Sure, 80 minutes for jump is mildly annoying, so instead waiting 80 minutes I did...Or if you expected to be able to play the game.
There's reason in the community to believe upon launch of update 16 they reduced the server capacity that they were renting from Amazon and that's why we have such an incredibly low player number on u16 as compared to u15 with extremely common 60+ min jump times. Maintenance mode game, because its not making Fdev any money to justify capacityI'm wondering if the extended jump time during high server load has always been an issue. Does anyone know for certain?
(My carrier is only a couple months old with only 4-5 jumps so far)
Many weird things were happening before. My bright memory is - you could not enter / exit SC IF carrier tries to arrive to the nearest body. It was some "colored" disconnect. So ... once you came to planet with cheap tritium (4000 that time), and published data to Inara, you have 15 minutes. Then navigation there would stop for hours, because of 100+ incoming buyersSure, 80 minutes for jump is mildly annoying, so instead waiting 80 minutes I did...
5 jumps in ship, instead waiting for carrier
That's actually a good idea for explorers. Set course for the carrier, hop in your ship, and set course for the same system. FSS, DSS, and bio scan everything along the way. The carrier will probably get there first. Drop off your data, rinse and repeat.Sure, 80 minutes for jump is mildly annoying, so instead waiting 80 minutes I did...
5 jumps in ship, instead waiting for carrier
So much for that idea LOLCan't move carrier at all now - "no time slots" error message.
Depends. I wanted to get back for CG, 13000ly only. But I made 4 jumps in 2 days. Not fun.That's actually a good idea for explorers. Set course for the carrier, hop in your ship, and set course for the same system. FSS, DSS, and bio scan everything along the way. The carrier will probably get there first. Drop off your data, rinse and repeat.
I guess community is wrong as always. Just greatly raised amount of carriers and active carriers. (which leads to "more people plays"). 1st carriers were months journey, now they're weeks or days.There's reason in the community to believe upon launch of update 16 they reduced the server capacity that they were renting from Amazon and that's why we have such an incredibly low player number on u16 as compared to u15 with extremely common 60+ min jump times. Maintenance mode game, because its not making Fdev any money to justify capacity
I'm wondering if the extended jump time during high server load has always been an issue. Does anyone know for certain?
(My carrier is only a couple months old with only 4-5 jumps so far)
I propose we go back to the initial time frames from back when to avoid excessive jumping (i.e. jumping the carrier instead of doing one or two jumps in a ship). I think is was 1 hour spool / 1 hour cooldown? Normal megaships jump once a week at best. Right now, almost every carrier (which are essentially megaships) in the bubble seems to try to jump thrice an hour.
@sallymorganmoore
I just discovered a bug that I never experienced before 16.01. I have two commanders, both are based on my primary commander's 2-month old Fleet Carrier. Both commanders have the carrier bookmarked.
Well my post was a bit tongue in cheek. The above post of "using a carrier as a larger T9" is pretty fitting. Maybe there is also a bit of a problem behind the curtains, but people are a bit spoiled and now expect 15 minutes even at the worst of times (in fact demandit "or else"). The current CG shows how this is so not true.I use my carrier as a base for exploration. My carrier is 29 jumps from the bubble and takes over 10 hours to return to the bubble to sell what I mine. With what you are proposing would increase my travel time from 10 hours to 60+ hours of travel time. 1 hour spool, 1 hour cooldown, that makes 1 jump every 2 hours. I am sure that there would be a revolt if that happened. However, to sweeten the deal and make it more palatable, increase the maximum jump range from 500 ly's to 3000 ly's so that travel time is comparable to what it is at our current 15m spool/3 minute cooldown.
That would be a win/win solution.
In my opinion, I don't believe that increasing the spool/cooldown times will stop commanders from jumping their carriers 1 or 2 systems. That's not the nature of the beast.
Don't forget, there are commanders who are using their carriers as shuttles for other commanders who are shuffling their ships between Colonia and the Bubble. They do this as a public service to save commanders credits and not have to ship their ships between systems. A run between Colonia and the bubble takes about 2 days for them. Increasing spool/cooldown times would adversely affect the time to shuttle and increase the flight time to 6-7 days depending on how many hours they can play per day.
but people are a bit spoiled and now expect 15 minutes even at the worst of times (in fact demandit "or else"). The current CG shows how this is so not true.