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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anyone who expects players to wait hours or days to have their ship transported to Jacques is nuts.
I should not have to do the following
1. Fly to Jacques station
2. Order ship to be transported
3. Go to work
4. Come back from work 10 hours later
5. Have use of the ship that I ordered to be transported

That would be a ridiculous mechanic to have to deal with

What if you can hire an NPC to fly your ship to Jacques while you are busy with other matters in SOL? The NPC pilot might take 10 hours to get your ship to Jacques, but still... It may even beat your own arrival time, when sending it (or even an entire fleet) ahead of your own departure.
 
I voted this:

  • Yes, I want ship transfer.

    [*]Yes, I want module transfer.

    [*]Transfer should take a large fraction of the time it would take manually.

Transfer should be faster than normal. They could use special cargo ships with super-jumps for this. These are huge cargo ships that dock outside stations. Because the modules and ships they carry are so big.
 
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Lol, so far i'm the only one to pick "No, I don't want ship transfer".

Have some rep. I didn't pick that option because ship transfer of some form has always been on the cards IIRC. We're really just horse-trading over details now. And probably not even that if it's a 'done and dusted' deal already. We're just 'Pavlovian ' (hmmm, that sounds so wrong? Ring a bell and... :) )

*Edit! Heh - Kudos to the swear filter! It got that joke! :D
 
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The feature is long overdue. If FD can't provide it in a more immersive and RPGish kind of way then so be it. I would rather have the ability than not at all.

I always end up with ships scattered all over the place, and frankly, it is easier to just buy another one sometimes than spend all night retrieving the original. Now I won't have to do that, which is good.
 
I voted for 'instant' transfers for three reasons:

1. It's a game that I can't devote large tracts of time to playing, so waiting around would be dead time, with transfers potentially arriving after I've had to shutdown.
2. I'd rather the solution was programmatically as simple as possible. The more and varied timers you have running, the more the potential for problems.
3. I do not want to play Elite: Masochism. Given there is much else in the game that you could argue are nugatory time-sinks, it's nice to see gameplay/accessibility winning.

I'm not discounting those who preceive immersion by having to wait, but it's really not for me.
 
I was expecting this feature to come with a time to wait for the ship to arrive. I don't mind instant transfer if it is mitigated by exponential cost based on size and cost of ship, FSD range and fuel capacity.

Say I'm 50 LY away from my home base in my Vulture and I need my python, 200k. Now if that distance was 500 LY it would cost me 200 million credits. Transfering a ship to Jaques would cost billions of credits which not even the richest people in the game could afford.

Exponential cost please FD.
 
Can you please tell me where I can find a Res in close proximity to a station that not only has all the A rated modules for me to buy back that I'd like to swap out just to have the optimum combat build for a play session, but also has all the G5 engineered upgrades attached? Because the last time I tried to A spec one of my ships I needed a third party tool, about an hour of free time, and had to fly to 5 different systems.

Module storage allows you to dump your mods at the station, downsize, and get them back when you return from the res anyway. No matter what res. With or without ship transfer non of what you describe is relevant to the proposal.

They will 'already do that' currently because Frontier have already been way too lax with not having module depreciation on resale. However, now that module storage is coming, there is no excuse for that not to be back again. ;)

As for 'Pavlovian response' perhaps, but isn't it best to present opposition to something early, spitball things around, and thrash out potential issues. That was sort of the point of the whole DDF discussions? Oh, and before you say 'well, that's what beta's for' - yes, it is, but the beta also needs to be realistic in terms of the prices proposed for transfers, so we can test those, lest we end up with the same unbalanced situation that engineers had (and still has). And control through prices is possibly problematic if we make some assumptions from Steam's playtime values, which show a mean far above the median. This in turn suggests that, high prices won't deter the long term players from teleporting everywhere, but casual players may not have the funds, even though the feature is most applicable to them. Too low prices (or no limit on transfer ranges) and well... meh.

'Opposition' is totally meaningless if its as vague as its in this topic. People should formulate actual game mechanics and explain why that would be better, and explain specifically which elements would be worse and why. The vast majority of arguments are more or less this:"I dont know how the cost will be set-up, but I am going to go right ahead and assume it'll be stupid, and I am going to go against the imaginary stupid idea without saying what numbers would work better."

So, for example rather than people saying "OMG FD will kill ship trade?!?!?!!!", people could say "to balance this properly I think the cost of transfer should be [insert equation]." The former is totally useless to the devs, because ofcourse they considered that. The second can be useful, because whatever solution FD has may actually be less good than they hope, and having concrete alternatives may demonstrate that.
 
Hmm. IMHO the poll isnt quite accurate in getting the real votes for insta-transfer vs delayed-transfer (however long that takes in the end) since its a multiple choice poll where you can vote for more then one delay option.
 
What wrong with just not using it if you don't think it fits the game? Does it really make any difference to you if someone else uses it?

ED is not a single player game, and in many cases players are in competition with each other: be it combat, trade or political. So yes it makes a huge difference if some people use it and others don't.
 
I think some Cmdrs should be given an instant kill button, plus another one for instant billionaire and triple elite. Why bother having to use your brain or put any thought or effort into it. The game should be so that even a vegetable could play it, oh what fun.
 
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Fumaroles not good enough for you now? Honestly, I'm still wondering what all the fuss is about. There will be -a- cost to jumping ships around, enough that it won't be "at will", but likely not enough that it will mean ship jumping isn't the preserve of the billionaires club either. So hot drops become a thing, along with magic bag ships, big deal, we're getting rapid-fabrication fighters being dispensed "as ammunition" as it is, effectively this is a scaled up version of that. It does make a mockery of those "immersive" long haul runs because now you can just blap your Annaconda over with it's hot to trot combat fit once you've got into place using a speedy explorer rigged Asp but hey, thems the breaks.

People need to remember these forums aren't the be all and end all of Elite Dangerous, it's a fraction of a fraction here, and they've decided (for whatever reason) that this makes sense, so, work with them to make it palatable, I doubt we'll see wait timers enforced because that would mean some kind of "Stateful" system which needs server resources (bad) or is exploitable by the client (very bad), so the only option to mess with is cost. That'll get balanced in the beta.

There are several option to go by. Fact is Ship transfer is something many wanted.The Problem is the rattail it drags along that noone wants to hear or think about.
The rattail is so long that it doesnt matter if it gets "delayed" by X amount of minutes because of distance ect.
So i have a proposal to LIMIT it in certain ways.

- First CR cost. Should be high.
- You have to be ALLIED with the controlling faction of the system. That way it limits immensly the abuse for it, and the background simulation can really screw you over with it.
In that sense, you would only be able to transfer ship to allied systems/stations so if you are at Jaques as a example you have to get the reputation in order to get your ships transfered.

- Possible a thing could be adding a multiplier to the credit cost the less quality the FSD has. So a A rated FSD ship will be cheaper to transfer then a E rated FSD. Because ot has a better jumprange.
- That would make complete combat oriented ships more costly to transfer and balancing stuff out a bit.

Another thing that could be done is limiting the ship transfer to small ships.

Those are suggestion if FD wants to avoid adding a timer...or could be coupled with a timer...
 
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I voted for 'instant' transfers for three reasons:

1. It's a game that I can't devote large tracts of time to playing, so waiting around would be dead time, with transfers potentially arriving after I've had to shutdown.
2. I'd rather the solution was programmatically as simple as possible. The more and varied timers you have running, the more the potential for problems.
3. I do not want to play Elite: Masochism. Given there is much else in the game that you could argue are nugatory time-sinks, it's nice to see gameplay/accessibility winning.

I'm not discounting those who preceive immersion by having to wait, but it's really not for me.
Does that mean you would stop playing ED if ship transfer was not to be instant?
I have also very limited time to play ED but I voted for same as manual time.
I will still play ED even though the 'instant' decision has been made.
 
I think some Cmdrs should be given an instant kill button, plus another one for instant billionaire and triple elite. Why bother having to use your brain or put any thought or effort into it. The game should be so that even a vegetable could play it, who what fun.
LOL. Made my day.
 
Poll added to this thread.

Ehm, I specifically did not want this thread to contain a poll since actual discussion is usually more productive... but seems that several people made similar threads with a poll and thus I won't object to it being added here -- although, again, my intention was NOT to discuss the fact that we're getting the transfers, just the way the transfers are handled.
 
Instantaneous ship transfer? Sorry Frontier, but I can't think of a response to this that doesn't include the word 'stupid'. It makes a nonsense of the entire premise of the game to have the technology to do this. It doesn't just break immersion: it grinds it to a powder, incinerates it with a 100 megawatt laser, and scatters its ashes across the galaxy. Think again.
 
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Transport - Yay
Instantaneous - Booh

Regardless of what ever choice is made by the Devs there will be some disgruntlement, and then the forum wars meta ranging from "flaming torches and pitchforks to Meh".

Personally I hope the choice is as per the game travel mechanics as they are for normal travel, as to me that means it become part of the game-play style that I like. If it is instantaneous though it wont effect my game-play style, so no drama, sadly though there will be drama which I will choose to ignore.
 
Module storage allows you to dump your mods at the station, downsize, and get them back when you return from the res anyway. No matter what res. With or without ship transfer non of what you describe is relevant to the proposal.

I can't tell whether you are confused about the point I'm trying to make here, or whether you're just moderating your original response to my concerns about the impact of this feature on gameplay when you said to me "This is a non-issue. People who will do any of that already do that. You think I leave my fuel scoop, fuel tank and FSD in there when I enter a RES? No, I remove and downsize it all. Then I put it back when I have to move about, just to limit the inconvenience a bit. People should tone the pavlov-response down a bit when something is proposed without knowing how it will be implemented. In this case, how much it'll cost."

I was not aware that we already had module storage ingame:)

Setting aside your insult with the Pavlov comment, I will agree that we should wait to see how the feature will be implemented before getting too strenuous with our opinions; if Fdev implements a hefty charge associated with moving ships that would make it almost cost prohibitive, I'd be (a little) more in favor of the mechanic. But you know what? That's why this conversation is taking place, to help hash out our feelings regarding this feature and perhaps relay those feelings to Fdev so they can take them into account before they pull the trigger.
 
So, for example rather than people saying "OMG FD will kill ship trade?!?!?!!!", people could say "to balance this properly I think the cost of transfer should be [insert equation]." The former is totally useless to the devs, because ofcourse they considered that. The second can be useful, because whatever solution FD has may actually be less good than they hope, and having concrete alternatives may demonstrate that.

OK. Telling people they need to insert an equation isn't great - not everyone has good mathematical ability. It would be better if the Dev's presented options and possibly suitable formulae.

However, I'll bite. To balance this properly the formula could be based on the range of transfer, the average jump range of the ship involved, presence or absence of a fuel scoop and its size/type, all in a blender and raised to a 'greater than one' power.

e.g. something like Cost = ( (Constant * (Range of transfer / Average jump range) + Fuel Scoop modifier) ^ Power ). i.e. something that goes very large, quickly with range increases. Obviously you could shift the modifications to the power term (i.e. Cost = Constant ^ (Some function of transfer distance / ship range).

Or just base it off a function of the existing jump fuel function.
 
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