a) Start your big deep space journey with +20,000t of tritium. That's enough to get you a very very long way.
that's less a solution to an issue with the enjoyability of a game mechanic and more a way to circumvent it. if it was just tritium impacted because fdev really wants you to buy it and only mine if absolutely necessary.. then sure, it's valid to make it really unattractive to mine. but it's generally how they balance 'value' in mining, by increasing the time you have to spend travelling between rocks and how many repetitions you need to do.
if the answer to 'how should i do this central gameplay for this thing i need' is don't.. then it's designed poorly. fdev should want players to participate in the mechanics they made available, not push players away from them.
b) When your tritium supply gets below 5,000t start supplementing it with occasional mining. Without too much pain the last 5,000t lasts for twice the number of jumps. If you don't like tritium mining plan your route accordingly. If you hate mining maybe ts worth planning ahead and move towards bubble or colonia.
it's not a matter of hating mining. that implies some kind of subjective bias or opinion. its like saying, if you hate getting sick, then do xyz. it's about a mechanic that does nothing to hide its contempt for your time as a player where the game loop you are being funneled into doing consists of mostly empty do-nothing activity because implementing something better would have taken longer than i guess anyone was willing to spend on it.
c) If you don't like mining, park your carrier at strategic locations. It doesn't need to go everywhere your ships go. Use it as a base. Exploring every fringe star requiring a +100Ly jump is obviously a bad idea if you aren't up for refueling. Strategic parking and exploring the neighborhood will save dozens of carrier jumps.
well i wouldn't think someone going out in the black is just carrier jumping system to adjacent system. its generally doing a 500 ly jump to some destination system whether you are exploring the area between jumps or not.
so i don't see how that saves jumps. the destination is the same, the shortest path is the same... so the number of jumps is the same.
sure, if you're crazy and have no course at all and just carrier jumping all over... but that kind of person obviously isn't concerned with anything being discussed here.
d) If you don't like mining, don't move your carrier for no reason. Traveling for the sake of traveling is pointless. Have a goal and a plan.
what if the goal is to live in the black and explore for years and you don't feel like being thousands of ly from your carrier at any given time?
dealing with the inadequacies of mining by avoiding the entire mechanic is not a good solution. nor should it be one fdev would want players to take in a game that consists mostly of empty systems you can only mine or visit and look at.
e) Why are you waiting for your carrier jump timer? That makes no sense to me. Either have the carrier travel (following or leading, whichever) while you do exploration activities, or land on your carrier and set the jump at the end of your play session.
because if i have a choice of watching a loading screen i have to initiate 12 times back to back across 15 minutes vs sit on the carrier and watch YouTube or literally do anything else, which is the better use of time?
if I'm 'exploring' during this journey then yea, you can not count carrier timers as wasted time. but that's a specific single use case, and doesn't get to apply to any of the others where you aren't interested in your journey becoming multiple times longer to take.
100% agree if a cmdr departs on a big deep space journey without a goal, basic plan, and prep.
If a cmdr wants to travel vast distances but doesn't want to mine tritium, figure out the best type of journey and method that fits. Before departing.
in here, your (and others) idea of prep is to cut out mining as much as possible. that's bad design. all you can do out in the black is mine and honk at systems or look at non reactive planets or basically do that on surfaces to plants.
why put so much of something in the game to only make it so unappealing that players would spend billions in credits to avoid having to do it?
if it were something avoided because it was hard and required skill that most players don't have that would be one thing... but it's avoided because it is objectively a boring, time consuming activity with little to no redeeming value.
what i disagree with is not that the player isn't 'doing it right', it's that the 'right' way to do it shouldn't be, 'avoid doing it' when that thing is one of the central game roles the whole game is built around players doing.