I just can't find even a half way productive use for are:
  1. Redemption Office
  2. Secure Warehouse
I'd also like to be convinced otherwise if commanders can argue the merits of these services.
Redemption Office would be amazing for fighting wars in systems where there's CZs near the jump in star, but the closest dockable asset is a long distance away.
 
I'm using secure warehouse quite a bit. Most useful for pirates collecting booty on a number of hatch breaking missions, then unload all of it, one trip to a starport (or get someone else to do it for you by pricing them out as a profitable trade).

There is a mostly legal use for secure warehouse too, especially if you're collecting materials, and this is what I'm doing. Same thing as above but added hatch break and collectors to my bounty hunter. So interdict them, KWS them, hatch break them, destroy .. then collect bounty, materials and cargo. Most of the money comes from the bounties but materials come in handy and some of the rebel transmissions, military plans and trade data packages are worth a bit, and add up once you've got 50 of them. Collecting toxic waste is just for fun.

I'm not sure if you can pay fines with a redemption office by the way, not you own anyway and not if you're in the system where it's issued. I can't. Maybe from a different system or ship, not sure but it is a redemption office first I think, not a full on interstellar factor. Can reclaim bounties though and better than a factor for that, I think (at most) half of the 25% transaction fee goes to the carrier, so even worst case you beat an interstellar factor's 15%.
 
Based on all this info so far I think I'm going to pick up the Redemption Office and ... maybe ... only install the Secure Warehouse one or two weeks a year when I use it.

Another cost to consider with all the services is the extra tritium they will take on long carrier trips.

I always suspend services I'm not using every day.
 
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It's probably one of those "How do you play the game?" sort of situations.

The most useless service for me is the Secure Warehouse. With the execption of RP/flair reasons, I don't see much use for it (at least for my playstyle)

I use the Redemption Office frequently to redeem Codex entries when out exploring. It takes a 25% cut (12.5% go into the carriers bank account), but Codex entries pay so ridiculously little anyway, that I really don't care about the money attached to it. It's really just the "gotta catch them all" feeling of filling the Codex with entries.
 
If you're the only one using your carrier, the shipyard is a bigger waste of credits than the secure warehouse is.
Outfitting is also, but you can kind of use it as bonus module storage.

I currently have neither on my FC.
 
Redemption Office would be amazing for fighting wars in systems where there's CZs near the jump in star, but the closest dockable asset is a long distance away.

This, along with wars whee you're fighting against the only faction that has docks in the system.

Also, can't you use it to cash in those Codex bonuses that pile up when you're dodging Bullet Molluscs?
 
Dog grooming service and nail salon... I dont have a dog, and I dont need a manicure... lol

Honestly though: secure warehouse... no need to deal with illegal goods (at least with no way to "clean" them.)
 
The secure warehouse would be fine- if piracy was worth doing instead of trade, missions, mining, bounty hunting or anything else. Fix piracy and smuggling and the secure warehouse becomes more relevant.

Agree about the redemption office. You're only typically a jump away from an IF.
 
The secure warehouse would be fine- if piracy was worth doing instead of trade, missions, mining, bounty hunting or anything else. Fix piracy and smuggling and the secure warehouse becomes more relevant.

True as far as direct to BGS sales go but one route for getting over average prices for pirated goods from players, might be to try to flog them in bulk to people trying to flip factions?

Sales in the blackmarket lower the influence of the controlling faction and while I tend to stick to confiscating goods from wanted ships the commodities you take through piracy of clean ships I think have a higher value on average, so less tonnage needed for the faction undermine.
 
Secure ehouse - the party is on, but no one's coming.

(Seems I misspelled wharehouse)

Although there are opportunities for using a fleet carrier to generate extra profit - supplying illegal goods to a blackmarket as above or taking cheaply sourced tritium to fleet commisioning systems for examples - I think best bet is to treat commanders who might visit your market, not as customers so much, as hauliers.

Hauliers get a cut, so the prices you set are below what you'd get if you delivered tthe goods to the boom market yourself BUT having the hauliers do it saves you the trouble, leaving you to able to concentrate on resoucing only.

Find a noob wingmate but instead of taking them to a distant star system and ensl;aving them (!), help them to get rich by helping you to get richer. I've got a wingmate who drops in on my carrier occasionally to clear stock and we're both getting wealthy from it. I bring goods from a surface base in another system by T9, to the carrier. He takes them from the carrier to the surface .. so we only have to do one planet approach each and this more than doubles the turn over thatf two ships could achieve doing the same run side by side.
 
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