Carriers in Limited Access Systems

Nope, not missing it. But i dont see it as dramatic either. The only drama could potential come from RP.
The drama as I see it is that a single system can only hold so many fleet carriers (so much for the "space is big" argument), so once a system is filled up, other players are denied access to that system in their own fleet carrier, and in some cases, they are denied access to that system completely, as is the case at the "ceiling of the galaxy".

Now if the carrier limit is arbitrary rather than a database limit, then your suggestion to add filters to the system map would work, because then in theory Frontier could raise that limit to a crazy high number. However.... I've read many posts saying that performance crashes to almost a halt in systems full of carriers (infinite SC tunnels, low FPS, etc), so I think the carrier limit IS a database limit, and the limit may already be too high based its the effects on game performance.

yea, but once you have persistent carriers, even squadron only, woudlnt you get back to square one?
Not if non-persistent carriers were treated like our non-persistent ships, as there would be no limit on non-persistent carriers in a system (this assumes they also don't have any presence on the system map or HUD except for the owner). Sure, I could see squadrons arguing on who gets to park where, but that's a very different "problem" than locking out individual players from that system. It would also be a reduced problem since I suspect the majority of players would opt for personal carriers over squadron carriers if the cost-of-ownership was weighted properly.
 
Why not just have a "transponder module" on all carriers? Turn it on, and your carrier becomes visible to others. Turn it off, and it's only visible to you. If you jump into a full system, it just disables the transponder module. Because it's location would only be stored locally, there would be no need for any Hanky Panky with expanding server storage or anything.
 
Why not just have a "transponder module" on all carriers? Turn it on, and your carrier becomes visible to others. Turn it off, and it's only visible to you. If you jump into a full system, it just disables the transponder module. Because it's location would only be stored locally, there would be no need for any Hanky Panky with expanding server storage or anything.
it would probably need the same timeframe as a jump when turning it on and off
 
Why not just have a "transponder module" on all carriers? Turn it on, and your carrier becomes visible to others. Turn it off, and it's only visible to you. If you jump into a full system, it just disables the transponder module. Because it's location would only be stored locally, there would be no need for any Hanky Panky with expanding server storage or anything.
it would probably need the same timeframe as a jump when turning it on and off
FWIW, I'd rather have a mechanic to drive off an unwanted carrier. Switching off a transponder should be viewed as an overt hostile act to system authorities - and should trigger some hostile activity.

I wonder if you could hang the carrier ID off a conflict zone?

Attempting to Jump into a full system gives a warning. If you persist in the jump, the owning commander gets fined (unless the destination is an anarchy system) and a conflict zone gets created at the jump destination. Each carrier serves the role of a capital ship in a standard Conflict Zone instance (and can be driven off in the same way).

  • The "Defending" CMDR should get in-game notifications of the incoming hostile carrier in the same way the game notifies you of an impending jump.
  • Resolution of the conflict zone is basically a coin-toss without CMDR involvement, but you could skew the results based on CMDR reputation with the system authority.
  • Regardless of outcome, the BGS System Security state should take some kind of a hit.
  • Results occur at the Server Tick.
  • The losing Carrier does a no-fuel, no-cost "emergency" jump to the nearest available system (using same game logic overloaded Carrier Construction Dock systems use).

Since conflict zones are discreet instances separated by game mode, no one is being forced to PvP.
Two carriers could occupy the same conflict zone (effectively doubling the carrier capacity of the system).
You'd be guaranteed your spot until at least the next server tick.

Downsides?
 
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