Carrier Modules and Storage

Welcome to Carrier Ownership Arf.

It was Great to see you open the carrier's Module and ship stock and realize it would not be easy to configure on stream........

In my Opinion, Module and Ship Stock, should be handled like the Commodity and Bartender Markets.

Carrier Stock Packs ..... They just suck.

For example
I want to stock Mining Modules

Specifically

1A,3A,5A Collector Limpets
1A,3A Prospector limpets
4A Refinery
1D,2D Mining Laser (fixed)
1D Abrasion Blaster
1B,2B Subsurface
2B Seismic Charge
1I Detailed Surface scanner
maybe Cargo Racks too

I only want A rated Limpets , because the lesser Collectors time out and Prospectors ratings affect Yield.
(When group mining other players targeting a Lower Grade Prospector affects yields for those players too, right ?)
I only want to stock 2 or 3 of each item

In order to stock A rated modules & larger modules I have to Get the Tier 3 (or 2) packs,
The Top Tier packs contain lots of stock, including oh so many "Rubbish" Modules nobody would/should ever use when mining.

There is no control over stock levels, it's all or nothing to be able to stock the only gear people should use.

So, let's Stock only the Mining Modules.

Limpets 4510
Mining Tools 115
Mining Utilities 1480 (No Collector Limpets!?!)

so that's 7105 units out of 25000

Just for Mining, Now if I want to stock Cargo racks or scanners ?

But it's worse because that 7105 is not out of 25000.

Because just to have a Carrier your friends can use to store mining ships and equip mining modules.

Pioneer 200
Vista 120
Bar 150
Cartographic 120
Outfitting 1750
Shipyard 3000
Redemption 100
Armory 250
Repair 180
Refuel 500
===================
6370
25000 - 6370 = 18630


and 18630 less Module Stock of 7105 = 11,525

Suddenly My carrier has less than Half it's cargo capacity, for 1 Game Activity.

What if I actually want to sell ships in my Shipyard ?

The Python or Krait is a good ship for Mining (10210 units)

Does my carrier even have room for this ? , Realistically , No,no it does not.


So

Add in 2000 T of Tritium because filling up more than once a month is annoying and you don't want to run out in the middle of nowhere. and the tank of 500 is a bit small for any longer range trips.

Add in some Unobntainium stored on your carrier say 500 units of Thargoid Resin, Meta-Alloys, HN Shock Mount, Hutton Mugs, pocket lint, etc.

This leaves The space for Storing/Buying the mined resources

Say you want to Buy Platinum, Osmium, Painite ?

You can setup a Buy order for just 2000-3000 of each ? no , no you cannot, you just don't have space.

Module and Ship Stock, should be handled like the Commodity and Bartender Markets.

Setting a preferred stock level of each Item , which is then replenished when you Visit an Admin system and restock....
 
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With the updates to carriers, this would be a good time to start looking at other updates to the system. I'm glad to see they're already looking at the new stuff needing tweaks, hopefully these older functions will likewise be given some attention. I'm fine with minimum stock levels, but the ability to pick and choose what we want to sell is a much needed adjustment.

That said, we all know you'll only stock Cutters if you could ;)
 
I agree with all of this too.

If I'm heading out on some sort of expedition with a few other commanders, I'm going with a purpose. Mining, Exploring, AX hunting, pirate hunting, etc. the commanders are likely to have at least basic gear needed for the task. My approach to this would be to provide a few modules of the sizes and ratings of my choosing (ie. I don't want to waste my carrier's capacity and tritium hauling around junk B-, C- and E-rated modules) and in the quantity of my choosing.

For example, for an exploration expedition, I'd stock on my carrier to sell:
  • some common sizes of fuel scoops (4A, 6A) in case someone forgot theirs.
  • spare fuel tanks in various sizes for extra range and/or fuel rat activities
  • fuel and repair limpet controllers (A-rated, for fore-mentioned emergencies)
  • DSS scanners (somebody ALWAYS forgets that)
  • AFMUs (a-rated) of various sizes
  • SRV racks and SRVs
  • Cargo racks (several of each size likely)
  • Heat sink launchers (just a couple)
  • Guardian FSD boosters
Another example, a deep space mining trip:
  • Mining lasers, displacement missiles, abrasion blaster and seismic charge launchers
  • Pulse wave analysers
  • A-rated prospector limpet controllers
  • A-rated Collector limpet controllers (sizes 3, 5)
  • Refineries (A-rated, a few sizes)
  • Cargo racks
  • Perhaps even a few A-rated power distributors for the folks who under estimate the power requirements of their mining lasers :D
To reiterate: I'm not buying for volume here. I'd be tailoring the quantities and sizes to the # and type of ships participating. I wouldn't be supplying with the intent to completely outfit their ships, but mostly to tweak their builds if they didn't quite get it right, or simply just forgot something rather important.

As for ships, stocking ships in the current setup is a fools errand. Why? Because when you buy a python you get E-rated everything and an odd assortment of internals and hardpoints that serve no valuable purpose. So we would need a complete assortment of internals to select from anyway. So it gets a little more complicated here but, consider this: When carrier owners buy ships, either:
  • they buy the hull only. NO core internals, no optional internals. Just empty hulls (except maybe fuel tanks?). (and the carrier capacity impacts of these hulls are lower than equipped counterparts)
  • OR the carrier owners pre-define the core internals (not the hardpoints or optionals) of the ships they're selling (ie. I could pre-fab a basic exploration DBX, Dolphin and Phantom or mining python, or AX Chieftain).

Then the carrier owner would stock whatever options for the core internals they'd like to provide for these ships (ie. D or A rated options for the various internals) and whatever guest Cmdrs sell out of their purchased ship (if any) goes back into stock after the outfitting session is over (allowing for buy-back). Furthermore, the carrier owner would stock the optionals, hardpoints and utility mounts in quantities and types as they desire to allow guest Cmdrs to outfit the rest of their ships.

Until now, I've not had a reason to stock ships on my carrier, but, I do now. A family member of mine has joined the game. They've been playing now for < 2 months and I've been coaching them and when they play, we wing up and explore. They have ~3 ships to their name (IIRC, a DBX, Python, Krait Phantom). They're living off my carrier and we're 20K Ly out in the black exploring. They have no engineers unlocked yet, not even a guardian FSD booster and no experience with independent ship building. What if they wanted to try out a dolphin after seeing me fly mine? Flying 20K Ly back in a carrier is an expensive and time consuming proposal. Flying 20K Ly to outfit a ship and back then transferring the new ship out is possible, but less than ideal. Now, if I could pre-fab a couple of basic exploration ships that I think they'd like that they might like and provide a few options for modules, that'd be far more effective than carrying the Exploration ship package along with all the modules packages to put together a basic explorer with me across the galaxy. I'd have no room for tritium (and everyone knows you need LOTS of tritium to go anywhere non-trivial with a carrier because mining Tritium could use a decent buff).

Also, I think carriers would benefit from Material traders on carriers with remote engineering workshops for ship engineering as well (particularly since we now have on-foot mat traders). For those with pinned blueprints, this would be very useful.

All this to say: stocking ship and module packages for the shipyard/outfitting is mutually exclusive to every other function of a carrier. Can it be made at least usable?
 
While we're at it, could we please also discuss that we can not undercut station prices for ships and modules ? Currently selling anything is only viable where there's other easy access nearby. It's certainly not viable anywhere near Li Yong Rui space.

What I really want to see is the ability to put engineered modules up for sale. If I make a module specifically for sale, or if it's one that I don't need anymore, let me sell it !. Selling an engineered module via outfitting or remaking the engineering on it to make it useful for myself again is such a waste. And the next logical step would be the ability to sell fully engineered ships. Make engineering a viable path of income and keep players in the game that can't stand doing engineering themselves, who might otherwise quit.
 
Welcome to Carrier Ownership Arf.

It was Great to see you open the carrier's Module and ship stock and realize it would not be easy to configure on stream........

In my Opinion, Module and Ship Stock, should be handled like the Commodity and Bartender Markets.

Carrier Stock Packs ..... They just suck.
I think the only way to do this currently is to buy all the packs you need, then sell the unwanted items to your own Cmdr who then briefly fits them to his ship before selling them. As there's no 10% hit for selling modules you can get to the amount and type of modules you actually need to sell, and free up the money you initially had to waste buying all the other stuff.

It's a properly cack-handed way to have to do it though, so I agree it needs a complete overhaul.
 
Agree.
Carrier shop needs customisation. No one will by anything but an A rated prospector. Why do we need to stock it?
Add more modules to the carrier. Extra storage space modules "dangling" under the carrier. Effect: uses up more fuel while jumping. No weekly maintenance. Stores 3000t of stuff.
That would be one way to counteract the reckless use of carrier space.
 
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