Pretty much everyone is annoyed by the clogging up of systems and system maps by fleet carriers. This even includes fleet carrier owners, who often find themselves locked out of high-traffic systems.
At the same time, the hard limit on fleet carriers in a system doesn't make much sense/have much justification.
So I'd like to propose an alternative system.
Transponder Module
Each Carrier gets a Transponder Module as a default module. All this module does is broadcast a transponder signal that announces its location to those in the system. If this module is disabled, the carrier becomes completely invisible, and in fact doesn't actually exist in the system for anyone but the owner, hopefully reducing lag.
There is a limit to the number of bands available on the transponder. The lowest-energy bands are taken first, and each higher band takes exponentially more power to maintain. If all bands have been taken, then you can't activate your transponder module - but you can still jump your carrier to and from the system. Your carrier just won't be visible.
The cost to have your transponder active costs 50k for the first carrier in the system, and increases by 50% for each carrier after that. So the first carrier in the system costs 50k, and will always cost 50k as long as they keep their carrier active in that system. The next one will cost 75k, and so on and so forth.
This way, systems with small numbers of carriers can feel alright keeping them on display, while systems with large numbers of carriers will be incentivized to keep their transponder disabled.
Most players don't substantially buy or sell things, so most players would leave their FCs invisible, while players will know any carriers they DO see are probably useful, because the player has an economic incentive to ensure they are.
This would also solve the fleet carrier limit in systems. Rather than a bizarre phlebotinum hard cap on the number of carriers in a system, it's instead a limit on transponder wavelength; you can't broadcast on the same signal as another carrier, so only a certain number of carriers can be visible in a system, but any number of carriers can actually be there. The only way to jump into a fleet carrier instance when it's not visible is via wing navlock.
Instantly, you solve clogged systems, spammed system maps, and lag, while actually helping FC owners at the same time.
All with the power of economics!
At the same time, the hard limit on fleet carriers in a system doesn't make much sense/have much justification.
So I'd like to propose an alternative system.
Transponder Module
Each Carrier gets a Transponder Module as a default module. All this module does is broadcast a transponder signal that announces its location to those in the system. If this module is disabled, the carrier becomes completely invisible, and in fact doesn't actually exist in the system for anyone but the owner, hopefully reducing lag.
There is a limit to the number of bands available on the transponder. The lowest-energy bands are taken first, and each higher band takes exponentially more power to maintain. If all bands have been taken, then you can't activate your transponder module - but you can still jump your carrier to and from the system. Your carrier just won't be visible.
The cost to have your transponder active costs 50k for the first carrier in the system, and increases by 50% for each carrier after that. So the first carrier in the system costs 50k, and will always cost 50k as long as they keep their carrier active in that system. The next one will cost 75k, and so on and so forth.
1 | 50k |
2 | 75k |
3 | 112k |
4 | 168k |
5 | 253k |
... | |
20 | 110,000,000 |
This way, systems with small numbers of carriers can feel alright keeping them on display, while systems with large numbers of carriers will be incentivized to keep their transponder disabled.
Most players don't substantially buy or sell things, so most players would leave their FCs invisible, while players will know any carriers they DO see are probably useful, because the player has an economic incentive to ensure they are.
This would also solve the fleet carrier limit in systems. Rather than a bizarre phlebotinum hard cap on the number of carriers in a system, it's instead a limit on transponder wavelength; you can't broadcast on the same signal as another carrier, so only a certain number of carriers can be visible in a system, but any number of carriers can actually be there. The only way to jump into a fleet carrier instance when it's not visible is via wing navlock.
Instantly, you solve clogged systems, spammed system maps, and lag, while actually helping FC owners at the same time.
All with the power of economics!