General Fleet Carrier Jump Time Optimization

Hi Commanders,

I am writing in this suggestions section to bring to the programming team's attention some possible optimizations regarding the countdown times for our Fleet Carriers' jumps.

Reviewing Fleet Carrier Jump Countdown Times:

Another aspect that I believe can be optimized is the duration of the countdown before Fleet Carrier jumps.

For Hyperspace Jumps (between different systems):
I would suggest reducing the standard countdown from the current 15 minutes to 7 minutes. Fifteen minutes can be excessive, especially when multiple consecutive jumps need to be made or when in a more dynamic gameplay session. Seven minutes would still provide ample time for final preparations, warnings, and to allow Commanders to embark.

For Sub-space movements (within the same system):
Considering that these movements (for example, from the main star to a planet, or to a binary star within the same system) are not hyperspace jumps but localized movements, the countdown should be drastically reduced. I would propose a time between 3 and 5 minutes maximum. This would make repositioning the Carrier within a system much more responsive and less "blocking" for gameplay.

I believe these changes would significantly improve the Quality of Life (QoL) for all Fleet Carrier owners, making the movement of the flagship smoother, more responsive, and less frustrating, especially for those embarking on explorations or significant travels.

Thank you for your attention and your hard work.

Fly safe, Commanders!
O7 🖖 T.J. Kirk
 
Hi Commanders,

I am writing in this suggestions section to bring to the programming team's attention some possible optimizations regarding the countdown times for our Fleet Carriers' jumps.

Reviewing Fleet Carrier Jump Countdown Times:

Another aspect that I believe can be optimized is the duration of the countdown before Fleet Carrier jumps.

For Hyperspace Jumps (between different systems):
I would suggest reducing the standard countdown from the current 15 minutes to 7 minutes. Fifteen minutes can be excessive, especially when multiple consecutive jumps need to be made or when in a more dynamic gameplay session. Seven minutes would still provide ample time for final preparations, warnings, and to allow Commanders to embark.

For Sub-space movements (within the same system):
Considering that these movements (for example, from the main star to a planet, or to a binary star within the same system) are not hyperspace jumps but localized movements, the countdown should be drastically reduced. I would propose a time between 3 and 5 minutes maximum. This would make repositioning the Carrier within a system much more responsive and less "blocking" for gameplay.

I believe these changes would significantly improve the Quality of Life (QoL) for all Fleet Carrier owners, making the movement of the flagship smoother, more responsive, and less frustrating, especially for those embarking on explorations or significant travels.

Thank you for your attention and your hard work.

Fly safe, Commanders!
O7 🖖 T.J. Kirk
The 15 minutes is the minimum time, depending on load on that bit of software/hardware, to delete the fleet carrier and all its content from the code that describes it as being in its current location and writing back into the code so it shows up in all modes as part of its new location.
Where and how far apart those locations are in the game is irrelevant it is the time needed to perform and verify the operations have happened without deleting the FC and contents or anything incidental like the system it was in.
 
its a fleet carrier,not a hop around large ship.set you destination,hop in youre ship and fly to that location,wait or meet youre fc dropping in,why sit and wait in youre fc,if there is a longer then normal jump time, have a fly about,land on a planet and have picnic lol.
 
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