What if we are wrong about fleet carrier jump times?

Viajero

Volunteer Moderator
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

Yeah, the notes are not 100% clear cut. So hopefully the beta can clarify.

Regarding reasonable times of cooldown in between jumps a way to see it is asuming a mean time between jumps with regular ships (including re-fueling etc), say 3 minutes between arrival to one system and arrival to the next, and them multiply by a reference LY range. Varying the LY range based on the population you want to refer to can help understanding if the FC times make sense or not.

For example if we asume that the average jump range of the player base is around 20 LY then an "average" ship can make 20 x 60/3 = 400 LY in one hour. Based on this you can tweak FC times and make them more agreeable/reasonable. Just throwing some numbers as a way of example here, do not need to stick to these.
 
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Yeah, the notes are not 100% clear cut. So hopefully the beta can clarify.

Or maybe they can introduce some changes and tweaks, if the proper feedback is given :)

For example if we asume that the average jump range of the player base is around 20 LY then an "average" ship can make 20 x 60/3 = 400 LY in one hour. Based on this you can tweak FC times and make them more agreeable/reasonable. Just throwing some numbers as a way of example here, do not need to stick to these.

That "average" ship 20 ly jump capacity is not as near as the average one for exploration can do, or even as can do the typical long range ships for mining or long trade runs. Note the critics around the utility in exploration, and time sinks.
 
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Viajero

Volunteer Moderator
Or maybe they can introduce some changes and tweaks, if the proper feedback is given :)



That "average" ship is not as one for exploration, or even as long range ships for mining or long trade runs. Note the critics around the utility in exploration.
Just throwing some numbers as a way of example here, you do not need to stick to those.
 
Just throwing some numbers as a way of example here, you do not need to stick to those.

Of course, but if the average exploration ship is more around 40-60 ly per jump today, that is a huge difference with the patch notes about the FC capacities. This can be a so huge tweak, that maybe they need to rethink about their maths, like in trade logistics?.
 
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Viajero

Volunteer Moderator
Of course, but if the average exploration ship is more around 40-60 ly per jump today, that is a huge difference with the patch notes about the FC capacities. This can be a so huge tweak, that maybe they need to rethink about their maths, like in trade logistics?.

Well presumably the FC jump service would not be used just by exploration ships, but also everyone else. It is fine if some dedicated explo ships can outperform FC in a LY / hour basis, much like there should be many other ships that would underperform and therefore see the FC as a useful thing. Striking that balance is precisely the point about quantifying the discussion a bit.
 
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.
As I see it the only decisive question would be if the next jump can be triggered immediately after arrival, so that cool down and preparing can overlap - or do you have to wait out the cool down first and then trigger the jump (and wait another hour). I think the 2 lines above are not quite clear about that. The difference would be significant though: One versus two hours between each jump.

Don't forget the Tritium farming, when you can't buy more (out of the bubble tipically, for example), please. That seems to be, a lot of time consuming, for a personal ship (even with friends). More than two hours.
 
I can afford a Carrier easily. Under current costs I will not. I will wait to see how they are at release in June. If costs remain the same pffttt. I will then look forward to the paid update at years end. I am sitting on my cash till something comes along I want to buy not a millstone around my neck.
 
I still wonder if there is a coding/timing/server issue on updating everyone's system map. If these things weren't treated as visible features on the map, but as player ships, you could probably have shorter cycles. I am surprised that they didn't anticipate the system map pollution, and opted for the fixed asset as opposed to player ship approach.
 
Of all the multiple inconveniences of "fleet" carriers, the cooldown between jumps is actually the one I find the lesser pain in the behind.
 
Wow, it's clear 1 hour spool up 1 hour cool down
Believe me I have lived the dream of making a carrier jump twice. I will never that time back.
 
I am in no hurry about this. There will no doubt be changes in them when they are released in June. With the paid update at the end of the year there will be more to consider. I am willing to wait on both counts. One other thing that causes me consternation is you can't actually pilot the carriers all you can do is jump them. Not fun in my opinion.
 
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I've decided that jump time is sleepy time. Do what I need to do while I'm awake then schedule a jump as my last action before going to bed. Wake up 500Ly away.
 
I've decided that jump time is sleepy time. Do what I need to do while I'm awake then schedule a jump as my last action before going to bed. Wake up 500Ly away.
This would my by approach as well. Jump before bed, explorer wherever I end up the next day (and perhaps mine for fuel), then rinse and repeat. IF I were interested in a FC, that is.
 
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