Fleet carrier jump times - fix?

Hello Frontier,

I'm not sure you're aware, but fleet carrier jump times have recently spiked to ridiculous realms.
Example:
You're doing something, somewhere... Then you get a message from your buddies that something else is happening somewhere else. So you plot a jump there so you can join the fun.
...But you get 1 and half hour jump timer from your expensive carrier.

This is ridiculous. In 1 and half hours anything that was happening might as well be over. Or your precious play time will be over.
This beats the point of actually owning a carrier in the first place. Why pay a lot of money weekly to not be able to move your stuff anyway.

Would you, please, be so kind and comment why this is happening and if it will ever be fixed?
Many thanks.

Kindest regards,
CMDR Lloyd Sorensen
 
Yes, it sucks...

It is happening because many players are jumping their carriers and there are only so many time slots per hour available. As the queue fills up the jump times get longer. Once yesterday I couldn't make a jump because there were no time slots available as the queue was full.
 
Jump times are proportional to FC activity, as ever. So right now they're back down:

1709544105080.png


... and when everyone is on later they might spike.

And Blame all the CMDRs jumping all 3 of their FCs
I've only been jumping one of my 4 FC this week (y)
#responsibleOwner #driveSafe
 
Hi All :)
Hello Frontier,

I'm not sure you're aware, but fleet carrier jump times have recently spiked to ridiculous realms.

You have a valid question, I agree. :)

Jump times are proportional to FC activity, as ever. So right now they're back down:

View attachment 385688

... and when everyone is on later they might spike.


I've only been jumping one of my 4 FC this week (y)
#responsibleOwner #driveSafe
Yep! :)
I'm about 600 ly's out from the bubble this morning and just checked my Carrier's jump time, at this moment in time it's about 16 minutes. (y)
Last night it was around 50 minutes when I jumped out of the inhabited Systems. (n)

Now, this isn't bothering me too much at the moment as I'm heading out to do some exploring & mining (edit. in my Carrier), so once I'm in a chosen System I'll use either a mining oriented ship, or an exploration vessel etc. in the local Systems / areas.
I understand the problem here, as other posters here have said, it's obviously the amount of Carrier traffic going on at the moment.
As you so rightly pointed out, if I were constantly using my Carrier as part of my gameplay I'd also be a little frustrated I think.
Not sure if this is a solvable problem though. 🤷‍♂️

Jack :)
 
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Hi :)

I think this is why initially the jump times were meant to be much longer (≈1 hour if I remember correctly). Feels like our options are that, or live with times occasionally being more than 15 minutes.
I know it doesn't solve the problem with the Carrier's overall jump times in this instance, but I just wonder if we had a 'new' ship that had roughly a Carriers jump distance but obviously lesser abilities, (can of worms?). :D
Ok, gotta say it, Panther clipper? :rolleyes: :LOL:

Edited my post (added text underlined), as the first line of my sentence didn't make much sense in relation to your post that I quoted above. In fact it could seem that I was perhaps disagreeing with you, and that was not the intention. :)

Jack :)
 
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Hi :)


It doesn't solve the problem with the Carrier's overall jump times in this instance, I just wonder if we had a 'new' ship that had roughly a Carriers jump distance but obviously lesser abilities, (can of worms?). :D
Ok, gotta say it, Panther clipper? :rolleyes: :LOL:

Jack :)
True, it doesn't. FDev would have originally set the longer time to account for any server load and we've said we'd rather have shorter times, but risk the variability (which I personally think is the far better option of the two).

Regardless of why the times change it comes down to the fact that the carrier needs to be in the system map to be any use as a dockable asset and there only so much traffic the servers can handle. I'd like to see a Panther Clipper in the game if only because the best cargo hauling ship right now is a multi-purpose ship, although that only solves your problem if hauling stuff is your game. Comes down to whether FDev could make an object you can dock on with a smaller ship, but remain outside of the system map- which thinking about it seems like it would be an nuisance to keep tabs on the location.
 
I think this is why initially the jump times were meant to be much longer (≈1 hour if I remember correctly). Feels like our options are that, or live with times occasionally being more than 15 minutes.

It was originally 2 hours to jump with 1 hour cooldown. This was always going to happen once the number of players with FC's started to get large, and it will probably only get worse during big events like the current one.
 
It was originally 2 hours to jump with 1 hour cooldown. This was always going to happen once the number of players with FC's started to get large, and it will probably only get worse during big events like the current one.
Thanks for the correction. As I've suggested I'm definitely fine with how things are at the moment given that our other option is having a fixed jump time that will never change, but ultimately being something of this timeframe.

I'm certainly not expecting FDev will do anything with the servers to speed things up in busy times after the recent 'focus realignment' news.
 
.I'm certainly not expecting FDev will do anything with the servers to speed things up in busy times after the recent 'focus realignment' news.

Since the carrier jump times even when extended like they are at the moment are usually still within their initial time window for FC jumps in the Alpha I also don't expect it to change, that's probably why they did that time length originally, because they didn't want variable carrier jump times and all the complaints that would come with them.
 
I was wondering if a little early warning about the likely jump time would help, either as a display on the carriers Nav panel or possibly simpler to code change the background colour of the Set Jump Destination button so it was green if the jump would take between 15-30 minutes, yellow for 30-60 minutes and red for jump times beyond 60 minutes. With the button being greyed out if there were no available time slots.

It doesn’t make things quicker but at least you find out earlier in the process so you can make alternate plans.
 
I was jumping my carrier to Taranis last week, and the timer was close to an hour and a half :eek:
So I got old school - took my taxi to the nearest shipyard to Taranis and transferred my AX ship (took about ~20 minutes)
I usually jump my carrier while AFK - and while the times are annoying, they are far from insurmountable.
 
Kinda sux yea.

They've probably set the activity limits really low recently... so the "servers failsafe" that was set in place to protect FDev infrastructure* some 2 years ago, turned into a very short leash

Well, i dont really mind it very very much**, just bring that Mk2 on the market already - we dont really need to wait "weeks" to start rummaging through Taranis leftovers...


*(when they released the Carrier Interiors, and everyone and all their relatives started to jump the carriers, just to see how it look from the bridge)
**(actually i do, but i can be bribed)
 
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I was wondering if a little early warning about the likely jump time would help, either as a display on the carriers Nav panel or possibly simpler to code change the background colour of the Set Jump Destination button so it was green if the jump would take between 15-30 minutes, yellow for 30-60 minutes and red for jump times beyond 60 minutes. With the button being greyed out if there were no available time slots.

It doesn’t make things quicker but at least you find out earlier in the process so you can make alternate plans.

Umm, hmm, not sure how they could do that, the fact is with so many people jumping carriers sometimes almost simultaneously by the time you've checked and confirmed in your head that the button is green, enough people also jumping at the same time would have pressed it and you end up jumping over an hour later anyway, and then people get even more annoyed because it "was" green, but 50 people pressed that button one millisecond before them and now they are in the red! I could only see that generating a ship load of more salt on the forums, no, better this way, you press the button and you take your chances!
 
Umm, hmm, not sure how they could do that, the fact is with so many people jumping carriers sometimes almost simultaneously by the time you've checked and confirmed in your head that the button is green, enough people also jumping at the same time would have pressed it and you end up jumping over an hour later anyway, and then people get even more annoyed because it "was" green, but 50 people pressed that button one millisecond before them and now they are in the red! I could only see that generating a ship load of more salt on the forums, no, better this way, you press the button and you take your chances!
Yes I was uncertain that it could be done and you are right better not to have it than the chance of it giving wrong information.
 
I was wondering if a little early warning about the likely jump time would help, either as a display on the carriers Nav panel or possibly simpler to code change the background colour of the Set Jump Destination button so it was green if the jump would take between 15-30 minutes, yellow for 30-60 minutes and red for jump times beyond 60 minutes. With the button being greyed out if there were no available time slots.

It doesn’t make things quicker but at least you find out earlier in the process so you can make alternate plans.

Yeah, as others have said, that's a chicken and egg proposal...
 
I've taken to moving my FCs early morning (UK) Well, before 09:00 as that is early enough, thanks!
All it means is that I have to guess what I might be doing later, if plans change, currently, it will be a bit messy!
 
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