What if we are wrong about fleet carrier jump times?

Everyone is focusing on the common perception that it takes an hour to prepare a fleet carrier for a jump and another hour to cool down from a jump. What if this is not the case? What if instead, the fleet carrier jumps ON THE HOUR. This would actually make sense, in that there may be a new server "sub-tick" that happens hourly. Now if you initiate a jump at 5:00, then it will take an hour before the ship jumps, but if you initiate a jump a 5:55, then it would only take 5 minutes before the jump. This would also explain the cool-down. In other words, the two hour delay between jumps might be worse case scenario (with one hour between jumps being best case for those who want to buckyball their FC). But if you are only moving your FC occasionally, it might only take 5 minutes to get your FC to where you want it to be if you time things right! Just a thought.

PS: I know what the developers said in the livestream, but developers often make mistakes in communicating the nuances of how things work - it would definitely not be the first time!
 
Official Fleet Carrier Recap said:
The owner can decide to jump their Fleet Carrier at any time, but this does take some planning.
  • For a Fleet Carrier to jump, it will take one hour to prepare the crew, and the vessel for the jump.
  • Once the jump is complete, the Fleet Carrier will not be able to jump for another hour as it will need time to recharge.

Q. What is the Fleet Carrier jump process?
A. Fleet Carriers and their crew need to make preparations before the vessel begins its Hyperspace Jump. The preparations will take one hour to complete, and whilst this is happening, all Commanders in the vicinity will receive several alerts throughout the countdown, warning them of the time left until the jump commences. When the Fleet Carrier arrives at its destination, there will be a one hour cooldown before it can begin preparations to jump again. We'd love to hear your feedback on these timescales during the betas!
 
..patch notes..
You'll note in the OP that I address this. Stated another way, the patch notes have been wrong before. In fact, they have been erroneous a surprising number of times over the years (many times acknowledged and "patched" by the CMs later in the thread).

Tomorrow all the rich folks and put my theory to the test :D
 
Looking forward to everyone's thoughts about them, hoping someone uploads a video on youtube playtesting them for us consol players
 
It'll be an hour each end, I reckon, not on the hour.

The patch notes could be wrong, but that's a baseless hunch (at best), and I'll take their word for now.

At least part of the reason for the hour's charging time is to give commanders wishing to travel on the carrier an opportunity to finish what they're doing and get to the docking bay. Defeats that purpose if you can set it to jump at 13:59 and be gone before anyone knows what's happening.

There's also a whole sequence of sounds, announcements, and animations that probably takes an hour to cycle through.

Strongly suspect it will be a full hour.
 
One is preparing the carrier for the jump, one is for recharging the drive. Makes two by design concept communicated, not one.
That may very well be the "lore explanation" for a server tick. You're right, that's how it has been communicated, but maybe they got the specifics wrong. After all, the developer who made the FC couldn't even tell us how many pads it has (and when he did, he got it wrong).

Anyway, it was dumb of me to post this thread, not because I might be wrong, but because TOMORROW we'll be finding this out for ourselves. I forgot that the beta is so close when I posted. Speculation is better for when we have months before finding out, not hours. Sorry!
 
The only on the hour should be this:

1586175338421.png


More On Topic I took it jumps happen an hour from when you set them.
 
What I'm interested in here, is what is meant by "the vicinity" here

"all Commanders in the vicinity will receive several alerts throughout the countdown, warning them of the time left until the jump commences. "

Does this mean in the same instance as the carrier? same system? several systems over? if they docked there recently?

If it's the same instance, it seems 100% useless as a warning.
 
What I'm interested in here, is what is meant by "the vicinity" here

"all Commanders in the vicinity will receive several alerts throughout the countdown, warning them of the time left until the jump commences. "

Does this mean in the same instance as the carrier? same system? several systems over? if they docked there recently?

If it's the same instance, it seems 100% useless as a warning.

Its the same wake area that cap ships have. Be in the wrong place when they jump in or out and you get ruffled.
 
What if we would wait until FC are implemented and find out after buying one.
Or even better, we wait for the first patch until we buy one.
 
What if Old Duck is a Fdev and just opened this thread to mask this communication failure!?
"oh, we take your feedback seriously and are doing it now like the community wants it to" :D
Same as with the Butt Leather!!!
Too obvious, Old Duck, too obvious :D
 
What I'm interested in here, is what is meant by "the vicinity" here

"all Commanders in the vicinity will receive several alerts throughout the countdown, warning them of the time left until the jump commences. "

Does this mean in the same instance as the carrier? same system? several systems over? if they docked there recently?

If it's the same instance, it seems 100% useless as a warning.
Its useless too when I find out I'm somewhere else next day I log on again when the carrier decided to jump elsewhere. Mhm, the salt I can already taste of displaced CMDRs.
 
If the FC have a cargo capacity of 25K max tons, to fill with Tritium, and if jumping cost 5K, not only you need two hours for cooldawn and recharge of the FSD. In an Exploration Voyage you also can need hours, or days if you are alone, of mining tritium to continue your jump, every 5K lys, maximum. Think about explorers that don't like to much minning. Even if you can buy the first charge in the bubble.
 
Back
Top Bottom