Assisting Local Deliveries Initiative

It seems that a big downside to delivery CGs we've seen since FCs came in is that the FC slots closest to the station quickly get filled by carriers who aren't selling goods to help with the CG. This makes it difficult (to say the least) for commanders to get back in with much-needed supplies.

To that end, is there any appetite for organising carriers supporting the CG to tag-team in and out whenever a "good" spot is obtained?
 
Some people might unload their carrier by themselves, because you know, the individual CG score is about tons delivered by the CMDR, not his carrier ;)
Though I just parked my carrier around the star of a nearby system. Sure that takes me best-case an >8mins cruise each time. But in that cruise I can hunt pirates, do assassination and massacre missions, ...
 
I reckon if there's nothing on the line other than credits for the CG and you can afford a fleet carrier, why not let local traders help you unload?
The whole idea of the initiative would be to help complete the CG more efficiently rather than make max profits.
 
Some people might unload their carrier by themselves, because you know, the individual CG score is about tons delivered by the CMDR, not his carrier ;)
Though I just parked my carrier around the star of a nearby system. Sure that takes me best-case an >8mins cruise each time. But in that cruise I can hunt pirates, do assassination and massacre missions, ...
But if your carrier is parked one jump away where is your advantage over me in my cutter filing up at a station one jump away?
And I didn't have to load the station before I could start delivering.

If the carrier doesn't let you avoid the 8 minute supercruise what makes it worth visiting.
 
But if your carrier is parked one jump away where is your advantage over me in my cutter filing up at a station one jump away?
And I didn't have to load the station before I could start delivering.

If the carrier doesn't let you avoid the 8 minute supercruise what makes it worth visiting.
None, or even at a disadvantage, considering that I had to load the carrier - assuming your station is reasonable close - there are still plenty of good trades with plenty of supply in <100ls distance from the main stars in Cutter jump range.

But I have the option to move my carrier close to the station, should a free slot be available - have you ever tried to do that with your favorite station??? ;)
 
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But I have the option to move my carrier close to the station, should a free slot be available - have you ever tried to do that with your favorite station??? ;)
You have about as much chance of moving a station as you have of getting an FC close to Fox right now.
 
Ida has been doing this with little success as getting a slot in or near the target body is the problem.
There are even cmdrs stating openly that they will not move to make place for full carriees because this will lessen their chances to 'stay' in the top 10% (They have a point...)


I dont see a solution except to stop ALL cmdrs from entering the CG system with a carrier.
 
Ida has been doing this with little success as getting a slot in or near the target body is the problem.
There are even cmdrs stating openly that they will not move to make place for full carriees because this will lessen their chances to 'stay' in the top 10% (They have a point...)


I dont see a solution except to stop ALL cmdrs from entering the CG system with a carrier.
This makes no sense to me - where the reward is only credits. They keep a carrier in-system for a week when the difference between top 25% and top 10% is (currently) the princely sum of 1.5m credits.

I hope that if we can get a carrier in to a good spot early on as a placeholder, then we can co-ordinate jump timings to keep that slot for commanders willing to trade locally (rather than unload by themselves) to help with CG efficiency.
 
I think the proposal here is to organise rotating in and out of the slots used by willing commanders. Commanders blocking the parking slots will still be a problem but the idea is to work around that as a group rather than as individuals.
 
I hope that if we can get a carrier in to a good spot early on as a placeholder, then we can co-ordinate jump timings to keep that slot for commanders willing to trade locally (rather than unload by themselves) to help with CG efficiency.

We tried this with ida. But it is really a uncertain way of maintaining the slot in system
 
I dont see a solution except to stop ALL cmdrs from entering the CG system with a carrier.


Limit the parking time in popular systems (whether CGs, Shin Dez, popular farming spots, etc) before forcing carriers to move out (IF there are carriers trying to go there ofc, there should be some queuing system) ?
The more popular, the shortest time, like a couple hours max during CGs.
You don't move out in the 30 minutes after reaching the limit ? You buy back your carrier at the impound lot.
It's at Hutton Station. And you have to wait 2 hours there, paperworks takes time you know.


Oh, and actually give an incentive to carrier owners to let other people load up. I don't know, give them a % of the rewards when people stock up in a carrier and deliver to a station ?
 
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Like Grog said, we'd schedule a jump out of system with an Ida carrier, then have another one basically spamming the fc jump at the departure time. It wasn't very reliable, however - personally I suspect that there might be people autohotkeying the jump attempts or something equally bizarre. It's been a pretty annoying thing though on our end.
 
This makes no sense to me - where the reward is only credits. They keep a carrier in-system for a week when the difference between top 25% and top 10% is (currently) the princely sum of 1.5m credits.

I hope that if we can get a carrier in to a good spot early on as a placeholder, then we can co-ordinate jump timings to keep that slot for commanders willing to trade locally (rather than unload by themselves) to help with CG efficiency.
Now if there was something important at stake like decals then it would be understandable.
 
This makes no sense to me - where the reward is only credits. They keep a carrier in-system for a week when the difference between top 25% and top 10% is (currently) the princely sum of 1.5m credits.

I guess some people just don't get the "community" in "Community Goal"...

If a player can afford a carrier, I would have thought the difference between top 10% & top 25% equates to change down the back of the sofa :)
 
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