Carriers in Limited Access Systems

Fdev would be the ones that choose which systems are limited access I know a few carriers out there that have 30-50 years worth of upkeep. This problem with abandoned carriers won’t get better without action.

I like the abandoned carrier graveyard system. Have a permit locked system within 500 ly of the bubble. If your carrier is placed there the owner receives temporary access to the system.

To the Cmdrs that say what if i leave the game for a few months/year? Well i say to you why would you care if Fdev moved you then? You’re literally hindering access to active players.

There's a maximum number of carriers per system, FDEV would have to keep creating new systems to act as carrier graveyards and that eventually cause issues with access for players as more and more systems within 500ly of the bubble become permit locked.
 
I’m sure they have the ability to make a magic system that doesn’t conform to normal carrier limits.

Or another extreme could be banked upkeep is ignored if carrier owner is inactive for 3 months. All stored cargo will be sold at galactic average. Ships and modules transferred to Ay Indy. Carrier balance and cost reimbursed to your characters account.
 
So I get punished for other player actions that are beyond my control, can do nothing about, and am expected to check in on the regular and play musical chairs on a galactic scale incuring more costs for a charge that doesn't make sense.

Hard Pass.
To play in a realistic changing Universe? Gasp! Who can imagine?

No it isn't, you conveniently ignored the example that wasn't, funny that.

I will quote it so you can address it by itself;



That example makes no suggestion that the visiting CMDR is the first carrier, he could be the hundredth, but with no way to move his carrier he will lose it and/or billions in credits due to something he has no control over.
Yes, I'm sure that's an incredibly common occurrence that the devs should totally code around.

Fortunately, my change would help even in this circumstance. Because now players are heavily incentivized to move their carriers away as quickly as possible after using them, as soon as the event ends, the system will become relatively deserted, dragging the upkeep costs back down again.

There are more carriers than inhabited systems, though, so if they implement this then every single system worth taking a carrier to will already have one in it.


So it'd be reasonably cheap if there were two carriers in the system and you might put up with it, then 100 carriers suddenly show up for a CG and you're hit with a giant bill?

Basing it on arrival order - so carrier 2 pays 1.1x, carrier 3 pays 1.21x, etc. - would avoid that, but if anything make it less likely that anyone would move and give you their parking spot!
Not a bad idea, but does add unnecessary complexity. If you are playing the game regularly, then there is no issue either way. If you aren't playing the game regularly, I would argue that you should probably have parked your carrier in a mothball system anyway.
 
As long as there is enough fuel in the tank, most explorers store all their extra fuel in the cargo space and I have often run it nearly dry to save having to swap ships and refuel after every jump, so a player may have parked their carrier at the top of the galaxy and it gets moved a couple of systems away, and they are all carrier range only up there, so unless some friendly CMDR ferries you there you are stuck.
Sorry but I don't see your logic. Are you speaking about exploration or about an overcrowded system with carriers? If a system is so popular that it is overcrowded with carriers it is the responsibility of the owner to manage properly his/her carrier and not to leave it there otherwise it needs to be moved to the closest system with available slots. If you are exploring with your carrier in the black there is no nee to be moved as the system most likely will never be overcrowded.
 
Move all "abandoned" carriers to Tionisla, known for it's ship graveyard.

Tionisla.jpg
 
It would apply everywhere. Universally. That's why it's so simple.

If you don't want to worry, don't leave your carrier in a system with other carriers in it. There are millions of empty systems. Problem solved.
jesus ... your suggestion is even worse then I originally thought.

 
Honestly, I'd say most of the annoyance is on behalf of the carrier owners. It doesn't matter that much to a non-carrier owner if a system is empty or full; by contrast, it matters a lot to a carrier owner if they're utterly unable to move their carrier into a system forever because there's no incentive to ever move them out.

That's why I want a system that makes busier systems more encouraged to move, and exponential increase in upkeep based on the number of carriers in the system(with the exception of the first carrier in the system) seems like a good and relatively simple fix to me.
How about a tax for staying more than a day in populated system? Are there any examples of unpopulated systems which are polluted by carriers?
 
How about a tax for staying more than a day in populated system? Are there any examples of unpopulated systems which are polluted by carriers?
It's certainly more rare, but I could totally see it happening. For example, a community goal based around a guardian site or something. The canonical justification I would be thinking of would be course corrections to maintain distance from other Fleet carriers. The more Fleet carriers, the more course Corrections would be necessary. This also handily explains the limit on carriers per system, with no more stable orbits available, at least, not ones that won't be thrown off by the frame shifting of a fleet carrier sized object.
 
Lol, meaning you can't actually find anything wrong with it?

It fixes the problem. I'm happy to consider any legitimate problems, but it sounds like you just don't like it.
everything is wrong with it. Punishing players, specifically players that do not play often, is not a solution to the issue. This is supposed to be Elite Dangerous, not parking simulator 2021
 
It's certainly more rare, but I could totally see it happening. For example, a community goal based around a guardian site or something. The canonical justification I would be thinking of would be course corrections to maintain distance from other Fleet carriers. The more Fleet carriers, the more course Corrections would be necessary. This also handily explains the limit on carriers per system, with no more stable orbits available, at least, not ones that won't be thrown off by the frame shifting of a fleet carrier sized object.
If there would be some sort of non-linear correlation applied between a number of FC and distance to the main star, so that e.g. 100th FC could only be parked at 1000kLs (~20 minutes travel time) - that could be some sort of "natural" soft limit to a number of FC per system.
System map could also filter carriers out - showing by default only ones which e.g. moved less than 7 days ago.
 
everything is wrong with it. Punishing players, specifically players that do not play often, is not a solution to the issue. This is supposed to be Elite Dangerous, not parking simulator 2021
I don't think I'm 'punishing' anyone. If you are not going to be playing regularly, just park your carrier in an empty system. It's not that hard.

Of course, if you're really not going to be playing regularly, you probably shouldn't own a fleet carrier to begin with. But then, that's the whole point behind having upkeep.

These are permanent physical Assets in the universe that affect other players. Regardless of how you want to play, you have to take responsibility for that. I don't think a little bit of forethought is too much to ask.
 
And upkeep is a moot point when credits are so easy to get. Im not joking when i say there are fleet carriers out there with 50 years worth of upkeep banked. If players like that leave the game we have to deal with their carrier forever.

A purge needs to happen. Moving abandoned carriers to uninhabited systems near the bubble seems like the best course of action. That way if the player ever did return they could just move wherever.
 
I’m sure they have the ability to make a magic system that doesn’t conform to normal carrier limits.

Nope, no they can't because the limit isn't magical, it's an actual hardware limit. Every system is assigned a number of ID's out of the total ID64 range, because it's a permanent object available on all platforms and modes carriers get one of these numbers that are assigned to the system, once they are all used up that's it, no more fleet carriers. This is a well understood limit on the number of fleet carriers per system.
 
Couldn't one just recall a carrier?

If there's enough fuel in the tank, that's not always the case, specially in places like Rackham's Peak where a CMDR may not bother filling up the fuel tank after arriving, and a jump away by FDEV might mean the tank is empty, specially if it is moved a number of systems all FC jumps away.

Yes, I'm sure that's an incredibly common occurrence that the devs should totally code around.

So you have no answer to the issue so it's just "FDEV can fix it," well done for ignoring the problems inherent in your suggestions and just keeping going with the bad idea.
 
How about a new use for Limpets:
Land "3?" Recon Limpets on a Fleet Carrier, and you've hacked their navigational system. The first successful Recon Limpet that lands on the carrier triggers an in-game email notification to the commander. Add some (all) of the existing megaship mechanics to make a game of it. The illicit jump should eat up fuel, so allow Fuel Limpets to deliver Tritium to the Carrier Fuel Depot.

Successfully hacking initiates the countdown to jump to a random system within jump range. The countdown is longer than the normal 15 minutes: maybe 12-24 hours. The carrier owner can cancel the illicit jump just as he could cancel any other.

...So with a little effort and game play consistent with existing megaship mechanics, active players have a method of driving off a Fleet Carrier. An active Commander could trivially prevent the action. A diligent but absent commander would, at worst come back to find he owes a few extra 100,000 CR and his carrier isn't where he remembers leaving it.
 
If there's enough fuel in the tank, that's not always the case, specially in places like Rackham's Peak where a CMDR may not bother filling up the fuel tank after arriving, and a jump away by FDEV might mean the tank is empty, specially if it is moved a number of systems all FC jumps away.
I guess there might be some extra lore element to perform a jump and pre-filling up tritium store just enough for jump back. Sort of sponsored by system authorities. Some people as always could exploit that.
 
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