ANNOUNCEMENT Fleet Carriers Update - Patch 3

I do hope you will UN NERF the LTD in LTD hot Spots. You destroyed mining inside and out of the bubble. Literally you destroyed mining. While wandering around Tritium Hot Spots I find lots of rocks with Tritium in them. While wandering around LTD hot Spots I find lots of rocks with Tritium in them not LTD percentages. Stupid too stupid to believe you are helping us with your useless nerf bat swinging one way.
My prediction is that mining will be completely USELESS again like combat in the future since Frontier just like to nerf stuff.
Oh that 10% mission payment useless buff is proof why Frontier don't want to buff other activities.

Well, if ain't a game breaking bug why fix it?
 
The 15 minute sometimes 16 minutes wait for the FC to jump is a total PITA. Why wait so long? 5 minutes is enough time for a FC out in the black. Because of this long period I don't jump my FC too often because it takes too long waiting for the next jump. 15 minutes needs to be reduced to 5 minutes. 4 jumps with this thing takes an HOUR of wasted time.

1 securing Carrier for departure.
1 minute warning and only me here.
Then it takes a minute to spool up the FSD and start to enter the Hyperspace port.
Then it is in Hyperspace.
Then more wasted time waiting for the thing to get into Hyperspace and arrive.

I mean the Mega war ships of the Federation and Empire don't need a 15 minute wait to spool up thier FSD so why on this FC is it like this?

In addition I still feel like I don't own this FC! The greeting I get is way too bog standard "welcome Commander follow rules and Dock!" Why can't the FC identify my ships as the owner? It is quite personal when the weekly fee is taken off me. Fix this please FDEV!
 
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I do hope you will UN NERF the LTD in LTD hot Spots. You destroyed mining inside and out of the bubble. Literally you destroyed mining. While wandering around Tritium Hot Spots I find lots of rocks with Tritium in them. While wandering around LTD hot Spots I find lots of rocks with Tritium in them not LTD percentages. Stupid too stupid to believe you are helping us with your useless nerf bat swinging one way.
Yes, tested once again yesterday in a ~40-50 km zone around one LTD hotspot in the Bubble for SSD presence. Fired exactly 150 limpets on "glowing" targets. Quite a number of SDD's found of different types, and only ONE asteroid with ONE LTD deposit.
 
The 15 minute sometimes 16 minutes wait for the FC to jump is a total PITA. Why wait so long? 5 minutes is enough time for a FC out in the black. Because of this long period I don't jump my FC too often because it takes too long waiting for the next jump. 15 minutes needs to be reduced to 5 minutes. 4 jumps with this thing takes an HOUR of wasted time.

Because your FC is a persistent object and it needs to update across all players and 3 gaming platforms before it jumps, otherwise at the destination it will be present for some players and not others, you are talking about a lot of data and a very large network that needs to be updated, there has to be a minumum time and FDEV have already stated that 15 minutes is the shortest practical time before jump otherwise it will cause problems.
 
I think the only way of doing that is to RNG the seeds at every instance, which would eliminate mapped mining too or to reshuffle the hot spots.
Add to the fixed seed a value based on the time of day or year. If the instance is up when others enter the system or local space, pass those two values on to the new commanders until the server decides enough has been harvested from the spot and expire the second value. The next newest creation of the instance spawns a new secondary value.
 
Because your FC is a persistent object and it needs to update across all players and 3 gaming platforms before it jumps, otherwise at the destination it will be present for some players and not others, you are talking about a lot of data and a very large network that needs to be updated, there has to be a minumum time and FDEV have already stated that 15 minutes is the shortest practical time before jump otherwise it will cause problems.
They could add option, if it set "only owner can dock" it gets to current owner instance only. That would solve this problem and others like overwhelmed systems.
 
Because your FC is a persistent object and it needs to update across all players and 3 gaming platforms before it jumps, otherwise at the destination it will be present for some players and not others, you are talking about a lot of data and a very large network that needs to be updated, there has to be a minumum time and FDEV have already stated that 15 minutes is the shortest practical time before jump otherwise it will cause problems.

Ah, some common sense around here.
 
They could add option, if it set "only owner can dock" it gets to current owner instance only. That would solve this problem and others like overwhelmed systems.

That's exactly what option 'NONE' is (FDEV. this option is not clear, it should be labeled 'OWNER ONLY').

Anyway your solution wouldn't work because even if you switch to 'none' there may still be ships/modules that are not the the owner's, so switching from 'all' to 'none' won't throw them out, it just that 'non-owners' can't dock on the carrier anymore.

EDIT: The fleets carriers have been designed to (be able to) accommodate other players.
I think it would require FDEV a lot of work to make them persistent AND non-persistent.
 
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They could add option, if it set "only owner can dock" it gets to current owner instance only. That would solve this problem and others like overwhelmed systems.

Agreed. I touted this exact option as a way of allowing FCs into permit locked systems. If only the owner can dock and has the permit, then why not.
 
That's exactly what option 'NONE' is (FDEV. this option is not clear, it should be labeled 'OWNER ONLY').

Anyway your solution wouldn't work because even if you switch to 'none' there may still be ships/modules that are not the the owner's, so switching from 'all' to 'none' won't throw them out, it just that 'non-owners' can't dock on the carrier anymore.

EDIT: The fleets carriers have been designed to (be able to) accommodate other players.
I think it would require FDEV a lot of work to make them persistent AND non-persistent.
That can be solved with existing stuff. For example switch none/not-none both ways may require following jump. So if jump is not possible for reasons, like full system, then no switch is possible too. Modules etc are dumped out on decommission already, so it is able to check if FC has anything on board before switch.
Any way, I don't really expect this ever done. Just idea.
 
The 15 minute sometimes 16 minutes wait for the FC to jump is a total PITA. Why wait so long? 5 minutes is enough time for a FC out in the black. Because of this long period I don't jump my FC too often because it takes too long waiting for the next jump. 15 minutes needs to be reduced to 5 minutes. 4 jumps with this thing takes an HOUR of wasted time.
erspace.

Someone has zero understanding of server ticks.
 
In addition I still feel like I don't own this FC! The greeting I get is way too bog standard "welcome Commander follow rules and Dock!" Why can't the FC identify my ships as the owner? It is quite personal when the weekly fee is taken off me. Fix this please FDEV!
That's something that annoys me too. I'm the owner of this thing, I am the one paying the bills here, yet I don't get treated any different than any other Tom, or Harry visiting my FC. The only difference is, I won't get blasted for pad loitering over empty pads.

Add to the fixed seed a value based on the time of day or year. If the instance is up when others enter the system or local space, pass those two values on to the new commanders until the server decides enough has been harvested from the spot and expire the second value. The next newest creation of the instance spawns a new secondary value.
Or do a weekly seed. Gets re-seeded with the weekly server maintenance tick. That would even be feasible too and not put too much strain on the servers either.
 
get rid of overlaps of hot spots altogether. (or at least the benefit of overlaps). Then you reduce the need to correct the economy itself from being so poorly constructed since it takes much more effort to mine (assuming the respawn exploits are corrected).

Then maybe we can go back to being frustrated at the lack of skill-based mechanics that allow high reward for high risk / skill needed to complete tasks so that we can keep the easy crap low income / low reward so we dont have this seesaw of balance anymore that's impossible to rectify an easy task available to new players with tasks needed to fund veteran players.
 
Because your FC is a persistent object and it needs to update across all players and 3 gaming platforms before it jumps, otherwise at the destination it will be present for some players and not others, you are talking about a lot of data and a very large network that needs to be updated, there has to be a minumum time and FDEV have already stated that 15 minutes is the shortest practical time before jump otherwise it will cause problems.
and it takes 15 mins to manualy enter the target system in PS4

Nyeajaae PJ-X b47-8 x 45 to go to Colonia :)
 
They could add option, if it set "only owner can dock" it gets to current owner instance only. That would solve this problem and others like overwhelmed systems.

But it's immaterial whether it's set to player only, the FC is persistent across all modes and all instances, like a station, that's how it was designed, that's how it works, it gets set as a primary object in the galaxy master database, that must be be consistent across all players and modes otherwise you will get players flying around with different versions of galaxy and who knows what that will lead to (FDEV I am guessing). It can't be randomly changed between being persistent and non-persistent, that not how these things work.
 
Who else thinks things would be more exciting if they brought in missions which were multi-step or like "quests", and paid decent money. Even a bit of problem-solving and working out clues etc.

Ugh, I'd sell my Conda for that, err wait I might need it for those missions........
So, yes, I'd love that.
 
But it's immaterial whether it's set to player only, the FC is persistent across all modes and all instances, like a station, that's how it was designed, that's how it works, it gets set as a primary object in the galaxy master database, that must be be consistent across all players and modes otherwise you will get players flying around with different versions of galaxy and who knows what that will lead to (FDEV I am guessing). It can't be randomly changed between being persistent and non-persistent, that not how these things work.
That's why i said "may require jump, if cannot jump - no mode switch too". because jump triggers galaxy sync already :)
 
fdev isn't going to change how carriers function at a fundamental level. So no point in really even discussing it.

They can cause new jumps to shift to adjacent systems or fail and that functionality already exists in the game to implement for player jumps and capping systems.

They can add a new functionality for abandoned carriers in systems if they want to keep people from hogging positions in key systems. We'll call it, pirate avoidance.

An abandoned carrier (one in which no activity (purchase or sales) within a maxed system has occurred in 1 week, will evade pirates within the system by making an emergency jump to the nearest system not at max at no cost to the ship with magical "we found tritium at the last minute" to get away from "pirates". This cycle can repeat forever.

That way, nothing is out of persistence and no new real functionality has to be added to how things work.
 
That's why i said "may require jump, if cannot jump - no mode switch too". because jump triggers galaxy sync already :)

No it doesn't, it triggers player sync because players are instanced and don't affect the galaxy at all, in any way! Moving a station changes the galaxy master database, which requires all players master databased to be synced across all platforms. What you are proposing it like jumping into a system and having different planets present for different players, that's the level the FC's are inserted into the game at, they are an object in the primary database, like stars and planets, players are nothing like that, they don't sync the galaxy, they just download and generate the system from the procedural key, once that's done then other persistant assets are loaded, like stations and FC's for custom generated stuff and the procgen for NSP and bio/geo features, then the players get to go in right at the end of the process. So players and FC's are at two ends of a hugely complex process.
 
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