Focused Feedback - PC Participants

Spent another couple of soul-destroying hours attempting to mine-fill my tritium tank far out from the bubbles - even in a pristine ring tritium hotspot (which itself took an hour to find) I only managed to harvest 100t or so (I could maybe have done 150t if I'd also brought subsurface limpets). Very demoralising. This is not going to be feasible as exploration/base shifting gameplay - I dont think carriers should in any way be used for exploring. If I could outfit a big T9 with 500t cargo space, and a specialised tritium fuel scoop to harvest from say a ringed gas giant (as a bit of a welcom addition to scooping mechanics) and transfer that to the carrier in a couple trips in an hour, that MIGHT be do-able as a way to use carriers to move your key ships around the galaxy as a base of operations while you explore. Otherwise no.
Given the plans by the player organisation to put carrier(s) in every region of the galaxy I might as well plan on using those guys for remote services and not bother myself and wait for better exploration gameplay.
 
  1. Please get rid of that irritating voice on FCs. Every time I hear it, I want to slap the SOB. I can't understand a word he says.
  2. The jump and cool down time is fine, gives everyone that's onboard time to leave if they want. Way better than beta 1.
  3. Upkeep costs are ok to me. You should expect some upkeep on a ship this size.
  4. Don't like the bundles for shipyard and modules. Would like to stock what I want and not stuff that no one wants. As it stands, I will not be buying a shipyard or modules.
  5. Would like to be able to store more than 120 of my modules.
  6. Need to be able to set buy and sell at the same time for commodities. Should be able to do both if you want.
  7. Would like for the FC to recognize me as the owner and have a pad reserved for me. As FalconFly said, blue pad lights would be nice for owners.
  8. Need better way of transferring fuel from cargo to depot.
Need a better way of transferring ANYTHING from cargo to depot or market. E.g. what do you do if in addition to mining tritium, you have also mined diamonds, and all manner of other stuff ? its a real pain and doesn't make sense, do I have to configure my market and carrier budget to sell that commodity in order to transfer my cargo to it? - I should just be able to store it at the expense of carrier cargo space for other things
 
My feedback on the points you asked for:
  • Once you have your Fleet Carriers, we would like owners to give us feedback on:
    • Jumping the Fleet Carrier to new locations.
      • The updated jumping preparation and cooldown times. Originally it would take 1 hour for a Fleet Carrier to prepare for a jump, and 1 hour for it to cool down, we have now reduced this to a 15 minute preparation time and a 5 minute cooldown.
      • Personally I would be OK if the cooldown was longer. For the preparation time it would be great (maybe later on) if a variable timer could be set from 7 days to 15 minutes and an announcement for people docked when the next jump takes place. This would allow fast travel but would also give owners the opportunity to give people already docked at a carrier that has been stationary ample warning that a jump is due.
      • Navigating through the Galaxy and/or System map to plot the route.
      • Some visual indication regarding the current maximum jumprange would be nice. Especially in areas with a high star density.
    • Using the updated standard services available to you.
    • WAI I would say. No unusual behavior observed.
    • Try out different Fleet Carrier crew members.
    • There seems to be a problem with the name of a crew member reverting to "Fred Bloggs". Otherwise it is sort of difficult to get portraits of people that don't looke like a crossbreed of an ape and a psychopath :p Also a female/male tickbox would be nice when generating new crew members.
    • Transferring any cargo from your ship to the Fleet Carrier.
    • A virtual keyboard to actually type in numbers would be very much appreciated for all types of interactions.
    • Filling the Fleet Carrier with Tritium, which you can get by mining Ice Asteroidsor purchasing at stations that supply it.
      • Using Standard, Surface, or Subsurface mining methods to acquire Tritium.
      • Not tested
  • With the additional servicesavailable to you, we would really appreciate your feedback on all of these. We understand that kitting out your Fleet Carrier for your playstyle is important, but it would be helpful for us to see owners try each and every service they can.
    • Outfitting
    • Shipyard
    • For both of the above the pre-made packages stink. I won't buy any of them but will ask people to BYOS/M. From a functional POV they are WAI. The one package I bought for test purposes worked (as in the modules were available) - would just be nice if the current number in stock could be shown when outfitting.
    • Redemption Office
    • Not installed, not tested
    • Advanced Maintenance
    • I like the visual upgrade (limpets, SRV, fighters). Functionality not tested.
    • Secure Trading
    • Not installed, not tested
    • Universal Cartographics
    • Used it but forgot to check if the numbers are right :( In Beta 1 they were not.
  • Check out the Remote Fleet Carrier Maintenance and make sure all the functions work the same way as when you are docked at the Fleet Carrier.
  • Carrier Upkeep
    • What are you thoughts on the changes to the upkeep costs?
    • It is more bearable but I'd still prefer no upkeep cost. Maintenance from jumping can be totally neglected right now. My preferred modell would thus be a higher jump maintenance cost and a fee for every transaction with the carrier, as it would reflect actual useage and wouldn't feel like a rent. The goal of decluttering cannot be achieved with the lowered maintenance cost anyways - people will pay this lowered maintenance cost for months in advance.
 
In fact ... there is no point in lowering the price of Tritium or facilitating mining etc. .... forget about Tritium ...... the fuel must be the same as for ordinary ships .... and without preparation for the jump and no cooldown ... otherwise it will be a failure
 
  • Once you have your Fleet Carriers, we would like owners to give us feedback on:
    • Jumping the Fleet Carrier to new locations.
      • The updated jumping preparation and cooldown times. Originally it would take 1 hour for a Fleet Carrier to prepare for a jump, and 1 hour for it to cool down, we have now reduced this to a 15 minute preparation time and a 5 minute cooldown.
      • The timings felt fine but I would like as an owner to get an audible warning in time to return to my carrier before lockdown.
      • Navigating through the Galaxy and/or System map to plot the route.
      • The Galaxy Map was fine the System Map was almost impossible to use due to the lack of visited systems data in the beta.
    • Try out different Fleet Carrier crew members.
      • No real issues noticed.
    • Transferring any cargo from your ship to the Fleet Carrier.
      • This took me far to long to spot how to do which was disappointing as so many obvious changes were arguably not needed this needed function was not obvious. I never got transfer all to be available from the carrier to my ship.
    • Filling the Fleet Carrier with Tritium, which you can get by mining Ice Asteroidsor purchasing at stations that supply it.
      • Filling using purchased Tritium worked adequately.
  • With the additional services available to you, we would really appreciate your feedback on all of these. We understand that kitting out your Fleet Carrier for your playstyle is important, but it would be helpful for us to see owners try each and every service they can.
    • Commodities Market
      • I found this fiddly to setup and while I did manage to sell to it I wasn't able to buy back from it. It would be easier to be able to set a nominal price for an item (default Galactic Average) then set buy and sell values as a plus or minus percentage value of that price.
    • Outfitting & Shipyard
      • These worked but the fixed packs of items for sale is a very annoying way of operating these facilities and would certainly put me off using them in live.
    • Redemption Office
      • Worked fine for those parts of it I could test.
    • Advanced Maintenance
      • On the whole I liked the look of this and those parts tested worked fine.
    • Universal Cartographics
      • This worked fine, though I was pleased and surprised that I could sell data about the current system.
  • Check out the Remote Fleet Carrier Maintenance and make sure all the functions work the same way as when you are docked at the Fleet Carrier.
    • Remote access seemed to work as well as in the carrier.
  • Carrier Upkeep
    • What are you thoughts on the changes to the upkeep costs?
      • Due to a misunderstanding of the assets and credits available data I only got a carrier during the blowout so have had insufficient time to evaluate upkeep properly.
In general I quite liked the Fleet Carrier however the almost inaudible traffic control voice is terrible and doesn't improve with the volume cranked up enough to realise how poorly synthesised it is, I add my voice to the pleas to have one of the carriers crew do that. It is also disappointing as the owner of all this expensive kit to not have a bit more of an acknowledgment of that with a slightly more personal greeting, the suggested elsewhere different landing hologram would be a bonus.

As a base for exploration I think a carrier would be superb you would have to stock up on fuel and credits first of course but it gets you out into the black easily and makes a great base to explore around that you can even call to you if you decide you don't want to fly back.

Will I be getting one in June? No I won't have sufficient funds to purchase one comfortably at that time.
Will I be getting one at all? Maybe, I have quite enjoyed using this one lack of view and uber annoying voice aside which is something of a surprise to me.
What would I do with it if I did get one? Initially equip it with Cartographics, the 3 Rs, an empty Outfitting & Shipyard, maybe a Redemption Office, lots of credits and a heavy load of Tritium then use it to boost my sadly lacking exploration career and have it available for others to use as a refuge in the black.
 
Hello FDev team,
Thank you for the beta 2 test phase and the good improvements of beta 1.
Have now tested again, with the following results.

Galaxymap:
In the galaxymap, in the route tab, the data from the normal ship is still displayed (FSD boost, etc.)
And in areas with low system density you will find difficult to fit systems for max. range.
It would be helpful to be able to adjust the display of the possible visitable systems (the lines from center to systems) with range controls (minimun and maximum).
So you could limit the display to the required range.
If all lines from 0 to 500 Ly were displayed, there would also be too many lines and therefore confusing.

Tritium:
Reducing tritium consumption was a good measure.
Unfortunately, getting tritium outside the bubble is still very tedious. And in the bubble it is very expensive.
It is very rare to find hotspots and if so only single spots. In addition, tritium hotspots bring extremely little material.
It takes more than 10 hours to fill a fueltank with 1000 tons.
Double or triple were not found at all in the test phase. Based on the normal hotspot, a double spot would probably also be insufficient,
triple spots might promote enough material.
On long tours through the Galaxy, depending on the equipment, all tritium, including supplies from the warehouse, will be used up after 40-50,000 Ly at the latest.
For every additional 2-3,000 Ly you need an additional 8-10 hours, plus a few additional hours to search and find hotspots.
After use of VSS (VSS is an exploringjob for every system and not calculated) i have to fly to ring planets,
scan the surface and only with luck you will find a tritium hotspot (only about 10-20% of the scanned rings will be found).
With all the failed searches there are also a good 2-3 hours.
Conclusion: It takes 10-12 hours to look for and break down tritium for about 5 jumps.
Sorry, but this is no fun in the long run and spoils the joy of exploring.

Mission:
It would also be a good idea to integrate a mission board, where you can create entries yourself to get materials or create demands.
And also interesting would be missions that involve the carrier and automatically deal with the players with the carrier.

As a FC Commander, a messaging system for other docked Cmdr would be very helpful.
And a list of which Cmdr are on my FC.

Activation of sell and buy in in the same time is still not possible.

The bridge is still missing. In which you could also integrate the entire carrier management.

Thanks a lot
 
My feedback on the points you asked for:
  • Once you have your Fleet Carriers, we would like owners to give us feedback on:
    • Jumping the Fleet Carrier to new locations.
      • The updated jumping preparation and cooldown times. Originally it would take 1 hour for a Fleet Carrier to prepare for a jump, and 1 hour for it to cool down, we have now reduced this to a 15 minute preparation time and a 5 minute cooldown.
      • Personally I would be OK if the cooldown was longer. For the preparation time it would be great (maybe later on) if a variable timer could be set from 7 days to 15 minutes and an announcement for people docked when the next jump takes place. This would allow fast travel but would also give owners the opportunity to give people already docked at a carrier that has been stationary ample warning that a jump is due.
      • Navigating through the Galaxy and/or System map to plot the route.
      • Some visual indication regarding the current maximum jumprange would be nice. Especially in areas with a high star density.
    • Using the updated standard services available to you.
    • WAI I would say. No unusual behavior observed.
    • Try out different Fleet Carrier crew members.
    • There seems to be a problem with the name of a crew member reverting to "Fred Bloggs". Otherwise it is sort of difficult to get portraits of people that don't looke like a crossbreed of an ape and a psychopath :p Also a female/male tickbox would be nice when generating new crew members.
    • Transferring any cargo from your ship to the Fleet Carrier.
    • A virtual keyboard to actually type in numbers would be very much appreciated for all types of interactions.
    • Filling the Fleet Carrier with Tritium, which you can get by mining Ice Asteroidsor purchasing at stations that supply it.
      • Using Standard, Surface, or Subsurface mining methods to acquire Tritium.
      • Not tested
  • With the additional servicesavailable to you, we would really appreciate your feedback on all of these. We understand that kitting out your Fleet Carrier for your playstyle is important, but it would be helpful for us to see owners try each and every service they can.
    • Outfitting
    • Shipyard
    • For both of the above the pre-made packages stink. I won't buy any of them but will ask people to BYOS/M. From a functional POV they are WAI. The one package I bought for test purposes worked (as in the modules were available) - would just be nice if the current number in stock could be shown when outfitting.
    • Redemption Office
    • Not installed, not tested
    • Advanced Maintenance
    • I like the visual upgrade (limpets, SRV, fighters). Functionality not tested.
    • Secure Trading
    • Not installed, not tested
    • Universal Cartographics
    • Used it but forgot to check if the numbers are right :( In Beta 1 they were not.
  • Check out the Remote Fleet Carrier Maintenance and make sure all the functions work the same way as when you are docked at the Fleet Carrier.
  • Carrier Upkeep
    • What are you thoughts on the changes to the upkeep costs?
    • It is more bearable but I'd still prefer no upkeep cost. Maintenance from jumping can be totally neglected right now. My preferred modell would thus be a higher jump maintenance cost and a fee for every transaction with the carrier, as it would reflect actual useage and wouldn't feel like a rent. The goal of decluttering cannot be achieved with the lowered maintenance cost anyways - people will pay this lowered maintenance cost for months in advance.
You got Fred, too? :(
 
FDev,

I see there is a limitation on the number of fleet carriers that can be located in any one system. I can see many issues with this going live.
A suggestion would be to be able to filter out the fleet carriers in the nav panel. Curious to know what the limit is since I've been able to jump to a body within a system that was said to be full.
 
Well I would love to give you some good feedback however I cannot check out many of the services associated with the carrier because I cannot install them!! I can't install them because in order to do that I have to be in a Carrier Administration system. However I cannot GET to a carrier administration system because all of them are full with other players' carriers who decided to leave them there rather than jumping them out. So..... yeah...
 
Spent another couple of soul-destroying hours attempting to mine-fill my tritium tank far out from the bubbles - even in a pristine ring tritium hotspot (which itself took an hour to find) I only managed to harvest 100t or so (I could maybe have done 150t if I'd also brought subsurface limpets). Very demoralising. This is not going to be feasible as exploration/base shifting gameplay - I dont think carriers should in any way be used for exploring. If I could outfit a big T9 with 500t cargo space, and a specialised tritium fuel scoop to harvest from say a ringed gas giant (as a bit of a welcom addition to scooping mechanics) and transfer that to the carrier in a couple trips in an hour, that MIGHT be do-able as a way to use carriers to move your key ships around the galaxy as a base of operations while you explore. Otherwise no.
Given the plans by the player organisation to put carrier(s) in every region of the galaxy I might as well plan on using those guys for remote services and not bother myself and wait for better exploration gameplay.
I didn't do any mining but, I traveled out from the bubble also looking for Tritium hot spots.
Visited 71 systems found 1% of those had Tritium. No doubles just singles. Single hot spots aren't going to work, need at least double to make it worthwhile.

EDIT: I made a mistake in my calculations, it's 11% not 1% and 29% not 3%.
Some people are born dumb and some of us has it work at it.
I'm very good a working at it.:sleep:
 
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I didn't do any mining but, I traveled out from the bubble also looking for Tritium hot spots.
Visited 71 systems found 1% of those had Tritium. No doubles just singles. Single hot spots aren't going to work, need at least double to make it worthwhile.
This will limit carriers to within fueling range of populated areas. Or "lucky' systems.
 
In 5 carrier waypoints on my way to The Ring Nebula, exploring anywhere from 5 to 15 systems per waypoiint, I found icy ring systems in all but a handful, perhaps 6 or 7. Of the icy rings, all of which I DSSed for Tritium hotspots as well as other minerals, all but two had Tritium to mine. I was out for only about 5 days, but took in almost 900T of Tritium with casual mining. One of the Tritium hotspots had such rich SSD veins my 3 collector limpets were exhausting themselves before the chunks could all be collected. Tritium surface scabs weren't as numerous but there were plenty of those as well, and laserable rocks from 2% up 24%. Some rocks had all three types of deposit and that was indeed rewarding! I will going back for in-depth mining when carriers go live.

Because I was mostly exploring, I chose a lot of different star types to visit, and found that on average, G and K stars have systems with more icy rings, so after the first two waypoints I concentrated on those kinds of systems. F and hotter stars seem to drive off the ices due to intense solar winds, leaving mettallic and rocky rings. Red dwarfs and lesser mass stars and almost-stars rarely have enough material after forming their very common iceball planets. Not a hard and fast rule but perhaps useful for searching when Tritium gets tight.

As always, YMMV, but I think a 1% estimate is either way too low or reflective of uncommonly bad fortune.
 
In 5 carrier waypoints on my way to The Ring Nebula, exploring anywhere from 5 to 15 systems per waypoiint, I found icy ring systems in all but a handful, perhaps 6 or 7. Of the icy rings, all of which I DSSed for Tritium hotspots as well as other minerals, all but two had Tritium to mine. I was out for only about 5 days, but took in almost 900T of Tritium with casual mining. One of the Tritium hotspots had such rich SSD veins my 3 collector limpets were exhausting themselves before the chunks could all be collected. Tritium surface scabs weren't as numerous but there were plenty of those as well, and laserable rocks from 2% up 24%. Some rocks had all three types of deposit and that was indeed rewarding! I will going back for in-depth mining when carriers go live.

Because I was mostly exploring, I chose a lot of different star types to visit, and found that on average, G and K stars have systems with more icy rings, so after the first two waypoints I concentrated on those kinds of systems. F and hotter stars seem to drive off the ices due to intense solar winds, leaving mettallic and rocky rings. Red dwarfs and lesser mass stars and almost-stars rarely have enough material after forming their very common iceball planets. Not a hard and fast rule but perhaps useful for searching when Tritium gets tight.

As always, YMMV, but I think a 1% estimate is either way too low or reflective of uncommonly bad fortune.
1% has been my average. I moved my ship another 1500 lys from the bubble. Still getting about the same average

Edit: Only 3.8% of the systems I visited had planets with any kind of ring.
 
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1% of 71 systems is 0.71 systems. If you found only 1 ring with Tritium in those 71 systems, it'd be 1.4%. Did you find less than one ring out of 71?
What a dumbass, I put a period in the wrong place. It was 11% not 1% and 29% not 3%.😵
Thanks ChipStar for keeping me honest.

I moved out farther from the bubble to see what I get.
 
GUI Feedback:
1) Station services should be the default button when docking not refuel.
2) The enter hanger should be a separate full width button like it used to be, and the slot it would free up in the new 'quick' menu could be used for limpets.
3) The most recent beta has introduced issues with the left and right panels not being able to be selected/opened. Dropping back to real space from SC seems to fix it temporarily. All the other gui elements seem to still work. (pips, throttle, flight controls etc). This iteration of the bug is worse than previous versions. Previously at least the right and left panels would show up.
4) The station services menu could use a rework the ~1/3 middle of the screen is presently wasted.
a) Remove the station faction head (picture and greeting) fluff, and local galnet. Faction type, name, and state is useful and should be kept.
b) Add a way to get limpets directly rather than require using tons of scrolling and sub menus. (currently mostly an issue in big ships with many modules/utilities.)
c) Add a spot for a galnet featured article that actually shows the text of the article not just the heading/title. (may will not look at it or interact with it if it is buried as it currently is. Local galnet is useless now so why not repurpose some of the screen space.)
d) Add a way to see that we have limpets on board, and if a npc slf pilot is active from the main station services screen. (possibly show the npc slf photo near next to our own holo me photo.)
5) The carrier management camera orbits the Carrier in an odd way. (it pivots around the ends, and slews down the length of the carrier. The switch between the movement styles is kind annoying. Having the camera move in an ellipse would be more comfortable/seamless.

Tritium Feedback:
1) Ideally it would be much cheaper in high population systems in the bubble, and much more expensive in low population systems and those systems far from the bubble. The price would go up a lot in the system and surrounding systems if a Capitol ship was present. The current price floor for tritium seems sort of high but reasonable for more far flung regions.
2) Jumps per ton seems fine.
3) It should be possible for more than 1000 tons to be donated at a time if the Carrier owner allocates space for storage. Having to use buy orders to stock up on tritium when say a large player group just want to dump/donate a ton of fuel on to a carrier.
4) The admin overhead for the FC owner w.r.t. tritium is too high. It ought to have a way to be auto transferred into the main 'jump tank' from storage.

Jumping Feedback:
1) Timing/Cool down are fine.
2) Jump scheduling should be a thing, and the next jump should be settable as soon as the last jump was completed. (currently during cool down a new jump destination will not stick, but can be selected.)
3) There needs to be more than audio indicating a jump is pending. (Something blatant and ever present on the carrier gui)
4) In the beta systems that should have exploration data (and thus allow in-system body selection) did not show system data as being available. Only systems like Sol had system data available.

Commodities Market Feedback:
1) It may not be a good idea to list all the possibly commodities that most players might want to discover on their own. ( primarily things gotten from anomalies and Notable stellar phenomenons)
2) The highly illegal stuff that is not seemingly legal (or at least no legal means of acquiring them) any where should also not be included. (Halfnium 187, sap 8s, trinkets etc)

Finding Carriers to Trade with:
1) Having the carriers show in the station commodities menu is good, but the ids are rather forgettable,and not very distinct. Including the names would be better as well as the system etc.
2) The FC Name and id should be on different lines.
3) IDs without mixed alpha/numeric might be easier to remember rather the current mixed version. AVE-2030 or RTL-9010 etc ( it is an issue or pronounceability.)
4) It was not clear if the carriers listed allowed anyone to dock etc. (possibly having the option to select the entry listing the carrier to see info on the carrier would help)

System Map /Left side panel Feedback:
1) Showing all the carriers is a mess. A better way should be found.
2) It also muddles the left hand panel. Spliting Carriers, in-system bodies, and nearby systems to different tabs might be better. It would make high waking in large systems much easier also.
3) The way the galaxy map indicates planet side structures (like star ports) might be adaptable to the FC issue. Some sort of icon or ring around a body with an FC, and then one zooms in to the body to see that specific carriers.
4) carriers should have a separate tab in the system map, and be listed separately from 'real' stations/settlements etc. (to avoid clutter)
5) We need a FC Filter in the left side panel. (possibly multiple levels of filtering...)

Galaxy Map Feedback:
1) The new color scheme feels off. (does not feel distinct enough, and nothing pops.)
2) It might be good to have the carrier related options grouped in the carrier tab. (carrier presence, Vendor, admin etc)
3) Being able to search for a carrier my id/name needs to work so if a carrier jumps it can be found easily (primarily an exploration or group issue.)
4) Finding Carrier admin systems is a pain given the small radius within which they are visible.

Other Services:
1) N/A could not find a system with an open slot to do the admin. (if the carrier is not needed to be in the admin system it would have been easier to add services.)
 
My feedback based on those guidelines (spoiled since it was too long IMO):
Jumping the Fleet Carrier to new locations.
It works pretty well, neat that you can do system to system jumps, though I fear for the future reputation of "The Mug"

The updated jumping preparation and cooldown times.
I couldn't afford the carrier until the Beta Blowout, but I don't have any complaints. The only thing I would add here is that it would be great to be able to plot your next jump during the post-jump cooldown. Don't like the cooldown associated with changing your jump destination, but that is probably because I'm more interested in looking at the fuel usage for a required jump than wanting to actually make the jump. If there was a "commit" button on the navigation tab that locked in a chosen destination, rather than starting the jump sequence while in the galactic map, that would work for me as well.

Navigating through the Galaxy and/or System map to plot the route.
There doesn't seem to be any route plotting? I guess though you can use your ships navigation system to plot a route and then use the Carrier navigation map where that route would then be shown, but you can't plot routes as far as I can tell...? There is also the occasional bug where I get "System Full" despite being in the middle of nowhere. Someone pointed out that this could be because of two closely orbiting stars and that the FC computer wont make the jump because of that. If so, perhaps make the message more obvious that this is the case, and then I could send a ship out to scan the system to plot a safer route.

Using the updated standard services available to you.
Unfortunately I only started playing during the Beta Blowout, so I don't know how they compared before.

Try out different Fleet Carrier crew members.
You mean switching out the portraits of your crew? that works fine, neat if you want a certain look for your crew.

Transferring any cargo from your ship to the Fleet Carrier.

This works reasonably well when transferring cargo to the Fleet Carrier, but is a pain when going in the other direction. The "Transfer all to Ship" doesn't work if you have more cargo than the ship can carry, so you are forced to use the manual controls, and the cargo transfer rate doesn't seem to speed up the longer you press the button. Have the "Transfer all to Ship" also add the ability to fill the hold with as much cargo as possible if it can't all fit on the ship.

Filling the Fleet Carrier with Tritium, which you can get by mining Ice Asteroids or purchasing at stations that supply it.
Filling the fleet carrier with tritium is fast, but there doesn't seem to be a method to fill that tank directly from the cargo hold which would be muchly appreciated (currently using T9 as an intermediary between the Tritium fuel tanks and cargo hold).

I'm not a miner, but I have done a bit of surface mining before and did try it out. With the Armoury (needed for limpets), I managed to get 90 Tritium in the space of about an hour with 5 collector limpets active, from a Tritium hot spot on an Icy Ring.

Buying Tritium from a refinery isn't too bad, but as you need a lot of it, multiple trips have to be undertaken to get the fuel you needed for a trip outside of the bubble.

On a related note, Tritum needs to come down in price, be more efficient or both. 300+ million for a 10,000 light year return trip is too much cash in my opinion, filling the holds with 25,000 Tritium will set you back over a billion dollars. And with my mining rate of 90 Tritium per hour, it's going to require 11 or so hours to fill the tank.

For your playstyle is important, but it would be helpful for us to see owners try each and every service they can.
Outfitting

This works well, but I feel it could do better, as I saw a thread pointing out that the inability to increase your module storage meant that other players would still need to carry more ships if only just to store those modules. It really does make sense that your personal carrier should allow more module storage, so something that expanded this would be fantastic.

Shipyard
Unfortunately I didn't use this myself, although I did take a quick look at it. It seems odd that you can't specify the number of ships you want as instead you need to rely on pre-made ship packages, but since I didn't really look at it, perhaps there are good reasons for this.

Redemption Office
Didn't use this at all sorry.

Advanced Maintenance
No complaints, refuel/repair/armoury all work well and the interface is neat.

Secure Trading
Didn't use this unfortunately.

Universal Cartographics
I haven't looked closely at this unfortunately, despite normally being an explorer myself. It seems to work well for me, but I've heard others have found that the money displayed isn't quite the right amount (I think it is supposed to be a 25% reduction in payment with 12.5% going into your carrier funds).

Check out the Remote Fleet Carrier Maintenance and make sure all the functions work the same way as when you are docked at the Fleet Carrier.
Yeah mostly fine, but there were a few weird cases. For example I did a intra-system remote jump for my carrier and it didn't move the carrier at all. Another time my carrier appeared where it should be without actually being there, just an empty spot in space. I logged off and logged on again and all of a sudden I was witness to the impressive spectacle of seeing my Carrier jump in with black clouds and lightning (as opposed to jumping out where the carrier reappears after the smoke clears, this looked cool the entire way). Perhaps that is by design (I should see if the carrier waypoint appears before the Carrier actually jumps in to verify this, so please ignore if this is by design).

Carrier Upkeep
This isn't too bad, as I think other costs play a more significant role based on how I used the carrier. In fact my base costs will soon be eclipsed by my hull maintenance as I'm approaching 50 jumps. Tritium cost/efficiency is a much more significant factor to me when I'm out exploring with the carrier. To be fair as well since I joined during the Beta Blowout, I don't quite know how exactly the upkeep system works where others have seen first hand how the weekly costs work as they have been playing for longer.
 
As Beta2 is about to end, my remaining and combined Pros and Cons about Carrier Ops as I experienced it (highly abbreviated and concise) :

Pros :
  • the Utility offered gets the job done and allows to extend Gameplay, which makes a Carrier very attractive
  • Jumprange and Cooldowns allow the Carrier to get to places (it'll still be slower than any Exploration Ship but then it's a huge rig, so that's okay for me; it's not a Racing Mamba after all)
  • an expensive but fully mobile FOB optionally offering nearly everything a CMDR could possibly wish for

Cons :
  • No Bridge... almost a showstopper, because it limits the experience of owning/operating a Carrier to a mere User Interface. That's a big one. That's almost enough to make me reconsider buying one, only the offered Utility is luckily able to force the needle back into the "buy" region. You're a guest on a rental MegaShip this way. This is bad. Very bad. (please keep in mind right now you're dealing with experienced Forum-goers and Beta Testers... it's only a question of time until you'll see Forum complaints running in from future customers "After working very hard I finally bought a Carrier - HOW DO I ENTER THE BRIDGE???!?". They will come. And it won't stop. Ever. Because the thing simply doesn't have a Bridge!)
  • No maneuvering/notional flying... again, very big point. With the Carrier residing as a 100% static asset. Again, enforces the guest-on-a-rental-MegaShip experience. I can't re-orient the Ship for a Screenshot or more favorable lighting conditions.
  • Experience : Moment of Purchase and Carrier Hyperjumps... sorry, very poor. A simple Screen and an Inbox Message is not how modern Games hand Players CapShips or Carriers that represent high-end gear. A nice Cutscene is in order showing your brand new Carrier undocking and being delivered to you. Similarly, being stuck staring at a Hangar Wall 15m in front of your nose as a "Hyperjump experience" for Carrier owners doesn't cut it. No Audio can make up for the missing visuals and passively waiting on a Timer. That just isn't entertaining.
  • Propagation of Market deals and Services to other Players... While the Commodity Market holds alot of potential, most of it is lost to the sheer inability to have Players at a distance even know IF or WHAT your Carrier is offering. If no System Map Data is available (a given for Carriers in Deep Space/Exploration), no Data is available at all. It's anyone's guess how many Players accept detours just to visit your Carrier System, dock and find out if you offer or need anything.
  • Tritium Fuel.... well, it's still quite hard to come by in Deep Space. Mining and the required Tonnage wouldn't be such an issue IF there was some NPC assistance to speed things up. Alas, there isn't, hence Carrier travel relying on Mining Tritium will mean it'll grind to a near-complete halt. And grindy that will be, as it'll repeat then for every single jump.
  • Docking Permission Matrix... vastly insufficient and guarantees Criminals/Gankers/Lulz folks could all but too easily hitch a ride on my very own Carrier.
  • Cargo Overview... I'm really missing a Cargo Management Page on the Carrier, from which I can easily view or click Cargo onto/off my current Ship. The mechanic to use the Ship's Cargo Page alone seems a bit cumbersome and on top it's super easy to overlook (happened to many)
  • Carrier News/Social Interaction/Stats.... all missing despite being crucial to any Carrier Owner. Who is onboard right now? Has someone stored Ships and Equipment on my Carrier? Is anyone maybe willing to perform tasks for my Carrier? How can I transmit my intentions for the Carrier to anyone visiting or docked at all ? How many Players visited my Carrier at all? These are must-haves.
  • On/Offloading Cargo... while it's great to be able to utilize upto ~20000 tons of Cargo space.... this still has to be moved. This is CG-worthy tonnage and thus - without any possible NPC assistance - very quickly becomes a massive burden sitting on the shoulders of an individual CMDR.
  • missing NPC support.... a big one again due to mentioned reasons. If at least hired NPC Crews could be sent on notional Mining Runs or sent On/Offloading Cargo to accelerate the whole process and take some burden off the Carrier CMDR, I'm very confident we'd be absolutely golden. However, it's not a thing despite making no sense not being an important option. You'll find no Carrier on the entire Planet where the Commander (or Admiral) is forced to personally do all the dirty work all alone. That'd be ridiculous, that's exactly what the Carrier Crew onboard does >for< the Carrier Commander. Not the way around. In ELITE, it's (once again) the wrong way around. The wealthy Commander owning the whole thing is the poor worker bee, while the worker bees literally hired for those exact duties sit passively around and do nothing. Can't even deploy a defensive Perimeter 10km around my own Carrier in Deep Space.
  • Weekly Upkeep... Well, I'd have no problem paying NPCs their salaries. HOWEVER... I expect to get something for my money. I expect them to >work< for that money and do their job, execute my orders. Alas, they don't. Noone around to help me load 15.000t of Tritium from a nearby Refinery. Noone around to help me mine some Tritium in Deep Space. I'm all alone again. This is BAD. And this specifically makes even the reduced Upkeep feel very foul and inappropriate (exception : 100k maintenance, totally okay because at least the Ship did its job for the money here)

IMHO these are Details that sooner or later have to be addressed, otherwise Carriers might easily go down into the "half-baked" bucket of ELITE content for many.
As I said a while ago : high-end Gear and high-end Content must offer a high-end Experience. It >must< be fleshed out and be very satisfactory... otherwise it simply isn't high-end.
 
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