NPC refuelling of Carriers

From what we know so far, it seems that Carriers will require 1 ton of fuel per lightyear jumped (unless shorter jumps are more fuel-efficient, as with the FSD), have a 1,000t fuel tank, and have up to 25,000t of cargo storage (minus what is used up by installing upgrades, so only a barebones Carrier will have this amount). We can buy fuel from Refinery economies, or mine it from icy rings in "surface and subsurface deposits".

So we face the rather daunting prospect of mining thousands of tons of material if beyond refuelling range from a station. Perhaps manageable for a large group (which may have been Frontier's intent), but not practical for a lone player. But fortunately we are not alone, the Carrier has a crew.

My suggestion is that when the Carrier is parked in orbit around a planet with icy rings, the crew should be able to go forth and mine fuel at a modest rate. Maybe 1 ton per 5 minutes per person, where the Carrier always has one person to do this, but our NPC copilots can also help. We can have up to 3 of these, but currently there is no good reason to have more than 1: but if they can quadruple the speed of the fuel-gathering process, that becomes a good reason!

At the maximum rate of 4 tons per 5 minutes, it will take about 20 hours to fill that 1,000t tank, so a player could log on once per day to transfer the fuel to the cargo hold. The crew should be paid for this, at a rate comparable to buying the same amount of fuel at a station, so it isn't "free fuel" and can't generate revenue unless sold at a markup. And fuel-gathering is suspended during hyperdrive spinup/cooldown, so a Carrier that is jumping a lot won't be gathering fuel.

Of course the player can also help mine fuel, and a large group could mine it a lot quicker. But otherwise it doesn't seem reasonable that the Carrier is totally dependent on the captain taking out a mining ship and zapping ice chunks while everyone else onboard does nothing at all.
 
One caveat to this: the physical location of your copilots has always been a bit vague, if you've been flying a ship without a fighter hangar (or a passenger compartment). They're always hanging around the crew lounge in any starport. But in this case you should probably assign them to the Carrier (when you're on it) and have them unavailable to you otherwise.
 
In Beta, I am sure they will iron this out a bit. This is obviously going to come up. I do wonder if carrying less than the 25k will increase jump range and make jumps more fuel efficient, as they do with the normal FSD. Maybe. Maybe not. I'd like to think so, but who knows?

I do like the idea of using crew members. I would think that an elite pilot would mine more quickly than a harmless pilot. I also think they could get jumped by raiders, just like any other miner, Player or NPC. So, the carrier should be carrying the ships that will be so used; the crew members are sent out only while the Player is offline in those ships. (or maybe not) They would mine as a wing, if more than one, and would mine for anything. Set priorities on what they are mining, which may or may not include Tritium. Set parameters on when to flee, and when to fight if jumped. They could be engineered, or not even "A" rated. If you had three crew members, for example, one could pilot an Asp Explorer rigged for mining, and the other two could be Imperial Eagles rigged for protection. The mining rate would be based upon the Asp Explorer, its ability to mine, refine and carry the cargo back to the fleet carrier. If in a low threat zone, they would pretty much max out their potential rate of mining. The more options they have to mine, the quicker they can mine. Higher risk areas slow them down and run the risk of even being destroyed, and certainly would slow their production down, if they had to flee. You might even send out 3 Type-9 miners. Then the mining rate would be based upon what they could collectively mine and get back to the fleet carrier in total. If the fleet carrier was close by, the mining would be quicker. If off a ways, it will take longer.

It could even interface with other player characters in Open Play. Maybe allow the owner to fly in wing with them, so being offline is not required. Maybe allow other friends to join their wing, increasing their productivity. I personally don't like those ideas, since it would probably require keeping track of what was actually mined and probably have too much server load, slowing the game down for everyone. I think it would be better to abstract it and not allow anyone to join that wing. But, attacking that wing, or protecting that wing (while not part of the wing, per se) would be an interesting twist. There are plenty of players who would want to gank those ships, just for fun or maybe for spite, and it could lead to some interesting game play and strategy. I maybe could protect my wing, (in Open Play, which I usually avoid) and take a ganker or two out, or get my butt kicked by them. The central idea is that they would be out in Open Play. If you were doing deep exploration, few gankers are going to be able to even get out to where you are to mess with you. But, in the Bubble, it gets more interesting. People can mess with each other if they are trying to use this capability. If they are happy to just buy the fuel and not mine at all, no-one can mess with them. Or, they could buy the fuel, but be mining something else, potentially more profitable, but with considerably more risk. Higher risk, higher payoff.

I doubt they (FDevs) could get this into the upcoming Betas, but if they wanted to go there, they could schedule another Beta to test it out. Should they do so, I would probably want to be in on that Beta. I don't plan on being in the fleet carrier Beta at this point, but will be looking for this if it comes to be.

I like the concept. You suggest mining rates. I think that would be something to iron out in Beta. An index/matrix could be set up before testing and then just figures need to be adjusted. You limit the concept to Tritium. I think that focus is too narrow. I find mining to be the worst of the grinds out there. Anything to make it more exciting is good, in my book, even if it means I find I am no good at it and get my head handed to me a few times...

;'{P~~~
 
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The Fuel Rats may soon be investing in Type 9/10s. They could easily charge for their services when it comes to FC though if they so choose.
 
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