Proposals for the "too many FCs in some systems" issue

As people said, give us an option to filter them out of the system map, which also makes them vanish off the ship HUD too when we're in that system. We shouldn't have to see another carrier again if we don't want to.

I would also quadruple the weekly maintenance costs for any Carrier that's in a system with a station or outpost already. Call it a tax duty or something. You want to bring your own personal "station" to a system that already had an existing one, then you better be prepared to pay for it, because yours is not needed there!

Carriers were a great addition, but Frontier ruined them by making them so easy to get a hold of (a few days mining), and so easy to maintain in the long run (a few days mining). They should have been squadron assets like they were originally intended to be, 50 billion minimum outlay, 100 million a week running costs.

All they are now are the Anaconda Mk2. A plague to the game.
 
Implement a system where if a FC owner does not log on to the game in a certain amount of time (3 mo perhaps?) the FC is de-instanced from the servers. Not decommissioned, just removed from the galaxy as an object. Give the owner a menu option to re-activate it at no/little cost.
That's the solution I wrote in my post. So I'm agree with that. A "phantom" system/list the user will never see.
 
A combination(?) of the proposals 1 and 2:
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If a carrier in a crowded system is once marked as "abandoned,"
put the carrier in the state of "visible to the owner only".
(Maybe some special parking lots for this state need to be added to the ends of exiting parking lot arrays.)

In this state, like some POIs, the carrier is only visible in the owner's game instance.
The owner can interact with his/her carrier, but to make the carrier visible to all again, at least one jump needs to be performed.
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Of course there will be many corner cases which cannot be handled straightforwardly with this approach,
for example, handling ships and modules stored by nonowner CMDRs,
but at least I think that we can avoid to relocate the carrier to somewhere far from the original position.
 
What about auto movement for fleet carriers that have been at a system or body for a long time, say, a month, which will be marked in the system map when selecting a body for jump, that causes that idle fleet carrier to auto jump to a nearby system or body in the same system, if someone else tries to jump their carrier to that body or system and there are otherwise no free slots? This would allow for long term waypoint carriers in deep space to stay mostly put while allowing more popular systems to be jumpable to.
 
What about auto movement for fleet carriers that have been at a system or body for a long time, say, a month, which will be marked in the system map when selecting a body for jump, that causes that idle fleet carrier to auto jump to a nearby system or body in the same system, if someone else tries to jump their carrier to that body or system and there are otherwise no free slots? This would allow for long term waypoint carriers in deep space to stay mostly put while allowing more popular systems to be jumpable to.
The problem with that is as a new rule, active players community can manage to move the carrier from other players. You're creating a new mechanic to play.
The auto jump should be free tritium consumption? Can players to play to leave a carrier tritium-dry?.
I hope to explain myself.

I would like to find my carrier where I leave if I can't play over half year.. or the game ask me that I would choose a new available location because my "old" park spot is taken for inactivity, even if I finish in negative tritium Depot I should to compensate thereafter.

I assume costs per week (adjusted by myself), but as any other game with a savegame I have, I would like to return to my game where I leave it.
 
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