Current State of Carriers

That's just like your opinion man. Thank you for expressing it. But you've asked, I have replied. Take it or leave it, obviously.
Jesus Christ, of course it is. That's what OP has been asking about. I really have no idea why it works people so up. Map is full of carriers. Why would I grind for one. My opinion. Nothing more. Never claimed anything else. Are we good now?
 
When I bought my carrier I also bought two cutters, a 792t fuel tender and a 512t trit miner, I consider them an essential part of the carrier.

One of the best things about having your own carrier is that it can bypass engineering ships because jump range becomes much less important and refuel/repair/rearm are always nearby. Neither my tender or miner are engineered & don't need to be.

And for a new player now, making enough money to afford a carrier, fuel & upkeep can be done without engineering too, just from mining & salad hunting with an armetis suit in odyssey.
 
Jesus Christ, of course it is. That's what OP has been asking about. I really have no idea why it works people so up. Map is full of carriers. Why would I grind for one. My opinion. Nothing more. Never claimed anything else. Are we good now?
I think the OP expected informed opinions formed by first hand experience. Your opinion is like me telling people sushi is the worst tasting food ever despite me never having tried it.
 
Ok, so you are not going to answer the question. Nevermind.
I see no point running a carrier when other players offer the services throughout the galaxy. I am ready to accept I can not have everthing an own carrier could do for me in return, but at least I won't have to put up with upkeep and grinding bn of credits.

That should do now, I really cant spell it out more clearly.
 
I see no point running a carrier when other players offer the services throughout the galaxy. I am ready to accept I can not have everthing an own carrier could do for me in return, but at least I won't have to put up with upkeep and grinding bn of credits.

That should do now, I really cant spell it out more clearly.
Fair enough mate.
 
I see no point running a carrier when other players offer the services throughout the galaxy. I am ready to accept I can not have everthing an own carrier could do for me in return, but at least I won't have to put up with upkeep and grinding bn of credits.
But you are happy to take advantage of others' carriers and do not intend to help out carrier less CMDRs in the future.

Steve
 

rootsrat

Volunteer Moderator
Jesus Christ, of course it is. That's what OP has been asking about. I really have no idea why it works people so up. Map is full of carriers. Why would I grind for one. My opinion. Nothing more. Never claimed anything else. Are we good now?
Well, I expressed mine and you seemingly try to question it by arguing, so idk.
 
I don't know your ship build, but a 45Ly AspX does not sound like a traditional exploration ship where much is sacrificed for jump range. If you have beefed up the ship and given it a decent power supply, power distributer, thrusters, and shields then you have a good multirole exploration ship, probably more suitable for a range of tasks than a traditional paper thin tin can.
All A-grade internal components, and FSD fully and thrusters almost fully engineered at Felicity's (I don't actually know if they can be engineered further. There's still a lot I don't know about this game.)

From optional components, a 6A fuel scoop, 3A shield generator (probably don't need anything better), 2G SRV hangar (one SRV is more than enough), heatsink launcher, DSS, frame shift wake scanner, advanced docking computer.

No weapons. Don't need those for exploration, and they only slow you down. (Might make responding to distress calls slightly riskier, but nah, I'm a pacifist.)
 
grantedly very toxic topic
From what I can see, this thread wasn't toxic at all until very recently. As for the topic, perhaps you perceive it to be toxic, but it isn't. I wanted to know about carriers from the perspective of practical experiences, and so far, the responses have been enlightening. So much so that, for what it's worth, I have begun to see value where I didn't see it in the past.
 
Jesus Christ, of course it is. That's what OP has been asking about. I really have no idea why it works people so up. Map is full of carriers. Why would I grind for one. My opinion. Nothing more. Never claimed aanything else. Are we good now?
I highly suspect the OP is asking for the opinion of players that actually play the game and have experience with the topics being discussed.
 
I see no point running a carrier when other players offer the services throughout the galaxy. I am ready to accept I can not have everthing an own carrier could do for me in return, but at least I won't have to put up with upkeep and grinding bn of credits.

That should do now, I really cant spell it out more clearly.
I'm really not sure why you are so obsessed with grinding, it turns up in thread after thread.. Yes it's slower than relogging exploits, but just playing the game one accumulates mats and credits and can engineer ships and pay for a fleet carrier.. There really is no need to grind, rather just play the game if you like it. And whether you agree or not, I think it's a great resource and could be very useful to a player even if they only fly a single multipurpose ship.
 
There really is no need to grind, rather just play the game if you like it. And whether you agree or not, I think it's a great resource and could be very useful to a player even if they only fly a single multipurpose ship.
The credits aren't even an issue. I own a Keelback rigged for cores, and I enjoy synthwave mining enough that I'm rich as sin in a matter of a few days anyway. The engineering grind is a bit painful, but it's how we get ahead, so we do what we have to do.

As for your last comment, not only has this thread convinced me that carriers do in fact have plenty of utility, they're something I'm now seriously considering regardless of whether I never move beyond just the one main ship or not. They're beginning to seem like a perfectly reasonable investment given the jump range and the usefulness of several of their modules.
 
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The credits aren't even an issue. I own a Keelback rigged for cores, and I enjoy synthwave mining enough that I'm rich as sin in a matter of a few days anyway. The engineering grind is a bit painful, but it's how we get ahead, so we do what we have to do.

As for your last comment, not only has this thread convinced me that carriers do in fact have plenty of utility, they're something I'm now seriously considering regardless of whether I never move beyond just the one main ship or not. They're beginning to seem like a perfectly reasonable investment given the jump range and the usefulness of several of their modules.
I love mining as well. For me one of the biggest benefits of my carrier is that it allows me to mine and just dump that into the fleet carrier's cargo hold and call it a night. Then go straight mining again the next day. Or maybe just do some bounty hunting. I'll sell it later. Sometime. Maybe. At some point I had almost 4000 tons of Musgravite and a couple thousand tons of Monazite/Serendibite/Benitoite as well.

Not being hostage of my current ship's cargo hold is the biggest value for me.
 
The credits aren't even an issue. I own a Keelback rigged for cores, and I enjoy synthwave mining enough that I'm rich as sin in a matter of a few days anyway. The engineering grind is a bit painful, but it's how we get ahead, so we do what we have to do.

As for your last comment, not only has this thread convinced me that carriers do in fact have plenty of utility, they're something I'm now seriously considering regardless of whether I never move beyond just the one main ship or not. They're beginning to seem like a perfectly reasonable investment given the jump range and the usefulness of several of their modules.
Well if you own several ships then it's even better. If you want to go out exploring you can switch between a small for scanning bios, and a medium or large for mining. Gives the possibility to enjoy more than just one gameplay loop. I often travel the bubble without bringing the carrier, but at other occasions I most definetely bring it.

A good way to explore is to fly ahead in an exploration ship and when approaching 500ly distance from the carrier make it jump so that you can dock, cash in on bio and exploration, and maybe take out a miner for some metals or tritium.

If going to war it's also very nice to bring your own base in case the target system turns out not to like you very much.. :)

There are many more ways that they are useful, and as most of us know at some point the credits become meaningless so the upkeep cost isn't really relevant to the discussion at all.
 
I would not be without mine now.

I spend most of my time out in the black either exploring or mining, I have got a variety of ships and a large range of spare modules so that I can re-configure as needed.

The only thing that you should be careful of is only kit out a carrier for what you need, not only will that be cheaper both in running costs and initial investment but you will have more cargo space available and when light use less Tritium per jump.

The way I work I travel out light mining just Tritium as needed and when I decide to head back to civilisation I then start collecting other mined goods for sale when I get back.
 
I would not be without mine now.

I spend most of my time out in the black either exploring or mining, I have got a variety of ships and a large range of spare modules so that I can re-configure as needed.

The only thing that you should be careful of is only kit out a carrier for what you need, not only will that be cheaper both in running costs and initial investment but you will have more cargo space available and when light use less Tritium per jump.

The way I work I travel out light mining just Tritium as needed and when I decide to head back to civilisation I then start collecting other mined goods for sale when I get back.
A counter- intuitive point: you don't need to provide Shipyard if the carrier is mainly for your own use. You get ability to store all your ships anyway. Shipyard on the carrier is for giving other players the ability to store more than one ship, or for selling ships.
 
Slightly off the main topic, but out of curiosity: What happens if you dock at a player's fleet carrier and then log off? When you log in the next day could you find yourself stranded on the other end of the galaxy? Do fleet carriers transport ships of even logged-out players?
 
Slightly off the main topic, but out of curiosity: What happens if you dock at a player's fleet carrier and then log off? When you log in the next day could you find yourself stranded on the other end of the galaxy? Do fleet carriers transport ships of even logged-out players?
Yes...
I've been carrying a RL friend's ships all over the galaxy for over a year... RL got in the way of him playing (illness) and he hasn't returned to playing any games yet.
 
Slightly off the main topic, but out of curiosity: What happens if you dock at a player's fleet carrier and then log off? When you log in the next day could you find yourself stranded on the other end of the galaxy? Do fleet carriers transport ships of even logged-out players?
Yes, we occasionally read tales of woe form people who stayed on a carrier and don't have a fuel scoop. Sometimes hundreds of economy jumps can get to a station...
 
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