I recently bought a fleet carrier and started the process of stocking tritium and generating capital to finance the upkeep on it, and I've been reading other post about how tedious it is to obtain tritium, especially outside the bubble. I can mine 100t, maybe 200t per hour if I'm lucky for a credit cost of 5-10 mil per hour if I were to buy it directly in the bubble at the galactic average price. I realized it's more cost / time effective to just run passenger missions in Robigo, averaging 100-120 mil per hour. That would purchase 1940t - 2330t for the same time investment not factoring having to jump around to markets to purchase the tritium. Even this method can be tedious, and is impractical once you leave the bubble.
There lies the problem, tritium really isn't a commodity it's a consumable. Buying and selling it on the commodities market doesn't really make any sense considering everything else on the market has no consumable use. A fully outfitted carrier has a potential max cargo capacity of 18850t plus the fuel tank for a total of 19850t. I think it would be more practical and make more sense to scrap the current method of mining / buying tritium and change the mechanics of obtaining tritium to the existing mechanic of fuel scooping a star. All it would require is new modules, call them tritium tanks, that act like current cargo racks with the same storage capacity but specifically gather tritium if you have a fuel scoop equipped. And to keep it from being too easy to obtain, the tritium tanks would have 50% efficiency of your fuel scoop. An Anaconda equipped with a 7A fuel scoop, docking computer, supercruise assist, and nothing but tritium tanks for the other optional slots could gather 320t of tritium in 8.5 minutes, or fill a fleet carrier with a capacity of 19850t dead empty in 62 scooping trips, for a total of 8.75 hours of scoop time. This puts my proposed method about even to 17% faster than running passenger missions to buy the same quantity of tritium outright, not factoring transit time to and from the carrier and star, and it solves the problem of refueling when you're out in the black, making fleet carriers true long term operational vessels rather than the current fill the tank and cargo hold, go out to a single destination, then come back to the bubble to repeat the process.
I'm curious as to what the rest of you think, are the existing mechanics fine or do we need something different, and is what I'm proposing an attractive and non-game breaking solution?
There lies the problem, tritium really isn't a commodity it's a consumable. Buying and selling it on the commodities market doesn't really make any sense considering everything else on the market has no consumable use. A fully outfitted carrier has a potential max cargo capacity of 18850t plus the fuel tank for a total of 19850t. I think it would be more practical and make more sense to scrap the current method of mining / buying tritium and change the mechanics of obtaining tritium to the existing mechanic of fuel scooping a star. All it would require is new modules, call them tritium tanks, that act like current cargo racks with the same storage capacity but specifically gather tritium if you have a fuel scoop equipped. And to keep it from being too easy to obtain, the tritium tanks would have 50% efficiency of your fuel scoop. An Anaconda equipped with a 7A fuel scoop, docking computer, supercruise assist, and nothing but tritium tanks for the other optional slots could gather 320t of tritium in 8.5 minutes, or fill a fleet carrier with a capacity of 19850t dead empty in 62 scooping trips, for a total of 8.75 hours of scoop time. This puts my proposed method about even to 17% faster than running passenger missions to buy the same quantity of tritium outright, not factoring transit time to and from the carrier and star, and it solves the problem of refueling when you're out in the black, making fleet carriers true long term operational vessels rather than the current fill the tank and cargo hold, go out to a single destination, then come back to the bubble to repeat the process.
I'm curious as to what the rest of you think, are the existing mechanics fine or do we need something different, and is what I'm proposing an attractive and non-game breaking solution?