🛑Stopping Fleet Carrier Campers or Squatters

I think Player owned Fleet Carriers should have a time limit on how long their Fleet Carrier can be docked in a busy system.
Examples of Busy Systems: Systems where Trailblazer Colonization Ships are located, areas close to CG drop off points, and so on.

The Issue:
🔵 Some players dock their FC in one of these high traffic areas and never leave. Since Trailblazers started nearly 6 months ago, the Trailblazer systems have had many of the same FC parked there.. And have not left. Like right now, go to any one of those Systems, and they are still full. And most of us are out doing the 4 Week CG for credits. So why are these FC still there collecting space dust?
🟡This could due to the Commander has not logged in to the game for a while, or left the game.
🟡 Maybe the Cmdr has more than one account and is using another FC on their other account.
🟡 Maybe they just don't care they are taking up space :poop:

🔵 Having the limited spots available makes hard for other to get what they need.
🟡 Why are the spots limited to 16 or less? Plenty of room for more people. More than likely a server constraint since FC appear in all instances.

🔵 So, my suggestion 🔵
🟥Make these systems require a Limited Time Parking Permit 🟥
We all use these in real life when visiting downtown areas, or places with limited parking, so why not in game.
Each FC holds up to 25K in cargo. With a Panther that is 21-25 hauls/loops. Just a bit more with other ships.

🔴My idea: Think of this like when you used to rent movies at Blockbuster (or whatever you had back in the day)
🟡 Parking Permit for up to 2 Days (2 day video rental) It only take 2-3 hours to fill the carrier
🔰 If you are not gone with the eluted time, you are kicked to a nearby system at the cost of Fuel and a "late fee"
🔰 The "late fee" is added to your weekly carrier upkeep payment.
🟡 Once you leave, you cannot "rent" again for 12 hours.
🔰 Unless you leave earlier than the deadline, by at least 6 hours.
🔰 By returning you rental early, I mean leaving early, you are allowed to return within 2 hours. Because you have a station to build right. Or a CG, a mission... Whatever 😂
 
Last edited:
Arrggghhh... my eyes. If you don't have any content, make up for it with form?

Anyways, the only real question in this rant
Why are the spots limited to 16 or less?
has been answered - repeatedly. FCs are not like ships, bound to instancing, but like stations, bound to the system. And the system descriptor simply doesn't have any more space left.
 
Hi :)

No it doesn't. Just park in the next system over.

Actually the OP has a valid point. I tried to jump to a system near the CG drop off system today and the only place I could find was two systems away.
It makes it a lot easier if you can actually see inside the system you want to jump too (which I personally could), but in a lot of cases you can't, unless you've been to those systems at some time beforehand. If you can see inside that system you've a better chance of seeing how many carriers are in there which gives you a good idea of whether there are any spare spaces.
If you can't see inside that system then it's a pot luck situation whether when you click on that system and get your carrier to jump to it. You could be trying different systems until you get the 'jump successful', which sometimes can be very time consuming.

Quite a lot of CG's are in systems that some players initially haven't been to before, so there lies the problem.
One solution is wherever the CG is or any other activity that encourages dense carrier activity it's wise to scan out some of those surrounding systems initially so's you can bring up those systems on the GAL map and make your choices more quickly and easier.

The age old problem (If it is a problem to some players) though is the persistence of some carrier owners to prolong their stays in areas for example engineers systems. This doesn't really bother me personally but as a game mechanic it's not ideal, is it? 🤷‍♂️
As for limiting the carriers to a certain time frame in a system, that might tend to be so complicated as to be unworkable in reality. Imagine ousting out a players carrier in who's system that player has claimed in the course of colonisation, it's not likely perhaps currently, but the potential is there in the future for this to happen.

Hi :)
No, you can't always get what you want
You can't always get what you want
You can't always get what you want
But if you try sometime you'll find
You get what you need

:LOL:....I know this song lyric quite well!....just look at my forum name as a clue.:D...rock on!

Jack :)
 
Maybe a work around is that trailblazer ships move location on basis of population to low areas of the bubble based on population and on the fringe or so on. Announced once they arrive. Maybe they do already, I don't know as don't use them. Probably a sticking plaster anyway. Alternatively they jump in to systems with no planets or moons to minimise carriers in the system but to be honest I can't imagine it's a huge issue as others have said to park a few systems out.

Personally I'm still waiting for a individually owned carrier, thats fully versatile and flyable before I take the plunge but thats for another thread.
 
Ahh... well, if you're so desperate for a parking slot that you revert to name-calling, I'll make you an offer:
my carrier R. Buckminster Fuller QFF-OTY is currently parked in Piscium Sector QI-T B3-5, one jump out from Minerva.
Drop me 300 tons of Tritium, and I'll mover it. Either through the depot or my carrier market, I have an open order at 5% galactic average.
 
Maybe a work around is that trailblazer ships move location on basis of population to low areas of the bubble based on population and on the fringe or so on. Announced once they arrive.
yeah this is probably the best solution, CGs rarely have the problem of "a bunch of carrier clogging up the slots owned by people who haven't logged in for months" because they aren't a system-of-interest for that long, most of them clear out when the CG is over, and those that do stick around idle aren't generally there in enough numbers to be an issue.

Engineers and trailblazer systems, on the other hand, have problems because they're static locations. I wouldn't be surprised if some of the engineer system carriers haven't moved in over a year.
 
Arrggghhh... my eyes. If you don't have any content, make up for it with form?

Anyways, the only real question in this rant

has been answered - repeatedly. FCs are not like ships, bound to instancing, but like stations, bound to the system. And the system descriptor simply doesn't have any more space left.
Sorry Charlie Brown. "Arrggghhh."
Not a rant, just tired of people parking and leaving their FC to collect dust in an area where others need to go.
And yeah, I understand how Carriers are like a Station, they are in all instances. Which I why I made the comment.

But Capt. Hook made a good point too.
The easier thing may be to just have the Trailblazer ships move around every so often.
 
Back
Top Bottom