General Fleet Carrier: Create an auto-jump system

I find them very useful for several reasons. But one thing I don't like is having to spend almost 10 billion credits for a spaceship that in 3308 can't automatically go to a particular system.

These are the ideas I would like to propose.

- I fully understand that there could be problems in the bubble due to having systems full of FCs. I would opt for a solution of using uninhabited systems so as to avoid any crowding problems.

- Alternatively, I would propose a range in which this feature could not be used. For example, in the 2500 ly radius from Sol no FC can go to automatic.

- I hate this idea as well but you can also add an extra crew member (with associated cost) to allow this kind of travel. If really necessary I would also lengthen the time between jumps.

I guess it is not easy and it takes time and way to create something like this but this would allow more use of FCs and development of different game roles throughout the galaxy and not just the bubble.

I know I’m not the first and last asking this. Please make this happen!
 
Would be great to see this happen!

Regarding longer jump times, the “Fleet Carrier Route-Plotter” would ideally allow one to pre-set system “stopover” time after cool-down (from minutes to hours to days even, depending on journey requirements - exploration of local system or further around / mine fuel, etc) and also have the option to travel in an “express mode”, where the carrier remains in lockdown and uses minimal (ie: just cool-down/jump prep) time to speed up very long-haul trips…

breakfast in Colonia - yes, please :]
 
Last edited:
Would be great to see this happen!

Regarding longer jump times, the “Fleet Carrier Route-Plotter” would ideally allow one to pre-set system “stopover” time after cool-down (from minutes to hours to days even, depending on journey requirements - exploration of local system or further around / mine fuel, etc) and also have the option to travel in an “express mode”, where the carrier remains in lockdown and uses minimal (ie: just cool-down/jump prep) time to speed up very long-haul trips…

breakfast in Colonia - yes, please :]
And every carrier could have Ship Nav Link so that all players could scan it to load pre-scheduled route.
 
Based on wiki we need 68 tons of Tritium per 500ly jump. So from one full load we could jump up to 14 times - 7kLy. So one trip to Colonia would still require at least 2 stops to refuel (move tritium from cargo hold to the depot).

One jump takes 20 minutes (15 before and 5 after), so for maximum range of planned route it would take at least ~4.5 hours. Which is in my opinion quite reasonable time between playing sessions. The current need to get back every 20 minutes seems to be rather too annoying.

I am slowly collecting ideas for complete overhaul of fleet carriers and route planning is on the list. It is connected to the ability to level up FC crew in a way similar to SLF crew - so the ability to plan route and its total length are based on crew level.
 
Based on wiki we need 68 tons of Tritium per 500ly jump. So from one full load we could jump up to 14 times - 7kLy. So one trip to Colonia would still require at least 2 stops to refuel (move tritium from cargo hold to the depot).
Keep in mind that the Tritium requirement is based on the load of the FC (tritium in the fuel tank, ships and modules do not count, though).
68t of Tritium are used to jump 500ly when the FC has 0/25,000t of cargo.
If you install services and add cargo, the fuel requirements increase, up to 131t per 500ly for a full carrier (25,000/25,000t) .
 
Keep in mind that the Tritium requirement is based on the load of the FC (tritium in the fuel tank, ships and modules do not count, though).
68t of Tritium are used to jump 500ly when the FC has 0/25,000t of cargo.
If you install services and add cargo, the fuel requirements increase, up to 131t per 500ly for a full carrier (25,000/25,000t) .
Yeah I know, I just approximated numbers to see whether it makes sense for maximum values.

But I agree that the real numbers (fuel consumption) are variables and may change from jump to jump based on e.g. local commodity market orders.

Still it would be better to get back to realize that there are 2 jumps left as all fuel has gone than start the game 10 more times just to schedule next jump.

Just curious if fuel consumption for the jump is affected by loading more cargo after jump is scheduled.
 
I'm totally in favour of having the ability to pre-plot a route for the FC to take, and for the crew member responsible for Tritium to actually be able to move it from the hold to the fuel tank. I don't think it is likely to happen though.

Although the wicked side of me does see the potential for a player to set the FC off on a jolly, then find themselves left behind in a FDL with no fuel scoop and undersized FSD... But I am evil.
 
If you all want cheap Tritium, I recommend the 'Jurunmi' system. {It's always socked and sells for 49K per ton at all times}
 
The jump timer for a carrier is not fixed Fdev are willing and have increased the jump time before to reduce FC load on server farm and this is with manual jumping only...

Could see them adding a jump time penalty for automated versions now that 3.8 will never ever get this function and 4.0 FC will now never show in 3.8... or the other way around...
1 jump automated every hour while you're out off game for 4.0 users...
Now that 4.0 feature set is no longer going to be 3.8 clones FC are free to evolve now free from 3.8 limits..
 
The jump timer for a carrier is not fixed Fdev are willing and have increased the jump time before to reduce FC load on server farm and this is with manual jumping only...

Could see them adding a jump time penalty for automated versions now that 3.8 will never ever get this function and 4.0 FC will now never show in 3.8... or the other way around...
1 jump automated every hour while you're out off game for 4.0 users...
Now that 4.0 feature set is no longer going to be 3.8 clones FC are free to evolve now free from 3.8 limits..
I agree with having some penalty for automated jumping. Once an hour is still reasonable.
 
While another suggestion, if this is coupled with the FC crew learning how to move tritium from the storage to the depot, that would make for some very distant plotting.
 
Anyone buying an FdL deserves it!
200-9.gif
 
Instead of doing an auto jump system why not remove the limit of 500ly and use a time jump based on distance?

For example a jump of 500ly requires 15 minutes plus cooldown

Imagine 25000 ly done in one 1 jump but with the equivalent time of ((25k/500)*15)/60= 12.5 hours of jumping

Of course there’ll be the limit of tritium
 
Instead of doing an auto jump system why not remove the limit of 500ly and use a time jump based on distance?

For example a jump of 500ly requires 15 minutes plus cooldown

Imagine 25000 ly done in one 1 jump but with the equivalent time of ((25k/500)*15)/60= 12.5 hours of jumping

Of course there’ll be the limit of tritium
One thing is that it will probably make some star systems previously inaccessible to players accessible.
 
Back
Top Bottom