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.
As much as I find the "cast summon ship spell", the "flying SLF factories", the peek-a-boo POIs, the fragile-skimmer<->super-skimmer transmorphation, and some other completely nonsensical gameplay decisions keep tainting a game that tries to strive for believability and atmospheric experience in so many things, I find that having ship transportation service is such a great improvement that I'm willing to bite the bullet. But it sure is a big and foul tasting bullet.
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.
Unlike instant teleportation to your last visited station on death along with a perfect replica of your lost ship being available for a tiny fraction of the cost regardless of the station type or services? Or artificially differentiated commodity prices at locations that are only minutes travel apart? Or a tiny handful of mystical engineers who can enchant ship modules? Or ships that fly like WW2 fighters? Or "community goals"?
ED is packed full of gamey features, this is just going to be another of them.
I feel privileged to have spent time at Jaques Station before such changes. Over time, it will lose the unique attributes that have attracted me to it. But it's there now, and should be enjoyed for what it is today.
Jacques station has the unique nature of being behind several hundred loading screens and being in a pretty spot.
Oh, and the community must collectively stare at more loading screens to unlock station stuff so it's useful.
Oh, and you've still got to sit through a couple hundred loading screens to get there in the first place. This just allows you to do something else while you're there without spending EVEN MORE TIME STARING AT LOADING SCREENS.
Unlike instant teleportation to your last visited station on death along with a perfect replica of your lost ship being available for a tiny fraction of the cost regardless of the station type or services? Or artificially differentiated commodity prices at locations that are only minutes travel apart? Or a tiny handful of mystical engineers who can enchant ship modules? Or ships that fly like WW2 fighters? Or "community goals"?
ED is packed full of gamey features, this is just going to be another of them.
For me there should be some kind of nominal delay but I'm more that willing to allow FD the space to introduce, when it suits their development cycle. Reason being there are other things you could do with transfers ;
Call ship from store location to my location (presumably how it looks in 2.2)
Send ship from my location to new location.
Remote order : transfer ship from it's location to a new location (while I am at a third location)
Introducing a time lag is NOT code trivial, if you want to transfer a second ship, say while your first has been ordered and is en route, needing a whole new timer, so definitely definitely happy to wait.
In return ..... my wishlist says, I'd love to see NPC Transporter ships here and there, not linked to actual ship transference but giving idea of a company somewhere hauling ships. In future it would be great to be able to pilot said ship for a career in "ship transporting" with contracts taken from the missions system, but those would likely have to be non-player owned ships, maybe you'd be working for the Bank of Zaonce, Shipyard division.
I'm really happy to see the feature as it is though, in what I believe to be embryonic form. I'm sure I saw news of a station being introduced where you can soon visit CQC in game. Hopefully someone can confirm that for me because that shows how things can develop ... CQC used to be 'by magic' only, too ..
edit ... here it is. CQC assets in main game and no longer magic (pretty sure);
Jacques station has the unique nature of being behind several hundred loading screens and being in a pretty spot.
Oh, and the community must collectively stare at more loading screens to unlock station stuff so it's useful.
Oh, and you've still got to sit through a couple hundred loading screens to get there in the first place. This just allows you to do something else while you're there without spending EVEN MORE TIME STARING AT LOADING SCREENS.
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.
Ah yeah, thats true, currently it's more work (although there are a few RES within three jumps of Diaguandri, so not *that* much. Anyway, lets take the next step: what would be 'a hefty charge' in your opinion?
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.
Okay, it doesnt have to be a formal equation but we should give the devs at least a 'range' of values that 'we' consider to be too low, too high or acceptable. I agree with the variables you suggest should be factored in, that would add depth to it all, but a simpler approach would work for me to. The big question to me is how it scales with ship cost and range. If a new player wants to move his combat Eagle to where his mining Adder wound up for some quick nav beacon hunting, I dont see that as game-breaking in any way and I'd be cool with a rather small price (say, 10k). But moving a corvette to jaqcues should be almost prohibitively expensive (random suggestion: 500mil). Exponential increase of cost based on range would work very well, as you suggest. Just my opinion. But I think it would be useful for the devs if we'd specify this a bit better.
Jacques station has the unique nature of being behind several hundred loading screens and being in a pretty spot.
Oh, and the community must collectively stare at more loading screens to unlock station stuff so it's useful.
Oh, and you've still got to sit through a couple hundred loading screens to get there in the first place. This just allows you to do something else while you're there without spending EVEN MORE TIME STARING AT LOADING SCREENS.
Well I'm afraid you are playing the wrong game, if you can't subscribe to the mechanics of travel within the game then NMS may suit somebody of your predicament unless of course you can come up with an intelligent alternative and educate the rest of us.
Cool pic. So basically, moving the Beluga liner (assuming its linear) to Jaqcues would cost a little over 300 million for a one-way trip. Assuming outfitting a Beluga is cheaper than a Corvette, the Corvette would indeed end up at the 400-500 million I was guessing. I dont see people casually doing that all the time...
Cool pic. So basically, moving the Beluga liner (assuming its linear) to Jaqcues would cost a little over 300 million for a one-way trip. I dont see people casually doing that all the time...
Well I'm afraid you are playing the wrong game, if you can't subscribe to the mechanics of travel within the game then NMS may suit somebody of your predicament unless of course you can come up with an intelligent alternative and educate the rest of us.
Well I'm afraid you are playing the wrong game, if you can't subscribe to the mechanics of travel within the game then NMS may suit somebody of your predicament unless of course you can come up with an intelligent alternative and educate the rest of us.
Here's your intelligent alternative: explorers can go off and do their thing, and people who don't get anything out of endless loading screens and pretty sights that I could find in seconds with Google can just make the trip once, and transfer their stuff.
Your penchant for staring at loading screens doesn't make you more intelligent than I am, and this game is not called "Elite: Hyperspace Loading Screens."
Introducing a time lag is NOT code trivial, if you want to transfer a second ship, say while your first has been ordered and is en route, needing a whole new timer, so definitely definitely happy to wait.
As the past has shown (e.g. adding module depreciation, or flagging stolen goods as unsellable), it would probably
make more sense to wait till the system was fully in place, than implement a half-cocked system that players get used to, then complain vociferously when it gets removed later.
In return ..... my wishlist says, I'd love to see NPC Transporter ships here and there, not linked to actual ship transference but giving idea of a company somewhere hauling ships. In future it would be great to be able to pilot said ship for a career in "ship transporting" with contracts taken from the missions system, but those would likely have to be non-player owned ships, maybe you'd be working for the Bank of Zaonce, Shipyard division.
Meh, make it instant. The cost is credits, credits = time. Waiting in a station is bad gameplay, it isn't gameplay at all (ponders sitting in his desk chair looking at his phone while in supercruise...). Immersion is great but making someone order their ship and then tell them it will arrive in 2 hrs is not going to add to immersion, they'll just log out until the next day when they can actually play the game. Logging out is about the least immersive thing you can do.
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If it makes you feel better you can always wait an appropriate amount of time before using the ships