Fleet carrier improvements

Here are some improvements for Fleet Carriers:

1)Having the ability to set multiple consecutive jumps based on Tritium reserves.
2) Tritium could also be sold in Cologne, allowing explorers to easily supply Tritium even away from the bubble
3) The transfer of Tritium from the hold to the tank needs to be improved, what do I pay a crew to do if I have to do everything myself?
4) As for ships, you could buy an upgrade for the Carrier tank, only 1000T are very few since you have to go in person to refuel the tank.
 
Here are some improvements for Fleet Carriers:

1)Having the ability to set multiple consecutive jumps based on Tritium reserves.
Seems reasonable.
2) Tritium could also be sold in Cologne, allowing explorers to easily supply Tritium even away from the bubble
Not sure selling Tritium in a French city will resolve issues 25k ly from Earth but ok.
3) The transfer of Tritium from the hold to the tank needs to be improved, what do I pay a crew to do if I have to do everything myself?
Button clicking is hard.
4) As for ships, you could buy an upgrade for the Carrier tank, only 1000T are very few since you have to go in person to refuel the tank.
lol might have saved some time if you just asked for AFK carrier jumping.
 
2) Tritium could also be sold in Cologne, allowing explorers to easily supply Tritium even away from the bubble
Not sure selling Tritium in a French city will resolve issues 25k ly from Earth but ok.
I think you'll find that Cologne (or Koeln) is in Germany.

I also agree entirely with OP's 3rd point. If you could remotely transfer tritium from the hold to the tank, OP's point 4 would be moot.
 
I'd be happy if they would let us select another jump target after a failed selection, rather then dumping me out of the Galaxy Map and back to Carrier Management every time
 
Overall I think carriers are great. One thing I personally would like to see is ways to make money to cover at least some of the cost of owning a carrier. Some of those ideas involve the below.

I would like to see engineers for Fleet Carriers. It would be cool if we could jump into a system and upgrade different aspects of the carrier.
  1. an increase in jump range for longer cool downs
  2. an decrease in cool down time and preparation time for higher upkeep
Another thing is additional modules to increase the capabilities of a carrier.
  1. a scanner system module that can FSS and map planets in the current system.
  2. a module that houses a mining crew that will go out to the resources in a system and bring it back to the carrier.
  3. a module for fighters that the player(s) can launch and fight with in the instance.
  4. a navigation module that allows the player to move a carrier in regular space. Either by manually flying the ship or by plotting a course to where the carrier should end up.
  5. a search and rescue module. Not sure about the details...
  6. a factory module that can be set to use resources the carrier has on hand to build ship modules and ship hulls for sale. Or even for other things, like weapons and stuff.
  7. the ability to hire engineers and you have to increase their abilities like a crew member.
  8. ...
I am sure there are others who have similar or maybe even better ideas.
 
  1. a scanner system module that can FSS and map planets in the current system.
  2. a module that houses a mining crew that will go out to the resources in a system and bring it back to the carrier.
  3. a module for fighters that the player(s) can launch and fight with in the instance.
  4. a navigation module that allows the player to move a carrier in regular space. Either by manually flying the ship or by plotting a course to where the carrier should end up.
  5. a search and rescue module. Not sure about the details...
  6. a factory module that can be set to use resources the carrier has on hand to build ship modules and ship hulls for sale. Or even for other things, like weapons and stuff.
  7. the ability to hire engineers and you have to increase their abilities like a crew member.
1.what you want to sit in a carrier a spam the unexplored system with a upgrade fss for you pewpew i claimed this planet first.
2.and now want to mine all resources too, without leaving your comfort carrier chair.
3.and take out all of the fighters in a combat zone.

do you understand the concept of space exploration?
 
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an decrease in cool down time and preparation time for higher upkeep

This is...impossible...it has been discussed and requested many times and FDEV have repeatedly stated that the current time between jumps is the shortest possible time they can make it due to networking constraints, it cannot be made any shorter.

Not going to go through a point by point criticism, but most suggested ideas would just turn ED into a AFK money generator. I mean why would anyone bother mining if you can just sit in your FC and watch the stuff come pouring in, same for most of the other suggestions. Just pop it into a system with a station, wait for it to fill up with goods, either sell it to players with no FC or transfer it to the station. Ah that's what we're missing, a trade module, where the goods would be transported to the nearest station and sold while you sit on your FC, none of this flying your own space barge, bless me no!
 
This is...impossible...it has been discussed and requested many times and FDEV have repeatedly stated that the current time between jumps is the shortest possible time they can make it due to networking constraints, it cannot be made any shorter.

Not going to go through a point by point criticism, but most suggested ideas would just turn ED into a AFK money generator. I mean why would anyone bother mining if you can just sit in your FC and watch the stuff come pouring in, same for most of the other suggestions. Just pop it into a system with a station, wait for it to fill up with goods, either sell it to players with no FC or transfer it to the station. Ah that's what we're missing, a trade module, where the goods would be transported to the nearest station and sold while you sit on your FC, none of this flying your own space barge, bless me no!

you can cancel a fc jump 5 min after setting one, so we know that is not technically limited. in fact, it looks like we don't get to any actual potential transferring of data related to the jump until about 3-4 min before the jump. that would be the potential network restricted time to jump. all the time preceding that is optional and exists to limit players and give people time to leave a carrier or get on.

as for turning it into an afk game... who cares at this point? if we have to support all the various ways people play like we currently do, supporting this new way shouldn't be any different. it's not like it would be very disruptive to anyone else. who cares if someone makes billions of credits... what are they going to do with it that matters or stops you from making your money your way?
 
you can cancel a fc jump 5 min after setting one, so we know that is not technically limited. in fact, it looks like we don't get to any actual potential transferring of data related to the jump until about 3-4 min before the jump. that would be the potential network restricted time to jump. all the time preceding that is optional and exists to limit players and give people time to leave a carrier or get on.

as for turning it into an afk game... who cares at this point? if we have to support all the various ways people play like we currently do, supporting this new way shouldn't be any different. it's not like it would be very disruptive to anyone else. who cares if someone makes billions of credits... what are they going to do with it that matters or stops you from making your money your way?

Ah here we go. We know even with the current jump timer it's difficult, why don't you ask all the CMDRS who have been on a FC that's jumped, left the FC and suddenly found themselves in the previous system because the data hasn't been propogated across the entire network, you want to reduce the time between jumps to a couple of minutes and this will happen all the time. I love internet experts. You can cancel an FC jump more 5 minutes before the jump because the actual database changes have not yet been committed and the 5 minutes cool down which happens when you do that is used to rollback all the changes. But during the actual jump timer before the non-cancellable 5 minutes all the changes across the entire planet and 3 separate networks are being propagated so that when the commit happens and all the changes made everyone ends up where they expect to be, and that still doesn't happen properly every jump.

And yes a lot of players care. For a start where's my AFK combat module so I can sit there in my FC and earn combat bonds to unlock engineers? If we are going to automate everything else why was this conveniently missed out? Surely BGS, PP and other stuff like that should have modules if we are automating things, a BGS module and PP module to do those so players don't have to bother actually doing anything. We get endless complaints about botting already, and you essentially want to turn the FC's into a giant botting station. Yes a lot of people care, because that would essentially kill the game as it currently exists.
 
Only one module is missing now. A "win the game" module. You buy FC, equip her with this module, turn the game off, wait a month, log in again. You have 100 BCr, Elite V in every category, all engs unlocked, all ships owned and G5ed, miss Duval sends you Valentine's cards every tick. There is even a thread in the forum, automatically created of course, telling everyone how awesome player you are!

Everything we do in the game can really be done by simple AI drones in 3307 after all, right...?

I don't get why people don't want to actually PLAY the game... 🤷‍♂️
 
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I agree with 1. and 3. We need to be able to plot routes for the carriers as long as there is tritium in the tank and to be able to transfer tritium from the storage to the tank remotely.
I have mentioned that already in previous posts. It is not completely AFK and still costs a lot of money or a lot of mining hours but give some exploration advantage of those capital class ships. Dont forget it is rather expensive
 
Remove the server-based feature, who in dev came up with the brilliant idea of making a ship that you can't fly, it's just a station skin or as I call it a simple menu. Imagine the press headlines from when the FC was launched: "Frontier introduces player-owned capital ships with full control"
 
Of course it's AFK. Long distance sightseeing missions, for example. Or long distance trading.
What? long distance trading??? the longest distance profitable trading already exist and is in the current carrier jump range. And sightseeing mission pays way less than the cost of the tritium. Plotting jumps for the amount of tritium in your depo will only improve exploration and bring something new to it.
 
a scanner system module that can FSS and map planets in the current system.
A control panel of new FC bridge where you can set a target and launch a satellite (one would have to calculate the trajectory and necessary gravitational maneuvers to reach destination planet - sort of mini-game), then via telepresense launch scanning probes from the satellite to scan planet surface. The satellite may be destroyed by pirates, or crush into a planet or simply miss the planet due to miscalculation (failed mini-game). Each satellite will cost credits to restock to make proper trade-off.
a module that houses a mining crew that will go out to the resources in a system and bring it back to the carrier.
So one would need to deploy FC nearby the ring (possibly at the very close proximity of resource site or hotspot, like 10km). FC will be frequently attacked by pirates and player will have to defend FC and also transit drones which will move mined resources. This way only very common resources will be mined and to improve it player (or teammate) will have to fly and launch prospector limpets. Again trade off between restocking transport drones and efficiency. Harvesting hotspots in unpopulated systems would require active prospecting (due to lack of pirate activity).
a module for fighters that the player(s) can launch and fight with in the instance.
FC can drop on the combat zone and give players the ability to restock ammo just landing on FC (without leaving the instance). This will attract more enemy forces, who will try to re-route FC out. When all teammates are on the board of FC and combat zone is won it will trigger respawn. FC owner can call for support (fighters from FC), but each fighter lost will lead to need to produce new one paying its cost including outfit. Each support call will trigger enemy response and fighters kills won't count as combat bonds (only combat zone wins). So no AFK, as fighters are only play a role of combat support to FC owner fighting that CZ.
a navigation module that allows the player to move a carrier in regular space. Either by manually flying the ship or by plotting a course to where the carrier should end up.
With significant FSD cooldown and all the ships being locked. May also require proportional Tritium consumption (like jump out and back in) for each supercruise jump. I would like to see it maybe as route planner for alternative mode of system map.
a search and rescue module. Not sure about the details...
Bring escape pods on FC and get not only credits for escaping, but also some random bartender materials traded.
a factory module that can be set to use resources the carrier has on hand to build ship modules and ship hulls for sale. Or even for other things, like weapons and stuff.
And generate regular fix and restore missions for FC owner and visitors. Like source and return power regulators etc.
the ability to hire engineers and you have to increase their abilities like a crew member.
Could be a missions from engineers - move to distant system and mine resources or scan anomalies. While on that mission - the engineer representative may be available at the FC providing similar services as original engineer, but one or two levels less (depending on mission conditions).

I am pretty sure everyone can came up with ideas how to implement original suggestions in a way to limit exploitation.
 
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Here are some improvements for Fleet Carriers:

1)Having the ability to set multiple consecutive jumps based on Tritium reserves.
2) Tritium could also be sold in Cologne, allowing explorers to easily supply Tritium even away from the bubble
3) The transfer of Tritium from the hold to the tank needs to be improved, what do I pay a crew to do if I have to do everything myself?
4) As for ships, you could buy an upgrade for the Carrier tank, only 1000T are very few since you have to go in person to refuel the tank.
1. Great feature for long distance trips
3. If You mean transfer tritium from cargo hold directly to tritium depot without a need for a ship - this is long overdue, I fully support it.
4. Also great for long distance trips

I might add some little improvements which could easily be implemented:
1. Faster transfer from Your ships cargo to carrier and back - I mean when You want to transfer 784t it goes linearly. It would be nice if it goes faster after a sec - just like when You deliver in transport missions
2. Indication in carrier transfer screen for a material how much You need it for a missions - just like on a market screen
3. Ability to make carrier jump within the system. Not to travel. Just like ordinary carrier jump but from the system to itself to another location
 
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