Does anyone know why there is no fleet management in the game?

Hey I know what you mean, my only crew pilot is at Master rank and he has already accumulated over 700 million credits. That's how the game works, if anyone is not happy you can always dismiss your crew pilot.
 
given the amount of management sim fans
Thing is, I like management sims of various sorts, and I like Elite Dangerous. I'll happily play either for hours and hours.

The X series, which is pretty much the closest hybrid of the two in existence, I could never get into. And I think that was because the cockpit of a spaceship gives a terrible interface for running a galactic trade empire, while the empire-building just gets in the way of flying the spaceship.

However, another problem is...
depending on npc level they fly certain amounts of trips per day (in open)
...instances only exist if there's a player there to observe them. So in most systems - especially the ones which get a real player visiting maybe a couple of times a day (or a couple of times a week...) - there's no instance for this NPC to fly through.

So most of the time it would have to be done abstractly - the game rolls some dice, if they come up higher than some threshold based on the NPC's combat rank and outfitting, and the security of the trade route, you lose the ship, otherwise it gets through.



But there's also another problem, which is that large ships are really expensive and small ships are really cheap. This causes balance problems already, but they're somewhat mitigated by you only being in one place at once, so even if a T-9 is far less cost-effective than a Hauler, it's still more effective for you to fly the T-9.

A fleet of cargo-only haulers will cost you ~70,000 credits per ship with a capacity of 26t each.
A T-9 at 790t costs 84 million credits minimum.
So for the price of a basic T-9 you can get 1200 Haulers, with a total capacity of 31200t (about 40 times the T-9)

Trading Ceramic Composites (several other goods are also suitable) you can buy at ~100cr/t in vast bulk and sell in the right place (which there'll be enough of that you can pick a nearby high-security system) at 10,000cr/t so your initial investment for the Hauler fleet and cargo is still under 90 million credits. On a fully successful run, taking maybe 15 minutes, their cargo would sell for 312 million credits. Don't worry about the trips per day limit on any individual ship's crew - just invest that 312 million in buying another 3600 haulers and their cargo and crew, and repeat. You'll probably lose some of them, but they're really cheap to replace and then you don't have to pay the crew.
 
My auto pilot crashes into the space station when I am sat next to it.... although thinking it through maybe this is the much needed rebalance 2.0 you would not be able to keep up with the rebuys :)
 
Thing is, I like management sims of various sorts, and I like Elite Dangerous. I'll happily play either for hours and hours.

The X series, which is pretty much the closest hybrid of the two in existence, I could never get into. And I think that was because the cockpit of a spaceship gives a terrible interface for running a galactic trade empire, while the empire-building just gets in the way of flying the spaceship.

However, another problem is...

...instances only exist if there's a player there to observe them. So in most systems - especially the ones which get a real player visiting maybe a couple of times a day (or a couple of times a week...) - there's no instance for this NPC to fly through.

So most of the time it would have to be done abstractly - the game rolls some dice, if they come up higher than some threshold based on the NPC's combat rank and outfitting, and the security of the trade route, you lose the ship, otherwise it gets through.



But there's also another problem, which is that large ships are really expensive and small ships are really cheap. This causes balance problems already, but they're somewhat mitigated by you only being in one place at once, so even if a T-9 is far less cost-effective than a Hauler, it's still more effective for you to fly the T-9.

A fleet of cargo-only haulers will cost you ~70,000 credits per ship with a capacity of 26t each.
A T-9 at 790t costs 84 million credits minimum.
So for the price of a basic T-9 you can get 1200 Haulers, with a total capacity of 31200t (about 40 times the T-9)

Trading Ceramic Composites (several other goods are also suitable) you can buy at ~100cr/t in vast bulk and sell in the right place (which there'll be enough of that you can pick a nearby high-security system) at 10,000cr/t so your initial investment for the Hauler fleet and cargo is still under 90 million credits. On a fully successful run, taking maybe 15 minutes, their cargo would sell for 312 million credits. Don't worry about the trips per day limit on any individual ship's crew - just invest that 312 million in buying another 3600 haulers and their cargo and crew, and repeat. You'll probably lose some of them, but they're really cheap to replace and then you don't have to pay the crew.


That makes some semblance of sense
 
We can't even get our NPCs to sit next to us. Running a ship on their own is a pretty high bar for people that shy.
Or to ferry a few tons of tritium from the cargo hold into the fuel tank.
Or execute a jump after the cooldown of 5 minutes have passed.

Owner: You will arrive in $system. After that, please wait 5 minutes and initiate a jump to $system.
Pilot: Uhm.... lost me after arriving in $system
 
It seems so obvious.

You have a spare ship, you have npc crew, you instruct them to do things, like buy x here and sell it there, depending on npc level they fly certain amounts of trips per day (in open)

You can get profit - but in the words of dolf - if he dies he dies

This isn't a suggestion, because I can't imagine it's not been suggested or considered, so just wondering why, given the amount of management sim fans out there this isn't in the game as an optional

No, simply put. You're barking up the wrong tree. You want to give the npc's something to do and start micro managing everything, go play Eve or the X series of games. Elite was never about that, and never will be
 
Because it's a passive source of income, and it's not that kind of a game.
Sure would be cool, but it's not really what elite is about. Carriers are the closest thing to some sort of management that we have, where you can set up your own shop.
 
.........


this is not the game.jpg
 
Have you seen the kind of stuff these NPCs pull? Hand oen of them the keys to one of my fleet without supervision? Would be like handing the keys to a Ferrari to a bunch of crazed teens... Not on my insurance, thanks!
 
You have a spare ship, you have npc crew, you instruct them to do things, like buy x here and sell it there, depending on npc level they fly certain amounts of trips per day (in open)

Whilst it could be fun to earn a small passive income from NPC traders, I doubt FDev will implement it. Elite just isn't that type of game. We need to play the X series for that fix.
 
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