Fleet carriers really just need a few tweaks to be incredible.

I just bought a carrier thinking "Hell yeah, off into the black with every ship I own!" But they don't work for that. How do I move efficiently toward my goal if I have to manually route every single jump? How will I find enough Tritium to feed this thirsty beast?

As I see it, we really only need 4 things that should be easy to implement. They would all contribute to decreased bubble congestion.

1) Fleet carriers should have long range routing. Set your max desired distance per jump, and choose your end goal. Boom, you have a route. In carrier navigation, you either jump to your next system or cancel route and re-plan.

2) Tritium Scanner. All I want is a scanner in the carrier to tell me systems where Tritium is detected. A concentration indication would be nice, but not critical. I can handle it from there.

3) Reduced Tritium consumption per jump. I just will not take this thing out of the bubble if I have to spend hours searching for Tritium then more hours mining for the next jump.

4) Parking is getting ridiculous in some systems. After posting up for a week or so in a populated system, you should get a notice that you need to pay a fee to stay. If you pay, you stay. If not, your bridge crew will jump you to the nearest body without at least 5 open orbital slots.

In my mind, this makes fleet carriers awesome. Right now, they're an expensive luxury with very little functionality. When commanders get this far in the game, it should open up the galaxy. Right now, owning a fleet carrier just feels like playing a parking lot simulator while driving a Hummer with a 2 gallon gas tank.

Gamer

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