Piracy and Smuggling Fleet carrier mobility

The ability to jump a fleet carrier when ever you want is a good thing for those of us on the wrong side of the law.

I'm quite a celebrity in some systems and there's even a little warning light in my cockpit that flashes Wanted up when there is a high chance I'll encounter a fan looking to for an autograph. So being able to dock and refuel without those pesky fanboi System Authority coming after me will be really handy.

As will the ability to make like a tree and branch out into another system quickly.

Which made me think about refuel. You see Piracy is something which requires mobility. PvE Piracy requires Boom states which come and go (Especially when you steal all the diamonds) while PvP Piracy requires CG's or special events or mining rushes which again move around.

Smuggling too, by its nature also requires a high degree of mobility. You need to take a perfectly legal commodity from one place to a place where suddenly it is not so welcome. And then go back for more.

So what I'm thinking is that doing these two activities will be a bit difficult if the refuel is pure grindium.

As an example, imagine using a fleet carrier to shift your T9 full of narcotics into that federal democracy. Load up on drugs, dock, massive friendship drive detected. Woohoo! Party time! Then grindy grind to refuel. Go back to the fun Anarchist Agricultural system, fill up on drugs. Grindy grind refuel. Jump back, woohoo Party time! Repeat.

Might as well take a 180 ton python there ten times.

Being able to store cargo onboard would be handy. Imagine how happy the Anarchist farmers would be when they ask how many tons of drugs you want to buy and you open the cargo doors on a fleet carrier.

"All of the tons"

So yes, I am excited by the potential of Fleet carriers but also have a concern the gameplay on offer may not match actual play style.
 
I don't see the fleet carrier as a day-to-day ship. In my eyes, it's a somewhat mobile base, not a ship you can use to jump back and forth between systems. Maybe a maximum of 1 jump per day on average, but not more. In fact, I would like the idea of fleet carriers needing a fixed amount of hours collecting fuel before the next jump, much better than having to spend gaming time manually replenishing the fuel tank. 24 hours scooping sounds good for a start, and maybe with time you could get it to 12 with better scoops. In my game time, I would like to, well, play the game, not grind fuel. It's better having to wait 24 hours for your next jump than having to stop doing everything you want to do for 2 hours.

About your example with the T9... as you put it, you can do it better without a fleet carrier. The carrier would be good for extended operations, where you need to spend days operating in or around an area, or change ships often. I would have used them for far off CGs where you need 2 or 3 different ships, or when doing the guardian modules. I had a hard time parking the Conda near the ruins, would have changed to a smaller ship if able...
 
Hi! Welcome to the does premier Fleet Carrier thread for the discerning Criminal!

Unlike some of the more common threads you will only find reasoned discourse and intelligent answers.

There are no memes of Powerplayers in Nappies allowed.

Right that's the team briefing out of the way.

Regarding your point, yes that's what I'm thinking. I will dump my Smuggling / Pirate carrier into a system and then operate from there. I spend quite a lot of credits shipping my single role ships about. My Pirate ships tend to have a small range so if I have a big haul I usually have to wait for something with a bigger jump range to go and sell the gear.

Having that ship available will be useful but I don't particularly want to have to spend a couple of days refuelling. Also, I don't want it to actually cost me more than Galactic Logistics currently do.

I saw a Brewer Corp logo on one of the Mega ships so I'm guessing it's them that make them. Really hope they aren't a subsidiary of GL!
 
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