Fleet Carriers are completely useless.

If you are in Athena you are only 83LY from my FC, and I am seriously seeking profit share contractors for short run haulage of Tritium on my buy and sell routes, 23000 Tons a time. My offer rate is 10k a ton profit share, the total profit is about 45k ton, so am offering about 22% of the takings for the work. You will struggle to find ANY in system trade route with short SC jumps often under 60 seconds, 8-10 mins round trips, and out of over 200 jumps so far this week I have not even had a sniff on one CMDR griefer or Pirate, I don't think they can cope with FC transport routes, as we are so close to the stations.

Genuine offer, if you want to earn 10k T trade transporting for me PM me an I will set it up.

Why am I doing this?

1. I'm Credits Rich
2. I'm time poor ( well cant play all day every day that i would if i could)
3. Alone it takes me about 5 hrs to completely load and 5hrs to completely unload including FC jumps and real world family interunptions
4. I have a 14b credit target to have 10 years of FC running costs banked, before the Tritium Runs get truly nerfed. Have 4.9b now, want to finish the task asap.

What do you need?

A hauler, bigger the better, T9 with 756T cargo space or Imperial cutter max cargoed out are ideal, T10 or Federal Corvette cargoed out would work, i only deal with large pad stations so you can also use smaller haulers like T7 or T6. I use a 756T a rated T9 i call FC Transport.

Enough credits to cover your cargo capacity on the sell runs, at the moment woul;d be max 42k a ton (you sell for 52k) , so for a 756T T9 you need 32m credits in working capital plus enough reserve for your ship rebuy if anything did happen to you. (Unlikely).

Genuine offer, open to anyone else too, if interested PM me and i will get you on my ED friends list and sort out the details.

For those wondering about the "Galaxy Credits per hour" rate of this work, 6 runs an hour minimum is easily possible, maybe 7, but lets say six. So the rate is as follows,

Ship cargo space x 10,000c x 6. So a 17T cargo small ship could do 1m credits per hour profit, a 756t T9 could do 45m credits an hour.

Thanks for listening!

it would be something different, but I got a dophin converted it into a 52 ton cargo ship that flies like a ace. 83 LY could be anywhere.
 
it would be something different, but I got a dophin converted it into a 52 ton cargo ship that flies like a ace. 83 LY could be anywhere.

That's why you need to PM me, so I can set this up and give you my carrier location, add you to my in game friends list, but it's in the bubble. i'm not going to just leave it open and let anyone drop by when they feel like it, i have a schedule to keep. 52 ton could earn you about 3.1m an hour, maybe 3.6m if your were quick and efficient. You would need about 2.2m in free credits for working capital for sell runs, buy runs much less.
 
Carriers are best content since barnacles / guardians while we were still high on the hope that frontier was going to do something with them. Those were the days.

100% anyone who hates them cant afford one (ps, you can afford upkeep too).

Yeah explorers are going to get tested on both fuel and upkeep sure. Best to load up both before you go.
 
I think the problem is players wanted them to do more than carry stuff. But tbh fdev never said they would be anything more than mobile bases. The idea of them entering combat as capital ships or something like that was very far off when even regular capital ships just stand there and are kinda helpless.
 
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I think the problem is players wanted them to do more than carry stuff. But tbh fdev never said they would be anything more than mobile bases. The constant of them entering combat as capital ships or something like that was very far off when even regular capital ships just stand there and are kinda helpless.

I don't know, having seen my FC nuke a Pirate attacking me in a Federal Dropship, and it only took 2 volleys of the lasers before they exploded, under 10 seconds, if you could fly the Fleet Carrier in SuperCruise from a "Deck" and low wake it into any area, and have offensive targeting ability for the lasers. Man you would mash up anyone in a conflictzone in complete safety. Would we wayyyyyyyyy overpowered.
 
I don't know, having seen my FC nuke a Pirate attacking me in a Federal Dropship, and it only took 2 volleys of the lasers before they exploded, under 10 seconds, if you could fly the Fleet Carrier in SuperCruise from a "Deck" and low wake it into any area, and have offensive targeting ability for the lasers. Man you would mash up anyone in a conflictzone in complete safety. Would we wayyyyyyyyy overpowered.

Because carriers have the same defenses that stations do, IE the "Instant kill" defenses. The problem is, if they add a way to attack, damage, or even destroy carriers. Than the persistent problem occurs. Imagine buying a FC just to log out, log in the next day, and it got blown up. There would need to be a way to keep your carrier safe when your logged off or something. This is why I gave up on games like Rust and similar games, because every time I got "raided" it was when I was offline. They would also need to balance the defenses on Carriers to avoid them being overpowered, probably make them similar to megaships or somethings.

Maybe adding Space Docks or something to put carriers in while your not using them to keep them safe would be nice, but what if your away from the bubble? Greifers WILL find a way to grief!
 
Ever since I found out that exploration is my thing I wished for some kind of inflatable base, that I could temporarily plop up somewhere to have a home away from home - sort of a tent to create a basecamp to come back to. What we got now is not a tent but a caravan, and after being very sceptical in the beginning I am now loving it.

The fuel requirement adds incentives to go out and prospect. The DSSA network has added quality player made content.

My personal plan is to plan mini-expeditions for myself, moving the carrier to some area that has few discovered systems and to explore the immediate surroundings with different mission objectives (for example prospecting for resources (report for my testrun), bio-signatures or guardian ruins), using UC aboard to secure rights (well, the tag) for first discoveries on the go. Thus it adds an extra layer of gameplay to me. Sure, I could have done the same without a carrier, but using that logic 90% of all ships are useless, too.

The sandboxy part of ED is to find uses for the tools you are given :p
 

Deleted member 182079

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I'm pretty much in the same boat. Man did I hate the carriers! And how negative I was about Bruce' statement that the carriers would change our all way how we play the game! One of my biggest brain farts ever... Has however also a quite precarious shortening of my anyway short sleep duration as a result. 🥴

Fuel requirement and upkeep costs have been perfectly adjusted, IMO. So much fun now!
Same here. I was skeptical at first, but I really love my FC now. Two jumps I was in the Witch Head Nebula. With a nice view close to a gas giant to boot. Every time I approach it I feel like coming home. It feels like living in a luxurious camper van now. Completely changed the game for me even though I didn't think it would add much to it. The storage facility is one of the most useful things - I don't now have to worry about finding a selling market and dump my cargo somewhere, I also don't need to max out mining trips. Just stop when I'm bored, store the cargo, do something else.
 
Jump times are still way too long.
Route planning, non existent.
No bridge view.
Profit making pretty limited.
Fuel transfer really poor.
Still bogged down with mining, mining, mining.
 
Jump times are still way too long.

There has to be some balance, to do 500 LY in 15 mins and 15 jumps you would need FSD range of 34 LY plus a big fuel tank. But the rub is with a standard ship, you have at least 5 mins to fully refuel either scooping or docking (with SC time to station). So in reality to match the jump speed of a FC you need to jump 500LY in 10mins, 10 jumps, so a 50LY FSD, and fully loaded at that.

There is a reason suddenly people are taking "tourist" trips to Colonia, 22k LY away, it's easy and quick in a FC, take what you want, fully loaded explorer ship. But to FSD jump there in a normal 50LY or less ship, it's probably a fair bit slower.

What do you want? normal Ship FSD cooldown and jump times, approx. 1 minute, for a Fleet Carrier? Ok you get that, but then the impatient will go mental when they burn through 24000 T or Tritium in a day and have to spend a year mining in the black to restock it.

Balance my boy, balance.
 
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