New Carrier Service Proposal

It would be nice to be able to Fit a Refinery Service to a Carrier. To be clear, I'm referring to the Action of Converting Minerals to Metals, not the Refinery Economy as a whole.

Functionality wise, the basic premise would follow the same principle as Refinery Contacts where one can convert minerals to metals. The conversion ratio could be the same or slightly worse than the station based service, something like 2.5:1, but rounded down to the nearest whole unit (it is a mobile refinery after all, so the same efficiency as a station service wouldn't make sense)
Furthermore, since it would be carrier based, this could be a service that must be scheduled and takes time to complete depending on volume (instantaneous conversions may be explained away on a station, but the carrier service wouldn't have pre-existing stock to give you in exchange straight away).

The Carrier Based refinery would be able to act upon materials in the carrier hold.
If you want something out of it you need to feed it with the required minerals, which would give mining an actual purpose outside of a few niche settings.
Feeding the refinery service with station bought minerals would be just as valid.

This would give a few more options when developing systems away from the beaten path, at least for the commodities one could refine if they had access to the required minerals.
 
While I agree, I think that carriers should have some limitations. Pick your primary role, so if refinery/mining base of operations, maybe you can't have exobio or you have shorter jump range than exploration carrier.

And some other balance considerations.
 
At the moment all services are optional, and each service takes up precious cargo space to some extent, so that's a balancing limitation right there.
You want refinery capability, then you'll have to sacrifice 'x' space for the privilege, since the machinery has to go somewhere.
This also adds mass to the carrier, so jumping an 'empty' carrier will take more tritium (no difference if the carrier is full up though)

Other conditions/limitation can be added if they make thematical sense: for instance, can't jump the carrier while the Refinery is active, or some such.
As long as the limitation makes sense, then go for it; adding an artificial limitation without a valid reason to back it up should be avoided, if for no other reason than to avoid pointless arguments after the fact as to why it exists to begin with.

If a fool wants to take their refinery into the black then let them: they are sacrificing cargo space for the privilege and will probably get no use out of it at all as things stand.
There are other playstyle mechanics one could unlock by allowing it, but it would depend on how willing the Devs are to add new stuff, but lets keep this thread focused on the refinery.
 
While I agree, I think that carriers should have some limitations. Pick your primary role, so if refinery/mining base of operations, maybe you can't have exobio or you have shorter jump range than exploration carrier.

And some other balance considerations.
They already have limitations, some seriously restrictive limitations, no need to add more. There is a theoretical maximum since every new service eats into the internal storage that much more, and currently the modules we have eat about 40% of the current internal storage. Give it enough time and there will be services that eat through ALL cargo space, so you have a carrier that's nothing but services.

I do think they need to give FC's a second pass, and we should be able to not only refine mats but BUILD things for sale on our shipyards and outfitters. A fleet carrier should be able to be the start of a commander's colonization and empire building.

the fact that colonization is still heavily dependent on existing systems is just expansion of the existing civilization. If you want true colonization. a commander with nothing but his fleet carrier and ships on board should be able to go into the depths of space and tame that wild space, building everything from scratch.
 
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