Fleet Carriers and rare goods

So FD, is there any chance of adding rare goods to FC markets? I just flew my carrier to Hutton with the intention of placing a buy order for several thousand tons of gin and mugs, only to find I'll have to fill it myself.

Even if you have rare goods in your carrier you've transferred yourself, you can't view them in the market management.
 
The obvious problem is the price increasing with distance for these goods, but I think they should be able to figure it out if they really wanted.
 
The obvious problem is the price increasing with distance for these goods, but I think they should be able to figure it out if they really wanted.
I don't think the long-range profit on most rares is more than the 46k/tonne you can get with just plain Tritium over a much shorter distance, so does it matter?

Similarly while it lets a buyer exceed the normal allocation, someone has to have bought them at the normal allocation first.

Perhaps an issue that to be able to set up a buy order for a rare, you'd need a list of all rares in the carrier market admin, which would make it very large. On the other hand, that screen is already very large with all the salvage-type goods so perhaps it could just have a filter at the same time?
 
Perhaps an issue that to be able to set up a buy order for a rare, you'd need a list of all rares in the carrier market admin, which would make it very large. On the other hand, that screen is already very large with all the salvage-type goods so perhaps it could just have a filter at the same time?
Yeah - I think that's the reason (much the same as the stored module limit). Having to re-design an interface to suit an edge case with no real use-case (other that 'I want it') doesn't mean it will get near the top of the pile of demands any time soon*.

My FC inventory with just the current salvage on-board is difficult enough (as indeed is my other FC which has most of the rares on-board) 🤷‍♂️

* not to say it couldn't be redesigned, or even that the redesign would necessarily be complex - but it can take significant time to just decide on a solution, and the gameplay win for this change is not obvious compared to, say, Space Legs.
 
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So FD, is there any chance of adding rare goods to FC markets?
I suppose FDev obviously does not want this to happen.
Rare goods are also rarely needed, FDev probably would have to limit the amount you can sell at any destination to keep the rare goods economy somewhat believable.
I just flew my carrier to Hutton with the intention of placing a buy order for several thousand tons of gin and mugs, only to find I'll have to fill it myself.
That's already quite useful, I think. FDev might just have missed this one.
 
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Yeah - I think that's the reason (much the same as the stored module limit). Having to re-design an interface to suit an edge case with no real use-case (other that 'I want it') doesn't mean it will get near the top of the pile of demands any time soon*.

My FC inventory with just the current salvage on-board is difficult enough (as indeed is my other FC which has most of the rares on-board) 🤷‍♂️

* not to say it couldn't be redesigned, or even that the redesign would necessarily be complex - but it can take significant time to just decide on a solution, and the gameplay win for this change is not obvious compared to, say, Space Legs.

You're right about the list becoming very long, see: https://wabboo.github.io/edstory/?go=/market/commodity

I'm also guessing one of the reasons they are excluded is the rare good requirements some engineers have. It's a bit of a wonky reason as fleet carriers are already interfering with some of those requirements (like travel distance from starting location).
 
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