Systems with Trailblazer Megaships have 160+ Fleet Carriers. Can't even jump there.

The systems are full. You can't jump in unless you try right after someone else has left, and you just get lucky. Or find a system close that isn't also full.
Even if I could jump into one of these systems how is the framerate? Is it even playable?
It appears we need another 50 Trailblazer Carriers spread throughout the bubble. Those would probably fill up too.
What's the plan FDev?
 
The trick is, while everyone is distracted with the Trailblazers, to park your carrier next to one of the huge refinery stations in the bubble itself and load up there.

Even if I could jump into one of these systems how is the framerate? Is it even playable?
Didn't have any trouble when I visited one a week or so ago. Carriers don't seem to cause a problem with that sort of thing if they're just sitting there.

(I'll be heading back down to one for some EPCs in a day or two, so if it changes I'll mention; everything else I can get in sufficient quantities closer to my colony anyway)
 
The systems are full. You can't jump in unless you try right after someone else has left, and you just get lucky. Or find a system close that isn't also full.
Even if I could jump into one of these systems how is the framerate? Is it even playable?
It appears we need another 50 Trailblazer Carriers spread throughout the bubble. Those would probably fill up too.
What's the plan FDev?
No problem playing in them at all, as long as you filter out FCs in your Nav panel you will be able to jump in and load your T8 just fine.

Of course lots of outposts and planetary stations elsewhere will be better stocked and less crowded.
 
Why even use a carrier unless the system you develop is >80 ly from the nearest Refinery station, or your primary port is >100000 ls from the main star? You just double your amount of landings and transferring from carrier to transport ship takes a considerable amount of time.
Not sure I follow.
I find a station that has the most materials I need, jump to the system to get the layout, jump my FC there to orbit the planet closest to the station, (wherever it is, 50 - 500 Ly away), grab my Hauler with 792 tons of storage and fill it up and transfer it to my FC. When I have everything they have to offer I jump the FC to the next station that has whatever else I need, rinse and repeat.
When I have everything I jump to my system and unload everything.
The Hauler only has a jump range of 31 Ly,
My current Orcus Extraction Settlement will take 8 trips at 792 tons for a total of 16 jumps back and forth to/from the FC to station.
IF the station was 80 Ly from my settlement that would be a total of 48 jumps - 3 jumps to station, fill, 3 jumps to my settlement. 6 jumps per 792 tons times 8 trips (assuming that system had everything I needed, which I have yet to find EXCEPT at the Trailblazers.
And when my FC jumps, I go make a sandwich.
Unless my math is wrong, which means no sandwich. :confused:
 
The trick is, while everyone is distracted with the Trailblazers, to park your carrier next to one of the huge refinery stations in the bubble itself and load up there.


Didn't have any trouble when I visited one a week or so ago. Carriers don't seem to cause a problem with that sort of thing if they're just sitting there.

(I'll be heading back down to one for some EPCs in a day or two, so if it changes I'll mention; everything else I can get in sufficient quantities closer to my colony anyway)
For real. The only thing I was thinking of visiting one for is to grab some of those things like muon images and emergency power cells in one trip. Maybe structural regulators since the supply in most places gets absolutely ravaged, but if I tinker about with my loadouts I can swap to a T8 and visit my own hightech outpost for a lot of things rather than actually visiting a large hightech station.
 
The trick is, while everyone is distracted with the Trailblazers, to park your carrier next to one of the huge refinery stations in the bubble itself and load up there.


Didn't have any trouble when I visited one a week or so ago. Carriers don't seem to cause a problem with that sort of thing if they're just sitting there.

(I'll be heading back down to one for some EPCs in a day or two, so if it changes I'll mention; everything else I can get in sufficient quantities closer to my colony anyway)
I went through 4 Trailblazer systems before I found one that would let me jump in. If I hadn't found one I would have done what you suggested.
I noticed that when I'm in one of these systems jumping to supercruise tends to lose my target. I select the Trailblazer and jump to supercruise and next thing I know my target is some other fleet carrier. I have to slow down and reselect the Trailblazer. PITA if I don't see that happened and disengage at somebody else's FC.
 
I went through 4 Trailblazer systems before I found one that would let me jump in. If I hadn't found one I would have done what you suggested.
I noticed that when I'm in one of these systems jumping to supercruise tends to lose my target. I select the Trailblazer and jump to supercruise and next thing I know my target is some other fleet carrier. I have to slow down and reselect the Trailblazer. PITA if I don't see that happened and disengage at somebody else's FC.
As far as i know, thats a bug due to your target location being recorded as a position in a list, thus bugging out and changing every time the list changes due to carriers jumping in/out.

But yeah, the FC parking system could do with being overhauled, in order to allow people to properly park it near popular stations, be able jump into /out of rackham's peak (real gridlock around those parts) .
That said, with how broken, and bare bones and boring haulfest colonisation gameplay is, pp2 merit activities still being "temporarily disabled", carrier ghost buying, slow transfers still being around, and how slow fdev is to do anything, im not sure i would rank it up high on the priority list.
 
As far as i know, thats a bug due to your target location being recorded as a position in a list, thus bugging out and changing every time the list changes due to carriers jumping in/out.

But yeah, the FC parking system could do with being overhauled, in order to allow people to properly park it near popular stations, be able jump into /out of rackham's peak (real gridlock around those parts) .
That said, with how broken, and bare bones and boring haulfest colonisation gameplay is, pp2 merit activities still being "temporarily disabled", carrier ghost buying, slow transfers still being around, and how slow fdev is to do anything, im not sure i would rank it up high on the priority list.
No you're right, in regards to priority losing your target is pretty low. Quite sure there's a bug or two written up already and FD knows about it.
Cheers!
 
The systems are full. You can't jump in unless you try right after someone else has left, and you just get lucky. Or find a system close that isn't also full.
Even if I could jump into one of these systems how is the framerate? Is it even playable?
It appears we need another 50 Trailblazer Carriers spread throughout the bubble. Those would probably fill up too.
What's the plan FDev?

I hope I'm not being too crazy but can someone explain what the appeal of starting a colony is? Doesn't this just let you create a cookie cutter copy of one of the existing stations and settlements, just like all the other thousands? Is it just the naming rights that make them so incredibly popular?
 
I hope I'm not being too crazy but can someone explain what the appeal of starting a colony is? Doesn't this just let you create a cookie cutter copy of one of the existing stations and settlements, just like all the other thousands? Is it just the naming rights that make them so incredibly popular?
I tend to agree with you somewhat. Once it comes over to Colonia I will do it, but it will probably be a 1 and done thing for me.

So I would say your not crazy but... ummm... :p
 
IF the station was 80 Ly from my settlement that would be a total of 48 jumps - 3 jumps to station, fill, 3 jumps to my settlement. 6 jumps per 792 tons times 8 trips (assuming that system had everything I needed, which I have yet to find EXCEPT at the Trailblazers.
It's not hyperspace jumps that take time, with a short SCO boost I'm away from the star's heat zone and ready to go right at the end of FSD cooldown. It's the landings and (to a lesser degree) takeoffs and carrier-based transport doubles the amount of them. Also, if you have a variety of "souvenirs" on your carrier (I have a lot of thargoid and guardian stuff I've collected) finding the goods in inventory you need for building is a mess, then transferring 700+ to your ship is slower than buying from station. Oh, I also have 11000 tons of ³H reserves that I'm not willing to sell off.

I can do the round trip to the Trailblazer megaship ~60ly away in around 15 minutes, around third of which is landings (it'd be even slower if I used autodock) and the round trip to the surface station 31 ly away that has all the bulk material in 10...12 minutes. One round trip for loading or unloading a carrier is somewhere between 5 and 7 minutes depending on whether there's a straight line between the station and carrier or I need to maneuver around the planet and whether or not I manage to time SCO perfectly or (more likely at those Mm scale distances) over/undershoot.

It takes me slightly over 2 hours to build a T2 orbital installation and 5 hours to build an orbital outpost without carrier support. The carrier wouldn't cut this time down, and even if it did slightly, it's just not worth the extra hassle.
 
I hope I'm not being too crazy but can someone explain what the appeal of starting a colony is? Doesn't this just let you create a cookie cutter copy of one of the existing stations and settlements, just like all the other thousands? Is it just the naming rights that make them so incredibly popular?
The first three of these apply to me, the other two seem fairly common for other people
  • You get precise control over placement of planetary constructions, so you can make them a fair bit more scenic than the average existing one.
  • If you're hauling anyway, having the outcome of that be "a system evolves" rather than "some BGS faction you don't care about gets +0.8% influence and +2mm economic slider" or "your Power gets 10 CP in a system no-one cares about" is a more interesting outcome even if we don't actually need any more systems.
  • If you're into figuring things out by trying them "what happens to my system if I build one of these?" has huge room for experimentation.
  • BGS-supporting groups that have been trapped in by bigger neighbours can use the squadron link to make their own space somewhere else and start over
  • People outside Colonia can (with sufficient time and effort on building the link) enjoy the "station in a nebula" look more.
 
I hope I'm not being too crazy but can someone explain what the appeal of starting a colony is? Doesn't this just let you create a cookie cutter copy of one of the existing stations and settlements, just like all the other thousands? Is it just the naming rights that make them so incredibly popular?

The first three of these apply to me, the other two seem fairly common for other people
  • You get precise control over placement of planetary constructions, so you can make them a fair bit more scenic than the average existing one.
  • If you're hauling anyway, having the outcome of that be "a system evolves" rather than "some BGS faction you don't care about gets +0.8% influence and +2mm economic slider" or "your Power gets 10 CP in a system no-one cares about" is a more interesting outcome even if we don't actually need any more systems.
  • If you're into figuring things out by trying them "what happens to my system if I build one of these?" has huge room for experimentation.
  • BGS-supporting groups that have been trapped in by bigger neighbours can use the squadron link to make their own space somewhere else and start over
  • People outside Colonia can (with sufficient time and effort on building the link) enjoy the "station in a nebula" look more.
Absolutely.

There are so many dull bases/ports around the Bubble that certain ones always stood out (is it Black Hide in Wyrd that I always liked dropping into - a big crater-side base with the primary star looming large in the sky every time you rose up from the depths of the base?) Being able to make the most of the landscape and create interesting locations is just fun, hopefully others may visit and appreciate the effort. I'd even delve into my ARX reserves to name them in such a manner that they may stand out as potentially interesting to a passing Cmdr (should they even scroll through their Nav panel on their way through.)

As someone who has been enjoying PP2 I'd like to build something that I can enjoy and make use of within the realms of that even if it takes a huge amount of effort to eventually make it happen.

Huge amounts of hauling aside; planning, experimenting and observing the effects of what you've done is pretty engaging to me. I hope to get things right but accept that what does occur may be more interesting than what I expect to occur.

So whilst the assets are the same as we've had before, the agency we now have to deploy them and, potentially, arrange them as a linked and viable 'eco-system' is quite fun...for some at least.
 
The systems are full. You can't jump in unless you try right after someone else has left, and you just get lucky. Or find a system close that isn't also full.
I've been jumping my carrier in and out of one of these systems in the last week with no issues. The system is chock full of carriers but I've still been able to jump in there, even if it does place my carrier 1300ls from the megaship.
 
I hope I'm not being too crazy but can someone explain what the appeal of starting a colony is? Doesn't this just let you create a cookie cutter copy of one of the existing stations and settlements, just like all the other thousands? Is it just the naming rights that make them so incredibly popular?
There will be many reasons besides the sensible ones mentioned by @Ian Doncaster because we can will be right up there as will various role play reasons.
My reasons for colonising a system will include wanting to make a slight difference, a good helping of what if, and a large helping of because I think I can.
The structures will be the same as found elsewhere but the layout of the colony will be much more idiosyncratic.
For some prepared to pay the Arx naming will be a driver.
 
even if it does place my carrier 1300ls from the megaship.
And at that point, it's often easier to park your carrier within 5ls of the main star of the system next door. Particularly if the Trailblazer is closer to the main star in its system than to your FC....
 
The question isn't if Fdev have a plan...because we all know they don't.
The real question is why on organisation with so many very intelligent people don't have a plan, and why they seem completely unable to predict problems like this.
 
And at that point, it's often easier to park your carrier within 5ls of the main star of the system next door. Particularly if the Trailblazer is closer to the main star in its system than to your FC....
Yes, that can be easier. Using boost on the SCO drive makes the distance a non-issue though.
 
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