General Fleet Carrier: addressing lack of slots

It seems that every time I try to take my carrier somewhere interesting, I get "no free slots" message. Even if the map has no red markers. The more annoying thing is that when this happens, I'm kicked out back to carrier management menu meaning I'll need to navigate to the target again if I want to try again. Last system I couldn't warp into was Klikis.

So I'm thinking.

What if Carrier could go to solo mode. Meaning it will no longer be visible in the open, would effectively only exist for the commander, will disappear for other people, but will not be subject to slot restrictions anymore? I mean a lot of people probably aren't interested in group aspect. I think if this was available, number of clutter carriers would drop. Perhaps this would only work in solo mode and to make it appear in open, commander would need to switch it to "open mode" again.

And failing that... maybe there could be some sort of carrier dumping ground which always has slots? An inconvenient location in the system, which is better than nothing.
 
Even if a carrier was not visible in open, as the number of carrier slots in a system are fixed the problem would not be solved.

The idea of a carrier dumping ground (to move carriers that have not moved for a while) has been raised before. The response from the players was mixed. It would certainly solve the problem of carriers blocking the system to others, but I can see situations where a CMDR sets up to buy stuff from a system delivered by other CMDRs and not be happy to get moved.
 
Just pick a nearby system
The main advantage of carrier is skipping system jumps. If I can't park next to the station, the main reason for using it disappears because I still have to do system jumps, and I might as well just haul directly.

This is second time I'm buying a carrier, first time around there was no colonization, so it wasn't useful and went to a scrapyard. Now colonization is here, but the carrier can't visit trailblazer systems. The story is likely the same with any system that has anything interesting within, so what's even the point. The carrier feature is not exactly new, would be great to fix congestion issues by now otherwise it turns into 5 billion credit paperweight with upkeep costs attached.
 
The main advantage of carrier is skipping system jumps. If I can't park next to the station, the main reason for using it disappears because I still have to do system jumps, and I might as well just haul directly.

This is second time I'm buying a carrier, first time around there was no colonization, so it wasn't useful and went to a scrapyard. Now colonization is here, but the carrier can't visit trailblazer systems. The story is likely the same with any system that has anything interesting within, so what's even the point. The carrier feature is not exactly new, would be great to fix congestion issues by now otherwise it turns into 5 billion credit paperweight with upkeep costs attached.
There are only a few items that you cannot get elsewhere (for most stuff you can get the carrier parked less than 20 Mm away) su using a hauler makes sense.

Other CMDRs got to move their carriers into the system before you did, and whilst I acknowledge that you feel aggrieved, so would a CMDR on finding their carrier bumped out of the system. Even if carriers were bumped from systems after a while, as there are lots of CMDRs wanting to get their carrier in it is unlikely to improve things much.
 
The main advantage of carrier is skipping system jumps. If I can't park next to the station, the main reason for using it disappears because I still have to do system jumps, and I might as well just haul directly.

This is second time I'm buying a carrier, first time around there was no colonization, so it wasn't useful and went to a scrapyard. Now colonization is here, but the carrier can't visit trailblazer systems. The story is likely the same with any system that has anything interesting within, so what's even the point. The carrier feature is not exactly new, would be great to fix congestion issues by now otherwise it turns into 5 billion credit paperweight with upkeep costs attached.
I've been doing colonisation since day one, I've hardly ever parked in the Trailblazer ship system, i really don't see the issue of one jump, in fact i get less interdictions than when parked in the actual system.
I still don't get this 'interesting' thing, use a ship to explore, the FC is just a mobile base.

O7
 
i want to write something snarky and funny, but I am just baffled how everyone and their mother thinks they are entitled to the best parking spot right in front of the grocery store. Newsflash: The parking lot is huge, there's loads of space in the back. But that of course means you have to walk a few meters.

Especially with SCO drives, jumping one system over and supercruising to the station is a non-issue. Unless your ship is so crap it can't jump 4 ly.
 
here say all of us,quite often its faster to park in a nearbye system,its faster to fetch and carry from a supplier to delivery,by the time you filled youre fc moved to location,then unload to location,its double the work load when you think about it.
 
i really don't see the issue of one jump, in fact i get less
Well, that's quite unfortunate, but I'm afraid I can't help you with that? I'll clarify that I'm not looking for a help or a workaround, but would like to have this issue looked over.

i want to write something snarky and funny, but
Writing something snarky won't help.

"Entitled"? It is a video game, where the grocery store has infinite parking space, and while that indeed would mean you'll have to walk a few meters, that doesn't mean you should park in the next town, and fly from there in a jet, because first 12 spots were taken.That's how it works right now. A star system would have infinite space for carriers. Multiple planetary orbits, multiple orbits around main body, orbits between main bodies, outer rim orbits, and so on.

Nevermind that the map doesn't seem to indicate in any way that the system is full, resets to main menu on failure and wastes time.

I simply want the situation to improve. That is all. And I'd assume for a game it is reasonable to expect it not to waste time needlessly.

Either way, have fun. The proposal is posted, unsubscribing.
 
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my suggestion is to live on the fringe areas
also take your carrier to the black for long exobiology and mining adventures
make sure you have vista genomics on your carrier :)
 
I'll clarify that I'm not looking for a help or a workaround, but would like to have this issue looked over.
You realise that sentence is a complete contradiction?
Any road up, as the bubble expands more stations become available, i only load 1 carrier now at a Trailblazer, the new system created by a player has all the metals i need, in bulk with hardly any other carriers present and its closer to my build.

O7
 
The main advantage of carrier is skipping system jumps. If I can't park next to the station, the main reason for using it disappears because I still have to do system jumps, and I might as well just haul directly.
Wrong. The main advantage is skipping supercruise when the loading/unloading station is deep inside the system. SCO has largely eliminated that problem though, and the SCO optimized superfreighter is entering the game tomorrow for everyone willing to cough up the ARX, or 3-4 months after that for everyone else. System jumps are really the least worry in travel times. It's just the countdown and the cooldown after finishing the previous jump. And always keep in mind that using your fleet carrier doubles the loading/unloading actions necessary to get your cargo to your destination. You need quite a lot of travel distance to offset that.
 
The issue that needs to be looked at isn’t that there are only 16 FC parking spots per location in a system no matter what mode.

It is that if the jump selection fails we get kicked back so many stages up the User Interface.

The UIs in the game really do need to be examined and made to work in a more consistent and user friendly way.
 
The issue that needs to be looked at isn’t that there are only 16 FC parking spots per location in a system no matter what mode.

It is that if the jump selection fails we get kicked back so many stages up the User Interface.

The UIs in the game really do need to be examined and made to work in a more consistent and user friendly way.
Two words: Queue system
 
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