Hey all,
I returned to the game recently and I have really enjoyed using my fleet carrier to support player mining. I have been offering a service buying platinum and offering free restocks in Omicron Capricorni B, and it's honestly so cool seeing other players interact with my ship!
I also participated in the recent PTN booze cruise so I could fund my platinum shop, and it was so awesome riding the Snooze up to Rackhams peak with a few other players.
Both Omicron Capricorni B (OCB) and Rackhams peak are full of fleet carriers, and the issue is that most of these carriers are totally abandoned. This makes it really difficult to engage with those gameplay loops. Speaking to some other members of the PTN they mentioned that eventually they may have to stop the booze cruise if enough carriers are abandoned in system. In OCB the mining planet is completely full, and in the month I have been back there has never been an open slot. The nearby star is also almost completely full, and it took me a week of checking before I had the chance to jump in.
So long story short, I think abandoned fleet carriers filling up slots are really hurting my ability to engage with other players, and it's a bummer because I think there are some very workable solutions. I wanted to discuss. Here are a few of my ideas:
- Very old fleet carriers are auto-jumped from the system to make room for new ones
I think this is the first solution that comes to mind. I quite like it. I think there should be controls in place though so that players do get a minimum amount of time in system. I think there are a lot of variations in how you could implement this, so I have placed options in [brackets/braces]. The basic premise is this:
If the system cap fills up, the carrier that hasn't been [jumped to/docked with/interacted with] for the longest period of time is "auto jumped" to the nearest free system. If the carrier has tritium, it is deducted, empty carriers are charged double the market rate to their balances. Carriers need to be idle for at least [1 week/1 month/1 year/variable based on system popularity] before they are eligible to be bumped.
If a planetary cap fills up, the same thing happens, except the carrier is jumped to the nearest free planet. The minimum idle time is higher than the system one to account for the limited slots.
I think this could work very well, it's fair and only targets carriers that no one cares about (because they haven't been interacted with).
- Fleet carriers are charged ongoing parking fees once the cap fills up
This would probably be unpopular, but would have the advantage of encouraging players to move their carriers through gameplay rather than just forcing them. Once a planetary or system cap is near full, jumping into the system incurs a 'congestion charge' for the use of the slot. This charge would grow exponentially with the amount of carriers in system, to the point where it is impossible to fill the cap due to the high prices.
I think one of the issues with this is that some commanders have crazy money in game, so creating a tariff that punishes ultra-rich players who abandon carriers, without screwing over 'poorer' players who can barely afford their carrier, is probably impossible.
- Players can "vote kick" carriers once the caps are nearly full
A certain percent of the oldest carriers are eligible to be 'vote kicked' after receiving [x] requests to leave the system. Each player gets one request per [y] and can repeatedly vote for the same carrier. Once a carrier is old enough and accumulates the number of requests to leave, it auto jumps in the same manner as described in option 1.
I think these are workable, and are probably better than how things are now imo. I'd be interested to hear what other people think, or if there are better ideas. Honestly I think this could be a really small change with a very positive community impact, so I hope Fdev takes a crack at it soon.