Fleet Carriers - Patch 3 - Known Issues

keep the fighter glitch patched
Nope. That path breaks fight. You lose any mats left after kill if you go too big distance.

They need to redesign game a little, so "bugs" get obsolete.
1. Crew to refuel carrier (npc). - so no need any more for special tritium settings.
2. Make tritium as any other mineral (because we have crew)
3. Roll back any mining changes (because we did 2) to pre -FC but with tritium added in general
4. And final - proper demand/supply - that will break any speculations forever and bugs.
 
How about you just revert the changes made, limit the ltd price to 400-500k per along with stuff like VO/Panite if your worried about commodities being overpriced, allow players to bulk buy tritium for 4-5k but lower the sell values in stations, keep the fighter glitch patched and increase values of things like bounty hunting and main missions to balance out fund raising, alow miners to mine and earn some profit, fighters/traders to continue earning along the same lines and actually balance the market at the same time.

Make ED great again!
I'd love to see what you proposed. Maybe FDEV should hire you :)
 
I saw utube videos, it was some guild expedition to Colonia with like 30 cmdrs on board at least. Guess they stuck too. 1 carrier - 30 ppl.
Even at current reduced abundances, 30 players should have no trouble mining enough Tritium to get a carrier home from Colonia. Stuck =/= lazy.
 
Fleet Carrier purchase orders are now limited to a maximum order of 2bn Credits.

What does this mean exactly?
 
Tritium
One of the most noted points of feedback we've seen so far is that the rarity of Tritium has been negatively impacted. We'd like to make it clear that any negative impact on locating and mining Tritium is unintentional and the intention is for Tritium to remain as accessible as it was prior to Patch 3.

So how long will I be stuck with absolutely no game to play before you fix this then?

Negatively impacted? Is that the new phrase for absolutely *-£$@#+"?
 
I personally have only one big problem with the latest patch. The market system is completely.
I mean, look at this :
View attachment 181263
The market died instantly, then recovered some minutes later, then died again. Is that any kind of a realistic market?
I suspect the drop and recover is someone reporting their "price with bulk tax", and then the subsequent price drop is from the BGS state change at the tick. So two (or three) separate effects happening very close together, the combination giving an odd-looking result (but each individual move being rational)

Hard to tell with so few data points, though - but market logs where I've got more data points are looking normal.

Something needs to be done about zero fuel supplies in Colonia. The regen rates are designed for a single player game, not a galaxy of thousands
The Tritium regen rates in the bubble are fine (and maybe somewhat more generous than they need to be) - I don't expect fuel there is going to run out beyond a few strictly local shortages.

The Tritium regen rates in Colonia are proportionally what you'd expect for an economy about 4000 times smaller than the bubble (which is still about five times bigger than the population would normally justify, and still for almost every non-Tritium good about 100 times larger than the various local traders actually need when there's not a CG on [1])

The only supply/demand "fixes" they could do are:
1) Increase regen rates for Tritium so high that supply/demand are effectively abolished in the bubble for it. (Essentially the "look, supply and demand sound cool and all, but no-one actually likes them actually doing anything, so we should just get rid of them, have a fixed price for goods, and save the hamsters some running" option)
2) Add a ridiculously huge refinery station to Colonia basically just to supply Tritium. Doing some quick "back of envelope" maths it would need to have an economy size roughly equivalent to a station somewhere between 60 billion population and 240 billion population to keep up with current local demand. (That's between twice and eight times the population of the largest individual bubble system, and at least a few thousand times larger than Colonia's entire economy - when I said "ridiculously huge" I meant "ridiculously huge")
3) Give in and stop this "what if a commodity, but it had a use beyond selling it to NPCs" idea and let carriers jump without fuel, just pay some credits.

....or they could just fix whatever they broke in Tritium mining with this patch and see if it sets up a big mining community around Colonia.

[1] Most regeneration rates appear to be designed for a galaxy of tens of millions, though I'm not criticising Frontier for being cautious with this stuff.
 
Remember the other week when we has that bloke on here who declared he was 37 and that he'd "probably been playing games since before most of you lot were born"?

If 42 is the answer to life, the universe and everything, then 37 seems to be the number of experts.

Err, I'm 54, what does that make me? An old fart I know but I've been playing computer games since the late seventies, Pong does count yes?
 
Also, are carrier upkeep costs going to be suspended in the interim considering we currently have no way to earn any real money considering the latest colossal screw-up from FDEV?
Carrier upkeep is 5-30 million depending on loadout and usage.

30 million is three ten-minute cargo delivery missions (which if you get lucky might be stackable, so ten minutes for the lot), or a single decent "source Tritium" mission, or a single decent wing mission, or 30-45 minutes of passenger missions (in the right place), or under an hour's Polymers/Tritium/Agronomic Treatment trading on a good route.

I know it's not quite as convenient as a single ten-minute mining run, but it's still pretty easy for the amounts involved.
 
Err, I'm 54, what does that make me? An old fart I know but I've been playing computer games since the late seventies, Pong does count yes?
I’m 52 this year, I’m positive all the good stuff is yet to happen for people of our age.

BB8C96BF-4F0C-4A24-8CDB-4AB1A375FF7E.gif
 
Don't u see idea (manual huma trit mine/deliver) is bad? You need/tried countless fixes already. This just means idea itself is broken.
Just make damn "miners crew" which will fill the tank once system has icy ring.
And all fixes and problems are gone.
 
2) Add a ridiculously huge refinery station to Colonia basically just to supply Tritium. Doing some quick "back of envelope" maths it would need to have an economy size roughly equivalent to a station somewhere between 60 billion population and 240 billion population to keep up with current local demand. (That's between twice and eight times the population of the largest individual bubble system, and at least a few thousand times larger than Colonia's entire economy - when I said "ridiculously huge" I meant "ridiculously huge")
I like this idea, it ties in with a release and explosive adoption of new technology (FC's) and the demand to fuel them. Would seem logical they would also be created in the Bubble. A giant Community Goal driven by need and investment. Makes me wonder what other ancillary support mechanisms might be required?
 
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I suspect the drop and recover is someone reporting their "price with bulk tax", and then the subsequent price drop is from the BGS state change at the tick. So two (or three) separate effects happening very close together, the combination giving an odd-looking result (but each individual move being rational)

Hard to tell with so few data points, though - but market logs where I've got more data points are looking normal.


The Tritium regen rates in the bubble are fine (and maybe somewhat more generous than they need to be) - I don't expect fuel there is going to run out beyond a few strictly local shortages.

The Tritium regen rates in Colonia are proportionally what you'd expect for an economy about 4000 times smaller than the bubble (which is still about five times bigger than the population would normally justify, and still for almost every non-Tritium good about 100 times larger than the various local traders actually need when there's not a CG on [1])

The only supply/demand "fixes" they could do are:
1) Increase regen rates for Tritium so high that supply/demand are effectively abolished in the bubble for it. (Essentially the "look, supply and demand sound cool and all, but no-one actually likes them actually doing anything, so we should just get rid of them, have a fixed price for goods, and save the hamsters some running" option)
2) Add a ridiculously huge refinery station to Colonia basically just to supply Tritium. Doing some quick "back of envelope" maths it would need to have an economy size roughly equivalent to a station somewhere between 60 billion population and 240 billion population to keep up with current local demand. (That's between twice and eight times the population of the largest individual bubble system, and at least a few thousand times larger than Colonia's entire economy - when I said "ridiculously huge" I meant "ridiculously huge")
3) Give in and stop this "what if a commodity, but it had a use beyond selling it to NPCs" idea and let carriers jump without fuel, just pay some credits.

....or they could just fix whatever they broke in Tritium mining with this patch and see if it sets up a big mining community around Colonia.

[1] Most regeneration rates appear to be designed for a galaxy of tens of millions, though I'm not criticising Frontier for being cautious with this stuff.

Call me crazy, but why not re purpose those megaship tankers we see and set them in some sort of shuttle run from one of the giant refineries in the bubble? It could be hackable, and it would be a constant (and realistic) tanker run.
 
Call me crazy, but why not re purpose those megaship tankers we see and set them in some sort of shuttle run from one of the giant refineries in the bubble? It could be hackable, and it would be a constant (and realistic) tanker run.
I definitely like this one. Sticking some Tritium in certain megaship/installation cargo holds would be an interesting way to allow extra supplies that makes a change from mining.

It'd need them to both fix the megaship hacking bug and allow stolen Tritium to be donated, of course, but there's a few tanker-class megaships in the region already.
 
So why don't you get a job with FDev and show them how it's done? Seriously. You're obviously a real expert at this and know exactly what needs to be done to shake them up and get the game straight. I'm sure that they all be delighted to pay you to do that.

I already have a job that I'm quite happy with, thanks. Besides, this game is one of the things I do to unwind from work, and if it WAS work, it would cease to be that.
 
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