So many opportunities with FC play just missed.
There are a few fixes needed with FCs I think. Quite why this didn't get spotted in beta (or did it?) I don't know. I missed the boat a bit on a rapid grind of cash to buy a carrier. Now I've played with one for a few weeks, I'm... not overly thrilled with it. It's basically a mining warehouse, which doesn't quite float my boat - I want to play with the BGS - doing famine or outbreak exploi- er, relief, and so on. I don't want to be effectively forced into Painite mining as the best way of making cash with my 5 billion credit boat. I'd like to be encouraged to bounce around the bubble (maybe take the oppotunity to up my Imperial rank) and feel like this is more than just Space Miner.
The main issue is I think the requirement for immediate player involvement on the carriers: all this does is encourage maximising credits per hour, which boils down to spamming LTD, Painite and Tritium hotspots and selling stations. Fixing this may alleviate the need for other fixes. I know that they were not intended as 'cash making machines' that can be left unattended, but frankly not having that simply forces them to congregate where manual play is most efficient, and that's mining then jumping to a high price market and squashing it with a massive sale.
Second issue: Too many carriers per system / body. 16 is probably too many, but regardless carriers will need to be forced off mining spots OR encouraged off.
The goals are:
To remove much of the 'It's best to make money by Painite / LTD grinding' by encouraging carriers to be stationed for and to trade in other commodities.
To encourage the wider distribution of carriers within the galaxy.
To lessen the effect of market spiking by carriers.
To encourage player interaction with carriers (in a system which has high demand for a carrier's commodities, it should be mostly possible to make profit by dealing with the carrier.
To make carrier management more engaging. It should be effectively a subgame of response to BGS situations, played over days, not hours. Whilst a loss making period may not be a good idea, it should be possible that not watching what's going on with your carrier results in lesser profits than going and moving it to another market.
Proposed solution:
System local NPC trade should be mandatory (ALWAYS on). Carrier pricing defaults at galactic average and runs a narrower variation band than station pricing (for example if stations go +/- 1000%, carriers go +500% to -%500). Carrier pricing range is the balance mechanism.
Achievement of goals:
NPC trading with carriers means they make money while players are away, this reduces the requirement to make large amounts of credits in actual play time (so less carriers at the LTD/Painite grinding spots as that CAN'T be done offline).
NPC trading being mandatory prevents stockpiling of commodities in systems where there is demand and market reaction to that causes demand to drop over time. It also puts carriers in competition with each other, thus encouraging the setting of sensible, competitive pricing on commodities to make efficient profits.
The narrowed pricing range combined with mandatory NPC trading means stockpiling LTD or Painite on a carrier and parking it in a high demand system (with the intention of dumping a bulk on the market) is less of a good idea, this should (in combination with the other effects of the change) make market spiking less prevalent. This also makes local carriers making 'delivery' or 'pickup' stops in systems more attractive to other players.