I have a question...Carriers and permit locks...?

How about the local (normal space) instance surrounding your carrier being your "private property" (not counting as being part of the permit locked system)? That way, since fleet carriers cannot supercruise (I think), your carrier could jump anywhere unrestricted, but those CMDRs who don't have the local permit just wouldn't be able to low wake out of the instance into supercruise, but they could still high wake out of the system just fine, provided they had the necessary jump range.

Any system would need to be capable of dealing with any permutation of circumstances, though.

You could, theoretically, plot a jump to, say, LHS 20 and a bunch of pleb's could board your ship.
You could then cancel that jump and, instead, plot a jump to Isinor, Sol or Achenar, thus requiring all your passengers to have Fed/Imp/Alliance permits.

Ideally, it'd be nice if, at the very least, an unauthorised passenger got a load of flashing red lights on the landing pad and then got dumped off the ship.

Trouble is, the owner of the Carrier can plot a course at any time, passengers can dock at any time, there's the issue of people docking and then logging out and then, on top of all that, there's the issue of the jump, itself, happening during server down-time.

The more I think about it, the more it seems like the only way jumps to permit-locked systems could be managed is by the rather mundane mechanic of unauthorised passengers simply being left behind.

Course, if ships like the Gnosis simply can't jump to permit-locked systems, FDev's initial plan is probably for the same restrictions to apply to Carriers too, in which case people will have to raise the issue with FDev so they can see if they can come up with a better solution.
 
The more I think about it, the more it seems like the only way jumps to permit-locked systems could be managed is by the rather mundane mechanic of unauthorised passengers simply being left behind.
In that case they could do similar to what happens with ships on Thargoid attacked stations - move the ships to the closest station. Can't really leave them in space in case they haven't fuelled / didn't bother to repair the bust canopy they landed with etc.

That still leaves an issue if they have implemented 'jump at any time', which I think they have talked about before - one minute you're on-board, waiting for the jump, next minute you're somewhere else. And not the 'somewhere else' you were expecting 🤷‍♂️
 
Yup - we had people log in on weeks when we were 400 Ly from the nearest system. Most took it well....

yeah, well, who hasn't missed a bus?

The logic behind this is totally frying my noodle (doesn't take much)...

it is absolutely crucial that we elucidate exactly how bad it will be before knowing any relevant detail of the actual update. be serious, man!
 
Questions like this, as solvable as I think they are with current mechanisms (simply not allowing them to enter permit locked space at all would be easy and not particularly inconvenient), are why I like my games to be built, from the ground up, to make sense.

In the real-world, if I'm trying to get into (or out of) Canada without a passport (which won't get) or other ID (which I won't carry and are all expired anyway), I just hide in trunk for fifteen minutes as everyone else lies to customs for me, or walk across part of the 4000+ miles of border that isn't well patrolled and get picked up on the other side. There are no mystical barriers repelling me from the border like a cross rebuking a vampire in some movie trope...there are simply (mild) consequences if I'm ever caught (which is unlikely).

Games with systems that aren't arbitrarily heavy-handed work along similar principles. If ED made any damn sense, one would be able to ignore permit locks by modifying their nav computers, they'd just be flagged as hostile by at least the permit issuing faction...unless they were able to avoid detection, or falsify other credentials. A carrier jumping into a permit locked area would bring whatever ships and CMDRs that were on it with, and then be blown out of the sky if any of those turned out to be contraband and were discovered during an inspection.

But, I digress...as mentioned, plenty of ways to handle this that won't break the game or compromise the bulk of the intended utility of carriers.
 
Any system would need to be capable of dealing with any permutation of circumstances, though.

You could, theoretically, plot a jump to, say, LHS 20 and a bunch of pleb's could board your ship.
You could then cancel that jump and, instead, plot a jump to Isinor, Sol or Achenar, thus requiring all your passengers to have Fed/Imp/Alliance permits.

Ideally, it'd be nice if, at the very least, an unauthorised passenger got a load of flashing red lights on the landing pad and then got dumped off the ship.

Trouble is, the owner of the Carrier can plot a course at any time, passengers can dock at any time, there's the issue of people docking and then logging out and then, on top of all that, there's the issue of the jump, itself, happening during server down-time.

The more I think about it, the more it seems like the only way jumps to permit-locked systems could be managed is by the rather mundane mechanic of unauthorised passengers simply being left behind.

Course, if ships like the Gnosis simply can't jump to permit-locked systems, FDev's initial plan is probably for the same restrictions to apply to Carriers too, in which case people will have to raise the issue with FDev so they can see if they can come up with a better solution.

Well, the system I described in my post you quoted wouldn't need to be capable of dealing with any other permutations of circumstances than some CMDRs trying to reach some in-system destination in normal space instead of supercruise (of which they are locked out without the permit). Which wouldn't be much of a problem if fleet carriers were placed far enough (e.g. 1000 Ls) from any other objects in the system.

The few unauthorised CMDRs who could reach Jameson Memorial after having kept boosting for 5000 nights and days would well deserve to land there without the permit I say. :)
 
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As has been said before in this thread the simplest solution is that Fleet Carriers are programmed so they can never jump to a permit locked system regardless of whether everyone has a permit or not.

Aside from closing down the possible loophole it would also prevent people spamming Fleet Carriers at Jameson Memorial. :)
 
In that case they could do similar to what happens with ships on Thargoid attacked stations - move the ships to the closest station. Can't really leave them in space in case they haven't fuelled / didn't bother to repair the bust canopy they landed with etc.

That still leaves an issue if they have implemented 'jump at any time', which I think they have talked about before - one minute you're on-board, waiting for the jump, next minute you're somewhere else. And not the 'somewhere else' you were expecting 🤷‍♂️

Uhuh.

I guess that's another thing they're going to have to consider.

If they go with a "jump at any time" system then it could allow for a bunch of flashing red lights on your landing pad and then you get ejected from the carrier in real-time - which'd be nice, IMO.
If they go with a "jump on Thursday" system then I guess unauthorised ships could either be left behind or, as you say, deposited at a nearby station... if you were in an inhabited system.

Trouble there is, the 'goids attack stations and the server update always brings a rescue megaship for all your ships to automatically be transferred to.
If you were in some random system 490Ly from Sol and you jumped to Sol, where would unauthorised passengers be transferred to?
The first inhabited system approaching Sol, presumably, which'd mean they still got a "free ride" of 400Ly or so.

As for people getting dumped in ships unfit for travel, screw 'em. That's the way the mop flops. :p
 
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