FLEET CARRIER REWORK

Currently Fleet carriers can only jump 500 LY with a minimum of a 15 minute wait time. That whole concept in itself is ridiculous. Over this last weekend jump times where in the 1 hour range, which is unacceptable. But for an example I will use minimum jump/cooldown times: to jump from the "Bubble" to the "Bubble Nebula" is 15 jumps, which takes 4 hours at minimum. It took me 8 hours with time delays. Again this is unacceptable. This is a total lack of respect of the players time which they may have free to partake in this game. If all their time is spent looking at a jump screed waiting for the carrier to make it's next measly jump, that is not "fun & engaging" in any way, shape or form, which is the entire reason for playing a "game" in the first place. Carrier jump range should be around 2500 LY, with jump times no more than 5 minutes. That would be acceptable and appropriate to the consideration of a persons time. The current iteration is draconian and a slap in the face to those that actually spend time and money in this title. Why has this not been addressed all these years? FDev you have made some great progress this past year, how about we not focus on some major quality of life improvements? I hope this is take seriously, as feedback from many squadron members and friends mirror this sentiment. Thank you for your time and attention to this matter. o7
 
Say you don't know how the underlying coding & networking works without saying you don't know.

Look, don't get me wrong, I know that Fleet Carrier jump times can get a little frustrating at peak loads. The simple fact of the matter is that you can either have a static jump time, which during the Beta was something like an hour, to keep from overloading the system, or you have the queue system we have now, which everyone clamoured for. It's not about disrespecting time, no-one at Fdev has made the decision that jump times inflate at peak loads, it's a symptom they have to live with. They're literally moving static objects live on the server without maintenance mode. Given how the game works, that's nothing short of impressive.

I'm sure there'll be another one of these in a week's time, just as there has been every week since carriers were released. The honest, and blunt answer is to learn to live with it, or find a new game to play. I have my fair share of criticisms of Frontier and their handling of certain aspects of the game, but this is not one.

EDIT: Following from @Agony_Aunt's post below; yes, I probably should have been more polite in this one, but the frustration conveyed above I still feel is worth keeping. We get these types of posts regularly, and a quick read through those existing threads would clearly highlight why the carrier jumps are the way they are. I meant no offense directly.
 
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To put it more politely, the minimum jump time is a technical limitation to ensure the moves of the FCs are synced properly.

The 500 LY jump distance is an arbitrary number selected by FD, just like your own suggestion of 2500 LY is an arbitrary number that you selected. FD decided that 500 is right, you disagree, fair enough. Some people might say 2500 LY is too low, that you are wrong, that it should be 5000 or 10000 or 50000 or that there should be no limit, and some people might say they shouldn't be able to outjump a spaceship, being more limited to like 50 LY.
 
I have an alternative suggestion that will get rid of the Fleet Carrier issues of variable jump times due to the much publicised reasons in the very many threads about them in the last month alone.
There are carrier like objects in the game where we can dock our ships and then following a jump undock at a distant destination system, these ferries do not suffer from variations in jump times from system or any other load.
So make carriers like those ferries and certain megaships and have them jump as part of the Thursday tick. Yes we would lose the jump animation but it would be worth it to stop the endless jump time complaints.

Obviously there are downsides to this but they mostly only affect people treating the carrier as a big ship, those using it as a mobile base will be less inconvenienced.

As for the OPs 2,500ly jump range, it seems a bit unimpressive and waste as it would take hours to get to Colonia given that the 15 minute timer is irreducible.

Posted in the aftermath of the not again moment caused by the OP
 
I understand that peak load FC jump cooldown can be pain in the rear end for a player who uses said carrier for more than a garage or mobile base.
Some time ago I have moved my carrier from bubble to Colonia and I did it at the time when cooldown was around 15mins. Even with that it has taken me more or less 4 days to do it and the most painful thing for me was inability to do it from comfortable interface... on web page (and I mean web page used by launcher after login too). Most of the time I was simply afk running game in background.
I would gladly accept ability for a carrier to make single jump that would burn all tritium stored in depot at the price of increased cooldown (like for every multiplication of 500ly cd would increase with the same multiplier)- in this way I would make a lot less than ~40 jumps therefore reducing server load.

I do not know exactly why minimum jump time is set to 15mins and why it increases on peak load but I chose to belive that developers had a reason to do it...
Jump range and cooldown do not mean much for me, there are more important features that I'm missing as a carrier owner.
 
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Yes, the 15 minutes is a technical limitation and 500ly is an arbitary lore determined thing. People who use it as a mobile base in the bubble can plan around it. People who want to travel with it have more trouble with it. I have done both. Most annoying thing with traversing the Black with it that the efficient way to go about it is to log in, que the next jump, log out, wait 20 or so minutes and repeat. Perhaps top up the tritium from cargo occasionally too. That really doesn't respect player's time.

I would love an ability to que several jumps ahead for the carrier to jump on its own. Personally, I would even trade longer jump time for it, though that would make many others mad.
 
Yes, the 15 minutes is a technical limitation and 500ly is an arbitary lore determined thing. People who use it as a mobile base in the bubble can plan around it. People who want to travel with it have more trouble with it. I have done both. Most annoying thing with traversing the Black with it that the efficient way to go about it is to log in, que the next jump, log out, wait 20 or so minutes and repeat. Perhaps top up the tritium from cargo occasionally too. That really doesn't respect player's time.

I would love an ability to que several jumps ahead for the carrier to jump on its own. Personally, I would even trade longer jump time for it, though that would make many others mad.
I have personally never needed to get anywhere fast with my carrier so just send it and explore until I catch up then repeat.
If I hit a dry spell where all the stars between me and the carrier aren’t worth more than honking I might have to wait until it arrives but I can head to the next rendezvous and remote jump the carrier there after it finishes the first jump.

So no need to wait if you don’t want to.
 
I would love an ability to que several jumps ahead for the carrier to jump on its own.
While sounding simple that run into the same coding limitations as now, which tbf actually represent a real-world scenario (if we had the tech). FC would still have to jump to assigned orbital positions, so what happens if two carriers coming from opposite ends of the bubble are trying to get to the same destination, or using the same waypoint?
 
I’d like an in-game route planner, but I’m happy to manually jump the carrier.

Potentially it could route you through a system that you can’t jump to, but you can find yourself in that situation anyway with third party tools.
 
I’d like an in-game route planner, but I’m happy to manually jump the carrier.

Potentially it could route you through a system that you can’t jump to, but you can find yourself in that situation anyway with third party tools.
There would be stopping FDev coming up with a "temporary holding position" for FCs.

They could add a route planner, that locks the route in place once you start the first jump, and do it so that lore-wise you can't leave your FC (and no one can dock) during a post-jump cooldown/jump power-up cycle. Thereby jumping into systems along the way, but not actually having to insert the FC into the hard-coded system objects. And the player would simply get a view of the stars.

The issue with that is it is likely to increase queue times, because the system isn't just trying to accomodate a single jump which takes x minutes, it is then having to accomodate multiple jumps to the final destination, and in the coding background they'd have to put in a delay on when the FC object is then visible to the system and all the instances of the system.
 
There would be stopping FDev coming up with a "temporary holding position" for FCs.

They could add a route planner, that locks the route in place once you start the first jump, and do it so that lore-wise you can't leave your FC (and no one can dock) during a post-jump cooldown/jump power-up cycle. Thereby jumping into systems along the way, but not actually having to insert the FC into the hard-coded system objects. And the player would simply get a view of the stars.

The issue with that is it is likely to increase queue times, because the system isn't just trying to accomodate a single jump which takes x minutes, it is then having to accomodate multiple jumps to the final destination, and in the coding background they'd have to put in a delay on when the FC object is then visible to the system and all the instances of the system.

I’m just suggesting a simple route planner, not any kind of automated jumping.

Maybe I wasn’t clear.

The hypothetical route planner may plot into a system, but when you come to jump it says “no” because there’s no slots. - but that’s something we have to deal with now anyway.

Potentially an in-game tool could reroute you in a way Spanish can’t, but even if it didn’t, it would still be easier than having to paste in from a third party.

Although a holding area to pass through a system would be nice! - certainly better than being stuck at Rackham's Peak for a week due to congestion at the next system.
 
But yet thousands of ships can jump at the same time. There is no "coding" magic here. It's a matter of this is what someone "feels" is balanced. To code this into a ship sequence jump would be child's play. So all these excuses to accept the "Sub-par" is a indicator of the caliber involved. Why are we accepting sub-par gameplay again? No, this is not acceptable despite what the karen's are crying about.
 
I think the simplest solution to introduce a kind of route planner would be to add ability to execute long distance jump limited only by amount of tritium stored in tank. Imagine this:
FC owner orders jump above 500ly.
1. Carrier crew checks if target is within tritium reserve range. If not jump is aborted if yes long distance jump procedure starts.
2. Once initial preparations are completed carrier FSD starts to charge up (normal cooldown time).
3. For each stop planned in route additional charge time is being added (10 mins for example but it also can be based on regular jump cooldown) and each time tritium amount in tank is being reduced. At this time the same animation as in normal jump can be used (the one just before actually going through wormhole). Once final destination is reached carrier moves through wormhole (so goes through it just like in normal jump).

Basicaly what I am proposing is jump type that would only move carrier data once while achieving the same effect as executing plotted course.
A variation of this can be used for ships too. So instead of executing fast FSD jump player would be able to decide if it is worth to take risk and stay in the same space for longer time.
 
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I agree entirely...

Jump range should be 500Ly for 500t Tritium and FD should remove the silly, arbitrary, 15 minute timer and reinstate the original jump timer of 2 hours!
Karen!!! There you are, wondered what happened to you. Better yet, to expand on your super constructive input and idea, I think we should just REMOVE carriers altogether. That would solve it once and for all. But....then you would have one less thing to troll the forums over.
 
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