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well ive got my carrier but now i cant fit it bc all of the systems are full pls add more system so we can fit our carrier
ooh and if this is in the wrong thread .... sorry bout that
 
OK, some collected suggestions from my plays over the last couple of weeks -- some of these suggestions would not involve a lot of development time, just adjusting variables.
  1. When heading out from inhabited space, the grind to fuel the carrier is unbearable - especially as there is no exploration-specific variant of the carrier that could have been optimised for this task at the expense of other features (such as reduced cargo/3rd party shipyard storage in exchange for huge pre-filled fuel tank and/or more efficient fuel usage). Spending AN HOUR mining and maybe getting only 100t if you are lucky (even in a hard to find hotpot - which itself might take half a dozen system jumps and travel out to scan rings) is TOO MUCH -- at worst I would expect to spend an hour or two to be able to completely refuel the carrier, especially given the actual jump range is not really that great at 500ly, and that it is time restricted, AND jumping also has a cost penalty.
  2. As much as quite enjoy mining (as an activity for up to an hour or so) and as much as I hate to see yet another module - perhaps there should be a new fuel scoop type which can fill a ships cargo hold with tritium and could skim certain types of gas giants instead of stars - which could fill up your cargo hold over 10 minutes or so - which could then be shuttled back to the carrier several times until full.
  3. Given the lack of above, a helpful idea would be to also increase the carrier's default fuel tank to say 5000t and reduce the cost per unit to buy the stuff
  4. The fuel tank/tritium store should not be limited to 1000 (or my suggested 5000 change). It should be allowed to grow at the expense of other storage space.
  5. Given the new features and new requirements to find and record good places to mine, etc., we need more bookmarks (ideally we need a revamped bookmark system with folders - but in the absence, just double the amount)
  6. For a carrier (and therefore also its commodity market) owner, there should be a way for me to transfer ANY cargo in my hold (e.g. other mined stuff, or tritium bought from another market) to my market for either other people to buy, or for me to withdraw again later and sell myself in another market (or donate to my own carrier's tritium store)
  7. Change the market management option to adjust by % increments not cost increments -- it will be a lot quicker to adjust a sell price to say 125% of galactic average rather than wait forever for the price amount for some items to get to 100,000
  8. [Edit - another thing I forgot] the galaxy map needs to be improved to show an aggregated indication of where things are, e.g. I filter by carrier location (or anything else) I should be able to zoom out to galaxy overview and see at a glance if there are one or more in a far flung region, as I zoom in the indication would become more granular. Currently finding stuff is like looking for needles (or dots) in a haystack.
One of the things I am keen to do with the carrier would be to circumnavigate the whole galaxy over say six months, staying in each region for a couple of weeks and using it as a base of operations. The limitation of all of the above makes this prospect unfeasible - I'd end up spending almost all of the time in each region stocking up for the next set of jumps and not enough time honking and scanning systems to sell carto data to even afford the upkeep costs.
 
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Given the new features and new requirements to find and record good places to mine, etc., we need more bookmarks (ideally we need a revamped bookmark system with folders - but in the absence, just double the amount)
Oh boy, that a great idea, which should be implemented from the start.

One of the things I am keen to do with the carrier would be to circumnavigate the whole galaxy over say six months, staying in each region for a couple of weeks and using it as a base of operations.
In a such way FDev probably trying to restrict exploring grind of some kind, when you park FC in a middle of nowhere, and scan the poopoo out of nearest systems, then safely sell your data on FC. On my opinion that case is not good, and ruins current time effort and almost non existent risk of exploring.
 
In a such way FDev probably trying to restrict exploring grind of some kind, when you park FC in a middle of nowhere, and scan the poopoo out of nearest systems, then safely sell your data on FC. On my opinion that case is not good, and ruins current time effort and almost non existent risk of exploring.
But I am paying 5 Billion credits for a carrier after years of exploring with all the risks you mention, and reaching this level, exactly to be able to do this this way. I've done my exploration apprenticeship time in lonely limited ships.
 
But I am paying 5 Billion credits for a carrier after years of exploring with all the risks you mention, and reaching this level, exactly to be able to do this this way. I've done my exploration apprenticeship time in lonely limited ships.
Good point, but thats you, who apparently earned that in an old fashioned way, or me, earned elite exploration rank while returning from colonia in a non-engineered Dolphin with around 23 ly jump and constantly malfunctioning 3% hp FSD.
But what about those dudes who grinded LTDs all that time? Do they deserve that easy way? From what i can see FDev suppose that no one is, and FCs are there just as a money dump.
 
does anyone else think we ought to be able to plot a route for our FC beyond 500LY even though it will take multiple jumps?

Seems odd that there's not much discussion of this.
Did have a discussion somewhere, one of the problems is that the systems that FC's can jump into aren't always available, they may be available when you plot a route but become unavailable at a later time but before you jump in. So there are probably reasons for it.
 
First thought for me last night was:
If I want to setup a carrier as a trading post and "Secure trading" Do I really have to go and assign a cpacity and a buy and sell price to EVERY SINGLE COMMODITY?
Why can't we have trading packs (like the ship stock packs)? What to trade minerals? Here's a basic setup. Simply apply your markup (or mark down) and click this button and a basic allocation of space is given to every commodoty in that class.
 
First thought for me last night was:
If I want to setup a carrier as a trading post and "Secure trading" Do I really have to go and assign a cpacity and a buy and sell price to EVERY SINGLE COMMODITY?
Why can't we have trading packs (like the ship stock packs)? What to trade minerals? Here's a basic setup. Simply apply your markup (or mark down) and click this button and a basic allocation of space is given to every commodoty in that class.
I had to set mine up for each commodity. This is base building.
 
Good point, but thats you, who apparently earned that in an old fashioned way, or me, earned elite exploration rank while returning from colonia in a non-engineered Dolphin with around 23 ly jump and constantly malfunctioning 3% hp FSD.
But what about those dudes who grinded LTDs all that time? Do they deserve that easy way? From what i can see FDev suppose that no one is, and FCs are there just as a money dump.
Same would apply to anyone for just about anything though, e.g. mining LTDs to go straight to an Anaconda for combat etc. The only way around that would be to lock everything behind a triple elite requirement. If someone wants to skip all the progression and then end up blowing all their earnings on something they were not ready for, then that's darwin award material just as it is IRL for someone that buys a ferrari and then wraps it around a tree. lol
 
To the folks groaning about paying their crew, 'cause the crew don't do nothin'...

The crew is likely a lot larger than you think, and they not only need salaries, they also need daily meals, off-shift (I assume at least (3) 8-hr or (4) 6-hour shifts) entertainment, medical support (very specialized crew -- pricey! -- for the med bays), waste disposal arrangements (yeah, some are just janitors, but they are also recycling specialists, not just scutters), life support departments (we all breathe the same air after all), materials synthesis facilities (because those repairs they make don't use duct tape and bailing wire and spit), programming and networking teams, computer maintenance shops, and likely a lot more. Being the Commander, what you don't see (and you shouldn't need to, you should be quite comfortable taking it all for granted) is the well-paid chain of command cascading down from your high seat that makes sure that when you say "Jump!" that big bucket just says "How far?" and then obeys. The ongoing expenses and additional fees are used to keep all this running shipshape and Bristol fashion, with the many departments having their own budgeting processes (plus supercargoes and accountants to keep the numbers straight) that you rightly will never touch except in abstract. What you also do not see (being busy mining or being a merchanter or hunting pirates or being a pirate, you know, Commander stuff) is the activity once the carrier makes port in the bubble close enough to some sort of civilization for the crew to get a little shore leave, haggle with the locals for choice foodstuffs and liquor, restock the necessities each of the departments can't function without, and maybe even get laid.

Now I gotta admit being directly privy to all that would be one helluva cool immersion experience, but, we ain't even got space legs yet! So for now, just imagine...
 
LOL, let the crew do all these things not on my FC. I don't need them. With or without them I have to refuel it by myself
In which case your 5Bcr toy goes absolutely nowhere.

You see, you are not directly refueling the thing yourself. What you do is enter a command to transfer X number of tons of CARGO (Tritium) to the facility (Tritium Depot) that processes the cargo and actually loads it into the gas tank. Without the Tritium Depot (whose crew you pay to do the work of getting the Tritium out of the cans and into the fueling system without spilling one precious gram of the stuff) you'd have umpteen more steps to take, making fueling a grueling procedure rather than a few mouse clicks.

BTW, remember that the Tritium Depot crew gets hazard pay 'cause they are handling radioactive material day in and day out. You pay them well, very well, because what you do not need is an onboard Chernobyl 25,000ly from the nearest Hazmat Response Team.
 
3 minor things I would like to see to improve the quality of life.
1) as im sure many have said before me, please let us view the jump animation, it sounds really cool.
2) as a carrier owner I would quite like a message by the carrier that is different from the visiting commanders
3) all arrival and jump warnings once in the instance are for the time the carrier jumps, wouldnt it make sense for the timer to be from the point the pads lockdown?
 
Same would apply to anyone for just about anything though, e.g. mining LTDs to go straight to an Anaconda for combat etc. The only way around that would be to lock everything behind a triple elite requirement. If someone wants to skip all the progression and then end up blowing all their earnings on something they were not ready for, then that's darwin award material just as it is IRL for someone that buys a ferrari and then wraps it around a tree. lol
True, agree. But except conda they shove their hard earned cr to any imp minor to get that precious cutter asap, or two actually, one for mining ofc. Sorry, unpleasant topic, cuz my elite trading rank was grinded on medical supplies and community goals, before core mining actually exists. And now elite trader rank is like 3-5 Borann A2 trips away for anyone talented enough to watch youtube guide.

So to cut the offtopic rubbish - i can agree that mining tritium for fuel is not a great idea, it make maintaining FCs even more miner biased. There was actually a great idea - to scoop that fuel from some specific stars with some specific modules
 
I had to set mine up for each commodity. This is base building.
It's hours of my life I haven't got to spare. Real Life means I only get 2-3 hours a week of play time, and I'd rather not be spending it going through every single commodity and assigning buy/sell values and a volume. That would be 2 weeks of play time used up right there...
Why not give us the ability to set up a mark up and a mark down, and a base volume and apply that to entire sections?
 
To the folks groaning about paying their crew, 'cause the crew don't do nothin'...

The crew is likely a lot larger than you think, and they not only need salaries, they also need daily meals, off-shift (I assume at least (3) 8-hr or (4) 6-hour shifts) entertainment, medical support (very specialized crew -- pricey! -- for the med bays), waste disposal arrangements (yeah, some are just janitors, but they are also recycling specialists, not just scutters), life support departments (we all breathe the same air after all), materials synthesis facilities (because those repairs they make don't use duct tape and bailing wire and spit), programming and networking teams, computer maintenance shops, and likely a lot more....
Maybe, except for Tritium Guy. He just sits there playing Galaga until somebody wants to donate. You want fuel moved into the tank? Hey, Commander, you know where the hose is, don't you?

I hate that guy.
 
Why not give us the ability to set up a mark up and a mark down, and a base volume and apply that to entire sections?
Hmm, well that's what they did for Outfitting and the Shipyard - put modules / ships into easy to buy bundles. And then the demands were more 'more control!', 'unbundle!'. Either way people will complain.

Though I'm kinda with you on the 'just set a profit margin' option as I really don't care if I'm selling something for 103 CR or 105 CR 🤷‍♀️
 
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