Posted over on the official Discord. Show the poor guy some love and go give it a thumbs-up. Maybe he’ll even give your a 0.47% discount on your next trade order!
I regularly visit the Ferengi trader on DS9 to get special deals on Gamma Quadrant commodities. Yes, he’s a Ferengi. And yes, they have notoriously bad posture from all the skulking about. And how long has he been ordering that replicated grub-worm hoagie now with people shouting trade orders over his shoulder? Give the poor guy a break!
This hard-working pair of lobes for business deserves an office on DS9 or at least a chair. He could also share Onna’s kiosk–for a very reasonable fee I’m sure–since she only uses it a handful of days out of the year. A nice exchange board showing the best deals behind the kiosk would be a nice visual touch too.
The return of the Defense of Pahvo featured event has brought back the hot button topic that is The Jelly Drama.
All my jellies will be renamed “Peanut Butter” from now on. Twerking animation not included (or linked, mercifully).
Jelly refers to the Cnidarian Defender, a playable starship based on the cosmozoan Star Jellies from TNG’s first season episode, Encounter At Farpoint. The controversy isn’t about how terrible an episode it was–and it was–but because the ship has a mode that makes AFK’ing event missions so easy.
In Jelly Mode, the starshippy version morphs into a literal space jellyfish and emits a huge pink field that heals allies and damages enemies (and eyeballs) with plenty of swirling and lightning effects. The “ship” can barely move in that mode, and its weapons are inactive, but it can still use abilities like Gravity Well.
In game content like the mission Peril Over Pahvo, part of the event running right now, constant waves of enemies attack fixed points. People with the Defender can park themselves at those fixed points and walk away from the computer.
AFK players during grueling event grinds isn’t new. Unlike normal AFK players, a Jelly Mode player is actually contributing by passively obliterating enemies. So people hate on Jelly players, but Jelly players feel like they are doing their part. I’ve always had mixed feelings about using Jelly Mode, but here’s what I told a Reddit poster wondering why all the jelly hate in the current event and how to see both sides:
As a sometime-jelly player, I will say there are three things that bother me and that I try to mitigate for other players when jellying: AFK jellies feel like cheating, robbing other players of kills for endeavors, and visual spam.
For “AFK cheating”, I try to be an active jelly—throwing down gravity wells and dishing out buffs/heals. Do most players even notice? Probably not. But I try. And that should also show up in server logs and help refute reports.
For blocking other players’ progress, like getting dreadnought kills for endeavors in Peril, I try to position myself in a way where people can clearly avoid me or have time to burn down targets before they reach my aura. AND I stifle my natural if invalid feeling that they are kill stealing from ME which I have to admit I feel even as a jelly!
The visual spam thing is my biggest pet peeve with jellying–and much of the game as it is now with out-of-control space magic FX. Again, positioning so players have options to be outside the aura helps, but this really has to be solved across the entire game by Dekka to stop so much gnashing of teeth.
Of course the fundamental problem is the long grinds the game forces on us for TFO themed events. Of course people are going to try to minimize the repetitive loops the rewards force them into. I get that, I feel it too, but at least I try to minimize my impact on other players when trying to reclaim my time from The Grind.
Cam in the Dvorsi SystemCam on a mining missionEn route to Colonia FSV Franklin on approachView from the bridgeMy CMDRs aboard Cam
That’s really no surprise given my obsessions with Timbuk2 backpacks and The Container Store–a place full of things to put other things in and organize them. I can’t imagine playing Elite without one–two, actually–despite my initial skepticism of carriers, their 5B credit base price, and the ongoing expense of operating one.
So what’s so great about carriers, and how do you control their biggest downside?
Storage, Storage, Storage!
There’s no bank or vault in Elite Dangerous: a fleet carrier is the only cargo space you can get beyond your current ship’s hold. I like to keep commodities on hand to help with faction-state missions as well as more exotic things like rare commodities for unlocks, Thargoid “pieces”, and Guardian relics; I don’t have to forage for them when a CG requires them. This is also makes trading and wing delivery missions much faster: load up thousands of tons, jump, and unload them rather than going all the way back and forth with just a few hundred tons at a time.
A carrier also doubles your Odyssey materials capacity even without the bartender service installed. (Yes, it’s weird that your bartender manages your Oddie market and your bar is more expensive than a stock Anaconda.) It also provides a way to help friends level up some engineers faster: selling items to friends and buying them back satisfies “sell X things to a station” requirements without consuming the materials.
Ships and modules can be stored at stations and shipped between them, so a carrier isn’t necessary to manage or outfit your entire fleet. Moving around ships and modules is definitely more convenient with a carrier especially when I’m operating in an area where I want ships for different roles. Transfers take time and can be very expensive depending on distances: Transferring a ship from the core systems to Colonia is 1.5 times the total cost of the ship: transferring a well-outfitted cutter or corvette’s 1B credits–a big chunk of a carrier down payment!
So is it cheaper to send for your giant flying purse or drop shop every little thing? I haven’t crunched the numbers, so I cannot say if it saves me much money: the costs of jump maintenance and tritium versus shipping costs is probably only close when transferring large ships over long distances. I’m probably making much more than fuel money any place I’d bring my carrier, so I don’t sweat it.
Miner’s Little Helper
Mining with a carrier on hand is easier and more efficient. I can deploy the carrier to a system for mining, just round trip from rock to carrier until I’ve had my fill, then jump to the best market. Or I can mine now and sell later if I just feel like mining regardless of where the market is right now.
With laser mining in particular, I always pick up any minerals that cannot be bought from markets. Mining missions require them, so I compare the mission board with my carrier inventory, pick up any missions that match, and do a quick round-trip. That’s much better than taking the mission, going out and mining for them, and coming back to turn it in.
Forward Operating Base
Particularly for combat-style activities, it handy to have the 3R’s (repair, refuel, rearm) as close as possible. Combat and RES zones don’t always appear right next to stations with large landing pads, but a carrier can fix that.
It can also provide services to sell combat bonds and turn in cartographic data when doing so locally would disturb BGS goals by giving influence to the wrong factions. Unfortunately carriers won’t do more than shoot at the occasional pirate. Battlestars they are not!
I usually only do this for myself. Even when I was in a BGS squadron, enough players had their own carriers that we’d end up with multiple carriers per system. It’s a good idea to secure your services when opposing another player faction since you don’t want to give THEM a forward base as well.
When you’re out in The Black, home is where the hangar is. I took my carrier out to Colonia and back; it was handy to have all my ships with me while unlocking the Colonia engineers, but it was essential having carto (and now genomics) services to keep making back while away from civilization. Not losing all that potential income due to a misstep? Priceless.
I Alt Therefore We Are
Commanders quickly started transferring money and materials via carriers: The Elite Dangerous version of Venmo is to sell a high-priced commodity to a commander at the minimum price and buy it back at the maximum price. As mentioned above, this also works to help commanders unlock some Odyssey engineers. This is one of those things that feels like an exploit but it’s more a somewhat-clever workaround to add auction and player transfer features the game initially lacked.
This has saved me so much time when setting up my second commander. When Epic Games launched, they gave a way a free Elite Dangerous license. Given the travel times in this game, having one commander stick around the core systems while the other goes into The Black or Colonia or where-ever lets me enjoy various playstyles without being too far out for events or core system goings-on. Thanks to the LTD/Void Opal boom, I actually funded my second commander’s initial fleet and carrier via GalVenmo from my first. Oh, those were the days to be a miner!
Upkeep: The Downside of Carriers
Carriers themselves are a big investment, 5 billion credits for the base model. A full set of carrier services is another 1.725 billion credits. Buying ships and ship modules to sell adds even more. If you’re working towards buying a carrier, you need a good 6-7 billion credits to install just the essentials and much more to have it all.
And then comes the weekly upkeep on top of all that. Installed services increase upkeep, and suspending services only cuts their upkeep costs in half–helpful but still OUCH! A carrier with no additional modules costs 5M/week plus fuel and 100K per jump. With all modules installed and active, upkeep is ~ 35M/week. With all modules installed and suspended, it’s ~ 17M/week. Not cheap, especially if you aren’t playing Elite Dangerous all the time.
The first thing to remember when managing upkeep costs is that the costs are pro-rated based on how much you use them (not installed < suspended < active). I’m not sure of the granularity, maybe minutes or hours, but it’s enough to put a sticky on your cockpit to suspend or uninstall services when you or others don’t need them. Spendthrifts can activate and suspend services each time they log in and out; I tend to do it more based on playstyle change–travel out, combat, exploration, travel back, etc.
The second thing to remember is that you get the full purchase price back when uninstalling carrier services. I park my carrier in nearby systems with Fleet Carrier Administration services and uninstall services when I don’t need them. That keeps the transfer costs low if I’m working a cluster of systems. I install services when needed remotely (Panel 4 / Home), jump the carrier remotely, and rendezvous with it. Most weeks my upkeep is 5M, and it’s usually only much more when I’m using the carrier to generate income (vouchers, bonds, carto, etc.)
The End
Carriers aren’t cheap, but they can change how you play Elite and what you get out of it. Cost is the biggest drawback, up front and over time, but in my book it’s been well worth the investment.