Fleet Carrier Fueling Revisited

I spent one hour in a tritiumx2 as well as a single hotspot and got arount 90 units in each. So as it already has been mentioned mining to get fuel is just a tedious grind now. But at least tritium can be found.
 
These graphs showing percentages in rocks are for laser mining only, right?

No mention of sub-surface mining. If you include a SSD missile, how are the yields in a single/double/triple now?
 
The fact that players found a way to make it immersive, engaging and generated "emergent gameplay" from it is a testament to them, but they should never have had to. This is absolutely on the devs for not thinking it through properly and basing an entire activity on such a poorly considered premise.

I'm going to disagree a little with you on this one. In terms of game play, a lot of people have been having a tremendous amount of fun exploring and discovering Tri2 and Tri3 sites. The fact that they have been significantly better than single hotspots has made them so desirable and, honestly, just fun to go out and locate.

With Patch 4, all Trit hotspots are essentially homogenized - see one, you've seen them all. They're also common enough that they can be found with minimal effort. If they were just to be buffed across the board, then the fueling issue would be solved but the exploration component would be lost and, with it, a lot of really great game play.
 
(...). In terms of game play, a lot of people have been having a tremendous amount of fun exploring and discovering Tri2 and Tri3 sites. The fact that they have been significantly better than single hotspots has made them so desirable and, honestly, just fun to go out and locate.

With Patch 4, all Trit hotspots are essentially homogenized - see one, you've seen them all.(...)

I agree with this part of patch3/4 "fails" list.

I should be even more disappointed personally, because I have been preparing a secondary account specifically to the task of searching for Tri2/3 overlaps, after finding one in beta in "nowhere land" and realizing how good yields it gives. I instantly though of making a database of Tri overlaps to serve as "refueling stations".

So I have been grinding credits like a maniac to buy a second FC for long range exploring, unlocking engineers etc.

After patch 3 I realized it won't work and quickly adapted to "new order". I started a slow, exploring trip, scanning a lot of new systems on the way, even though I were barely on outskirts of bubble.

If FD will boost Tri hotspots strenght again - I will be as pleased as rest of commanders.

But for now, I just have fun with what I got - I live long enough to know, that this is the only way to keep yourself away from frustration and resentment, when there are forces in play you have NO direct way to fight against.
 
The Bad News - Overlaps Heavily Nerfed

The Tri3 site I scanned shows that overlaps have been significantly nerfed. As above, the yellow line is today's data. the blue-green line is a Tri3 prior to Patch 3.

1596475075120.png


Tritium is present in 81% of asteroids with a material average of 11.86%.
The big question I have here is, where was this test done relative to the hotspot centers?

The mining folks have found, for instance, that the new optimal place to mine for credits is in Painite overlaps where one center is deep inside the yellow zone of the other, and to mine within a few hundred km of the center. The logic seems to be that hotspot yields are much more concentrated than before, so you want to mine close to the center of a hotspot, and then try to get another overlapping hotspot to buff the content there. Now that this patch has landed it looks like the Reddit miners are organizing to systematically probe the new distance-yield relationship.
 
The thing that bugs me is that they implied that single hotspots were getting a buff, and the overlap nerf was meant to compensate for this. The wording is a little unclear, referencing rarity rather than abundance. However, the buff-half of the patch notes for patch 3 appears to have been completely false, leaving only the overlap nerf:

"A bug with material distribution in overlapping hotspots was fixed and hotspost themselves we rebalanced. Now, the effect that each hotspot has on the base rarity of a commodity has been doubled. To counter this, hotspots of the same type which overlap will be less effective. The aim of thsese changes is to reduce the massive impact of overlapping hotspots while still ensuring they provide a higher yield than non-overlapping hotspots."
From: https://forums.frontier.co.uk/threads/fleet-carriers-update-patch-3.550333

Now, if the intent was to undo everything in Patch 3, except the overlap nerf, then I could see how we got here.
 
I'm going to disagree a little with you on this one. In terms of game play, a lot of people have been having a tremendous amount of fun exploring and discovering Tri2 and Tri3 sites. The fact that they have been significantly better than single hotspots has made them so desirable and, honestly, just fun to go out and locate.

I don't think we are actually disagreeing, just coming at it from different angles, since that is beside my point, which was that starting from the premise of double hotspots as the go to locations is a bad basis for a new game mechanic. The majority of hotspots are singles. Making the largest part of new content not worth doing just isn't that smart. Note that this not a criticism of how inventive players get or how much fun they have trying to get round a badly thought through mechanic, it's the fact that they had to in the first place. It highlights the lack of forethought involved in its design. As I said, it's a credit to players that they managed to make getting round a poorly implemented idea engaging as a community activity.

With Patch 4, all Trit hotspots are essentially homogenized - see one, you've seen them all. They're also common enough that they can be found with minimal effort. If they were just to be buffed across the board, then the fueling issue would be solved but the exploration component would be lost and, with it, a lot of really great game play.

I'm glad people are enjoying that part and again I am not criticising them, I am criticising the situation they were forced into as badly planned and executed. For those who get an extra dimension to their exploring experience from it, more power to them, but again it's beside my objection. In any case, I don't want hotspots buffed across the board, just singles buffed a little and doubles and triples toned down a little, as promised. IMO this patch has not delivered that. Singles are as they were, albeit with SSDs mostly fixed, and doubles and triples have been over nerfed. My opinion only, YMMV.

I tried in a single Tritium hotspot in Delkar 9 tonight, took a pulse wave scanner and, to be fair, found there were decent amounts of Subsurface Deposits and a few Surface Deposits to make up for not having so many rocks to laser mine. Anything the pulse wave scanner shows as glowing orange usually has SSDs and even if the rock has no Tritium to laser mine the SSDs are often still Tritium. There is a bit more in terms of obtainable Tritium than there first appears to be.

The problems include rocks spinning fast so targeting is often difficult and time consuming, the targeting itself on SSDs seeming to be buggy with lots of ammo wasted even though it was on target, and the overall difficulty level for someone who perhaps doesn't mine a lot and just wants to get some fuel. Coupled with SSD ammo this practically mandates agile ships and smaller cargo holds which means multiple small trips to get even half a tank.

Although it might be fun to take a small agile ship with a pulse wave scanner and a couple of subsurface missile launchers and find and drill them while someone with a bigger ship fires the prospectors and collects.
 
Maybe it would be easier if Frontier just double Tritium yield per jump (or reduce Tritium consumption per jump by half) and keep mining as it is... this would make our Carriers go further with full Tritium stocks having a balance point of a little more effort on the mining side for fuel.

Cheers!
 
You and all the rest of the CMDRs have really got to learn how to negotiate - if you only ask for a 2x improved fuel economy then Frontier are going to think they are in the right ballpark and you'll be lucky to walk away with a 5% increase, but more likely nothing at all. I've done the back of the envelope calculations and really think that carriers fuel economy should be improved by a factor of 10 - a whole order of magnitude better than where we are now. If we started negotiations at 10x then Frontier may realise that there is a whole grand canyon between their current position and reality and maybe then we'd settle for something closer to an 8x increase which would be at the lower bound of what I'd consider acceptable.
 
I don't think that trick will work twice. During the beta, we asked for a 2x improvement in tritium efficiency, and then they did exactly that. I would love for it to be doubled again (fuel consumption halved), but I suspect they're a lot happier with this balance. And I know there are groups out there who are using the mining difficulty as a reason for centering group activities around carriers, instead of using them solo.

But considering that tritium availability was meant to be returned to pre-patch levels, and it really hasn't, the balance isn't where it was after launch.
 
Frontier have totally f**ked this whole thing up.
4 patches since release & were no better off. 13000 carriers unable jump vast distances cos mining which is e btw is the only way outside of the bubble to get this stuff.
Why can't they just fix it so we can scoop it or refine it wotever!! Mining for wealth fuel missions etc.
Welcome noobs! To Elite Miner
 
Back
Top Bottom