2.2's Instant Ship and Module Transport - Yay or Nay?

Do you want ship and module transfer, if so how long should it take?

  • Yes, I want ship transfer.

    Votes: 1,869 71.1%
  • No, I don't want ship transfer.

    Votes: 90 3.4%
  • Yes, I want module transfer.

    Votes: 1,522 57.9%
  • No, I don't want module transfer.

    Votes: 137 5.2%
  • Transfer should be instant.

    Votes: 638 24.3%
  • Transfer should take a small fraction of the time it would take manually.

    Votes: 656 25.0%
  • Transfer should take a large fraction of the time it would take manually.

    Votes: 585 22.3%
  • Transfer should take at least as long as it would take manually.

    Votes: 696 26.5%

  • Total voters
    2,629
  • Poll closed .
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This.

The difference between good sci fi and utter pap is technical consistency.
We accept silly stuff, so long as it is justified, consistent and the universe is thought out around it.
If we can teleport stuff why are we hauling cargo. if we can just replicate anything, why are Engineers special... and why i there even still a currency system?

You and Yaffle make a very good point.

The main reason why the cheesy bits of ED feel extra cheesy is the lack of consistency.

We have short lived limpet drones, that occupy a ton space of cargo, and have to rebuy them every time. Same for ammo, missiles, SRVs, heat sinks, chaff, etc. But now we will be able to on-the-fly manufacture disposable ship-launched combat spaceships??! What the fart?!

The fact we are able to use ramming as a normal tactic, current collisions suggest our ships are made of pillows, instead of cinetic energy monsters. Some guy posted a video yesterday boost-slamming a modded Corvette on purpose into Achenar 3 and barely lost a ring of shields. Yet touch a tiny Skimmer with said Corvette, and lose shields and thrusters immediately. What the fart?!?!

The game also tries to create the feeling of the vastness of space, space travel takes time, feels empty and cold, and lonely and agoraphobic. But then land and cast "summon ship" to imediately have any of your other ships at your disposal. What the fart?!?!

All this while the stellar forge team is working to create the most believable celestial bodies ever seen on any digital media, with planets and moons created from real geological principles, with star systems created by simulating the real way how star systems are formed and evolved over time, ending up with a 1:1 simulated real(ish) galaxy. And not just "a" galaxy, but our real galaxy. Even the skybox isn't just a bunch of random dots, the visible stars are actually the stars that can be seen from the location you're at, with size, luminosity and type being taken into account.

This blend of attempted wondrous believability is then tainted by some fairytale mechanics for "game reasons", ending up with a rather strange result. Like a classic, shiny chrome covered vintage sports car left in open air at the mercy of pidgeon poopholes.
 
Last edited:

Robert Maynard

Volunteer Moderator
Just wait until we get player crew - one player piloting to the chosen destination with as many crew as they are allowed (afk, of course) and then all of the crew can disembark and summon up their ship of choice instantly at the destination.
 
Now, my next question -- how will this negatively affect the Mission Boards?

H-Jump to system, see a bunch of missions, summon mission capable ship. Rinse. Repeat.

Not sure I like that.

Precisely. No problem with doing a few more of the "data delivery" missions in current ship whilst waiting for e.g. the CZ optimised ship to arrive; or vice versa.
 
Just wait until we get player crew - one player piloting to the chosen destination with as many crew as they are allowed (afk, of course) and then all of the crew can disembark and summon up their ship of choice instantly at the destination.

Yes!

I don't like where this is going.
 
Come on we all know they are spawned there, however good game design require that you do think about how it fits into the universe. If not you are just making a "lobby" based game and should not spend time on creating the galaxy simulation.

It was a reaction to this sentence "When The Superpower War™ starts there's no need for the Imperials to dispatch a fleet to the frontlines. Just send over a Hauler, put the kettle on and then beam over an army of Cutters in time for tea and battle." in the post I was answering.
 
You and Yaffle make a very good point.

The main reason why the cheesy bits of ED feel extra cheesy is the lack of consistency.

We have short lived limpet drones, that occupy a ton space of cargo, and have to rebuy them every time. Same for ammo, missiles, SRVs, heat sinks, chaff, etc. But now we will be able to on-the-fly manufacture disposable ship-launched combat spaceships??! What the fart?!

The fact we are able to use ramming as a normal tactic, current collisions suggest our ships are made of pillows, instead of cinetic energy monsters. Some guy posted a video yesterday boost-slamming a modded Corvette on purpose into Achenar 3 and barely lost a ring of shields. Yet touch a tiny Skimmer with said Corvette, and lose shields and thrusters immediately. What the fart?!?!

The game also tries to create the feeling of the vastness of space, space travel takes time, feels empty and cold, and lonely and agoraphobic. But then land and cast "summon ship" to imediately have any of your other ships at your disposal. What the fart?!?!

All this while the stellar forge team is working to create the most believable celestial bodies ever seen on any digital media, with planets and moons created from real geological principles, with star systems created by simulating the real way how star systems are formed and evolved over time, ending up with a 1:1 simulated real(ish) galaxy. And not just "a" galaxy, but our real galaxy.

This blend of attempted wondrous believability is then tainted by some fairytale mechanics for "game reasons", ending up with a rather strange result. Like a classic, shiny chrome covered vintage sports car left in open air at the mercy of pidgeon poopholes.

You're making too much sense here, please stop that, logic is not how we do things around here.

0a1a48b1a91d319f7d691097c05a3296.jpg
 
It was a reaction to this sentence "When The Superpower War™ starts there's no need for the Imperials to dispatch a fleet to the frontlines. Just send over a Hauler, put the kettle on and then beam over an army of Cutters in time for tea and battle." in the post I was answering.

Oh, copy :D
 
Won't this gameplay break the game?
I can see some pretty weird stuff happening to the BGS and what about PP?, ha who am I kidding no one plays PP.

Toddle around in the Asp. see some good missions that need a lot of space, cast summon ship spell, T9 pops in, do the mission, cast summon ship spell, continue to toddle around in Asp.
 
I assume there is a check that a large ship cannot be transferred to an outpost?
*snip*

IIrc you need at least a shipyard to get your ship hauled to you and most Outposts simply have no shipyard. But a simple check about shipsize on top shouldn't be too complicated either... at least I guess...
 
Seriously!! As a minimum delay, it should take longer than it would take to fly the ship there.

Why would you fly your combat build anywhere now instead of using your lightweight 50ly+ taxi and then insta-transport?
 
Now, my next question -- how will this negatively affect the Mission Boards?

H-Jump to system, see a bunch of missions, summon mission capable ship. Rinse. Repeat.

Not sure I like that.

Good question — Because putting a timer on for transfers won't prevent that, unless the timer is so rediculously long that the missions will have dried out from the background simulation.
 
Just wait until we get player crew - one player piloting to the chosen destination with as many crew as they are allowed (afk, of course) and then all of the crew can disembark and summon up their ship of choice instantly at the destination.

What difference will an extra X-amount of added time make to that scenario .. The thing here is adding any amount of time to deliver a ship changes nothing, all it means is that a player who wants to join in on some action has to wait to do so .. For Clarity, I'd rather a time limit
 

Deleted member 115407

D
What? Why would you think that? Nearly everyone here thinks there should be a realistic delay time. The only one that seems to disagree is Sandro atm. And he is a flexible guy who only said "instant" because "fun". But this literal instant gratification isn't even fun. It's just broken.

Because I don't know that the folks who frequent these forums accurately represent the player base as a whole.

We'll see. I personally have no problem with a time/distance delay. I would actually prefer it.
 
Bearing in mind that everyone will be travelling in Asps, imagine the scenario below:


Pirate flys looking for trouble.

Spies man in Asp travelling from A - B.

Interdicts Asp

Asp says eat my dust     !

Asp jumps 50 LY

Pirate dumps ships and starts playing in Asp so he can still play the game...
 
Last edited:

Robert Maynard

Volunteer Moderator
Seriously!! As a minimum delay, it should take longer than it would take to fly the ship there.

Why would you fly your combat build anywhere now instead of using your lightweight 50ly+ taxi and then insta-transport?

I certainly won't be - as my taxi will have a significantly lower rebuy than any combat builds.

Also, a player cannot be "cornered" in a station in a relatively unmanoeuvrable ship - summon up a nipper one and flee.... (acknowledging that the targeted player could choose to mode swap to avoid this)
 
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