Have Fleet Carriers Killed Community Goals?

First, I haven't run any community goals in quite a while. By that I mean since Fleet Carriers.

As I understand it, Fleet Carriers can now be used to haul goods for cargo oriented Community Goals. Is that the case?

If so, I can not see any way that a single pilot can compete. I remember purchasing my initial T9 during, and specifically for, a Community Goal (The wake that involved fish, as I recall). Since then it has become my favourite ship. However, there is no way it can be competitive with a Fleet Carrier.

Back to my point, I am asking because once I heard about it, it killed all Community Goal interest for me, are Fleet Carriers being used to haul Community Goal goods? If so, is there some other way for regular players to play, or is this just the end of Community Goals?

I think they have changed the dynamics of CGs, sure; but doesn't mean they completely ruin everything... For newer players, it might seem like their contributions don't matter. For vets, it might afford them a convenience, but they still have to "stock" their FCs. If squadrons coordinate their FC resources, this can be another plus for player interactions. But yeah...for individual contributors w/o FCs, it might be hard to see that what you do matters.
 
So sorry no. I started a CG early because it was great credits. Later on I'd make a run 1 jump each way and started seeing 10,000t drop in supply every run.
Looked at system map and 10 carriers are parked.

Another no is outpost to outpost only CG's. Which I always favored.

The "advantages" (which I still firmly believe are minimal at best) to using a carrier for large pad CGs would also apply to medium pad CGs. Either way, you still have to run each shipload twice: once to the carrier and run again to drop off. Just because there are a few carriers parked at the source location, does not mean that those carriers are solely responsible for the supplies disappearing so fast. Remember, the most any commander (fleet carrier owner or not) can move from a station at a time is 794, so if 13 people dock at a station between your runs, that's 10,000 gone. This is in a game where there could be well over 10,000 people playing during prime time, and community goals can have anywhere from 800 to 5000 participants.

I guess if people are trying to siphon supplies from nearby stations so they can make easy credits selling them at the CG system, then there might be an incentive to drain nearby supplies as quickly as possible, but there's no reason to do that when you can make better credits doing other things.

If you still don't believe me, time yourself on how long it takes to jump three or four systems versus how long it takes to dock and undock. The docking and undocking takes longer than traveling between systems.

Now double the amount of time you have to spend docking and undocking.

That's what is required to use a carrier to ferry CG cargo.
 
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Carriers sure have added a new layer of mechanics to the CG game.
When doing a CG, I pick a place to load up goods, far from the destination, then make one jump to or near the CG. Usually near, as the CG system is ALWAYS full of carriers, 99% of them won't budge, so I can only imagine they are place hogs and gankers, filling up the place, forcing people to park in adjacent system and then having to ferry things over manually via long SC times.
There really should be a timer that ejects a carrier after some time from the CG system, to stop spot hogs. You can park near the destination for 2 hours max, then you get shunted to the next system. People flying for BH don't really need their carrier at the door step. They have to hand in the vouchers at the station anyway.
 
The only thing that can be problematic with FCs is when they strip a station dry. Although a Python going to outposts or a Conda with it's long jump range can fix that. Speaking of which the Conda is an extremely underrated trade ship, IMO.
 
I just read this as;

If so, I can not see any way that a single pilot can compete. I remember purchasing my initial T9 during, and specifically for, a Community Goal

I purchased a huge ship that's much more expensive than most beginners can afford so I can flood the CG with goods and push all beginner players to the bottom so it's not worth their while even doing the CG, then "whaaa FC can carry more than I can and I don't stand a chance sob sob!"

Some people may see that as overly harsh, but honestly this is exactly how I read it, a player purchasing a huge ship to do CG's complaining about other players buying even bigger ships to do CG's, it just doesn't make sense no matter how it's read. Players will always gravitate to the biggest and best ship for carrying goods, T9 sure, Panther Clipper sure, FC sure why not?

Actually it does occur to me that maybe they should include some station with only medium pads in CG's, that at least would give new players a chance to compete, oh and make them in permit locked systems so FC's can't get in.
 
Honestly it's been said so many times, straight runs in a cargo cutter (if it's not shielded for the love of raxxla please put hull reinforcements in the 2 mil slots) is faster than loading an FC, jumping it to a decent parking spot, then unloading it, even if the nearest supply station is 3 jumps away.

Not even conjecture, people have done timed tests

Furthermore, it costs 100k per jump and a bunch of tritium making each jump cost anywhere between 2 to 5 mil depending on distance (1 tritium = 50k avg)

The upside to using an FC is you can segment loading and unloading play sessions, are not limited to nearby supplies, and in rare CG cases like the guardian artifact CGs. But otherwise there is almost no time advantage with an FC.

I consider this pretty balanced considering this is fdev we are talking about
 
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Carrier gives an advantage if (1) supply sources are >200ly away or (2) CG station is >100kls from star. Otherwise Cutter or T9 is better.
And (2) only applies if you are lucky or persistent enough to snag a parking spot near the distant station in the CG system, which you can absolutely fail to do after going to all the trouble of loading up the carrier.
 
Carrier gives an advantage if (1) supply sources are >200ly away or (2) CG station is >100kls from star. Otherwise Cutter or T9 is better.
And 1) Can be solved by an Anaconda. Or a Python when you realise it's only L pads that have that problem.
 
And 1) Can be solved by an Anaconda. Or a Python when you realise it's only L pads that have that problem.
It's about the number of jumps, not whether you can outfit a ship to travel 200 ly. And Pythons would be generally bad since a T9/Cutter have enough cargo for almost 3 python trips. Every jump is about an extra minute of time into loops. Only when there are a lot of jumps/SC distance for a loop a FC can actually become a time save - in most cases it is actually a time loss but most people don't realize that and blindly jump on the "FCs kill CGs" train.
 
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It's about the number of jumps, not whether you can outfit a ship to travel 200 ly. And Pythons would be generally bad since a T9/Cutter have enough cargo for almost 3 python trips. Every jump is about an extra minute of time into loops. Only when there are a lot of jumps/SC distance for a loop a FC can actually become a time save - in most cases it is actually a time loss but most people don't realize that and blindly jump on the "FCs kill CGs" train.
I mean literally last trade CG was unsuitable for T9s and Cutters so it's not like the two really 'compete'.
 
Well, as it happens, I decided to jump in on the Far God CG. As I said in another conversation:
This actually brought me out of CG retirement. I am no fan of the Far God Cult. Frankly, if they want to get eaten by the Thargoids, and they are willing to make it profitable for me, I will be glad to accommodate them.

After all, it is a triple win:
  1. I get paid.
  2. The Far God Cult gets to be one with their God.
  3. The Thargoids get a meal delivered.

As others have said, I think it is harder to get the materials. I also tried to see if any FC owners needed help hauling, that went nowhere. All said, I did reasonably well and managed to finish in the top 25%.
 
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