General Carrier lockout in Important Systems

Yo folks - here's one I'm fairly sure most people will agree with.

There are certain systems where Carriers cannot go - they're locked out. A CMDR must park his/her 3-kilometer long RV outside the system then fly in.

May I offer this suggestion to the FDevs: Please, please PLEASE do this for EVERY important system.
I am now in the new 'base' system just outside the Coal Sack and you can't bloody MOVE for Carriers. I myself parked the Bonaventure about 50 ly away - one Jump for my DBX.

While I love my Carrier and unlike some do NOT think they are a game-breaking mistake, they CAN be managed better.

When the Devs create a lovely Hallowe'en mystery like this, LOCK CARRIERS OUT. Let us fly there, using the Carrier as a nearby base; close enough to be effective and NOT right on top of the gameplay.

Cheers!
 
I don't participate in Events as everytime one happens, the forum is immediately awash with people encountering it's terrible implementation and lack of server capacity. Fortunately I am enough of a lone wolf with my own agendas that I don't feel left out, but I feel for the guys who pine for such things and have to deal with it every time.
 
Yes, I agree OP. At least CG systems and any handcrafted systems deemed important should be permit locked.
In case of CGs the permit could be issued via participation (must be a bit modified compared to now).

But please make it so.
 
Back
Top Bottom