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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They're the same in game. It's consistent. Why is one different than the other? Instant is instant. If 2 things are performed instantly that should not be possible, what separates one from the other? Neither is possible in real life. You have to suspend disbelief in either circumstance.

The problem, one of them anyway, with this line of reasoning is that it won't be long before other aspects of the game are simplified for us, too. How long before we just have a button press to land our ships on planetary surfaces a la' NMS, for instance? This design decision is being floated to pander to the casuals, and it's the opposite of what I hold dear about ED in the first place.
 
Exploited how? Your second ship gets there faster? So, having my FDL at Jacques right after my Asp gets exploited in what way? I still need the FSD on my FDL to get around the new area, so mods still help. I can just get to the RES today instead OF Monday, but so can everyone else.

Means your lowest jumping ship will only be limited by the fsd of your farthest jumper + your wallet. It will screw badly with ship balance.
 
The problem, one of them anyway, with this line of reasoning is that it won't be long before other aspects of the game are simplified for us, too. How long before we just have a button press to land our ships on planetary surfaces a la' NMS, for instance? This design decision is being floated to pander to the casuals, and it's the opposite of what I hold dear about ED in the first place.
That's a slippery slope argument.
 
Means your lowest jumping ship will only be limited by the fsd of your farthest jumper + your wallet. It will screw badly with ship balance.

When all players have access to the same advantage/disadvantage, I'm not sure how that affects 'balance'.
 
I mean, if you think those are moot points, why do you default to instant transfer? If to you they are moot, then let the people who care about a logically consistent universe have their way, no?

Personally, I am not interested about ship transfer too much. I did the math and if we will need to pay for the ship transfer, I do not see any reason to use it.

On the other side, I can quite clearly imagine that instant and stateless way of ship transport is the fastest and most uncomplicated way how to implement the feature. And less time on this feature means that Devs can concentrate on more important aspects of ED. Aspects like "how to implement some real game in the existing beta version of space engine" or "How to make a ship/station walking really cool" etc. Things like that.
 
Means your lowest jumping ship will only be limited by the fsd of your farthest jumper + your wallet. It will screw badly with ship balance.

No it won't. Getting that ship there faster doesn't unbalance anything, and the range still matters when you go to use it. You still have to use your FSD. What does it matter if it gets there now or tomorrow? A few extra hours in the RES?
 
That's a slippery slope argument.

Sure, I get that. I fully understand that plenty of the things that I love about ED lots of other players either grudgingly tolerate or even outright dislike. Personally, one of the things that endears ED the most to me is it's epic sense of scale; if you want to get a fighter from one side of the bubble you have to work for it, both in terms of just jumping the darn thing from Cubeo to Sothis in the first place, but also in the sense that getting it not only combat ready but also long range jump worthy takes a lot of commitment. I love that about this game. Insta-travel is going to murder that aspect of the game.

I know that I'm on a slippery slope, and no doubt fighting for the losing side, but that isn't going to stop me from swinging.
 
When all players have access to the same advantage/disadvantage, I'm not sure how that affects 'balance'.
It removes the need to have multirole.

Multiroles such as :
Trader/fighter
Explorer/fighter
Trader/explorer
are now 100% pointless.

Why spend time working out how to adapt and pick to either have a ship that is good at one thing or one thats okay at everything when you can just have magic?
You go to the system in your new special transport and then magic your fighter or trader to the port.

No more need to pick between a long trip with a good fighter or a short trip with a bad fighter , military FSD techniques are gone.
 
Try this general explanation everyone?...
A Federal Corvette and FDL are well known in game as powerful combat ships, but have woefull FSD's and very poor travel distance. One way to improve this is to spend a huge amount of credits purchasing an 'A' grade FSD then work in game for a great number of hours to engineer them to jump even further..


However, with instantaneous ship transfer, not only can Cmdrs bypass this massive expense of time and credits, Ships can now be fitted with grade 'D' FSD's, making combat ships even faster and more manoeuvrable.

All is required now is a lightweight Asp to do the travelling and then 'transfer' my combat ship to the party

Unbalancing all the ships in one fail swoop. And bypassing the process of putting in time and credits to upgrade 99% of the ships FSD's. You could argue that everyone is at the same advanage or disadvantage. But it doesn't detract from the fact that a huge amount of gameplay is made redundant in the process

is this a good consideration ?

Flimley
 
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Exploited how? Your second ship gets there faster? So, having my FDL at Jacques right after my Asp gets exploited in what way?

You just described an exploit. The reason people wanted ship transfers was they wouldn't have to play Valet to get their fleet across the bubble. No one ever expected that the delivery method would create an exploit that would override the jump range balance mechanics completely!! getting an FDL to Jaques in 20% of the time it would normally take!!!

If they want to address broken and painful jump ranges then they should do it directly by fixing the ships that need love. Buff the FDL and Corvette jump ranges! Not muck about with magic Taxicondas and astronomical transfer fees. That just nerfs the bank accounts of people who like short range ships. And guess who gets hit hardest with that transfer tax? The shorty FSD Feds. #ImperialBias.
 
Try this general explanation everyone?...A Federal Corvette and FDL are well known in game as powerful combat ships, but have woefull FSD's and very poor travel distance. One way to improve this is to spend a huge amount of credits purchasing an 'A' grade FSD then work in game for a great number of hours to engineer them to jump even further..

However, with instantaneous ship transfer, not only can Cmdrs bypass this massive expense of time and credits, Ships can now be fitted with grade 'D' FSD's, making combat ships even faster and more manoeuvrable.

All is required now is a lightweight Asp to do the travelling and then 'transfer' my combat ship to the party

Unbalancing all the ships in one fail swoop. And bypassing the process of putting in time and credits to upgrade 99% of the ships FSD's. You could argue that everyone is at the same advanage or disadvantage. But it doesn't detract from the fact that a huge amount of gameplay is made redundant in the process

is this a good consideration ?

Flimley

Yes, a most excellent consideration. I was fumbling my way through a post a few above this trying to make this (similar) point.
 
Sure, I get that. I fully understand that plenty of the things that I love about ED lots of other players either grudgingly tolerate or even outright dislike. Personally, one of the things that endears ED the most to me is it's epic sense of scale; if you want to get a fighter from one side of the bubble you have to work for it, both in terms of just jumping the darn thing from Cubeo to Sothis in the first place, but also in the sense that getting it not only combat ready but also long range jump worthy takes a lot of commitment. I love that about this game. Insta-travel is going to murder that aspect of the game.

I know that I'm on a slippery slope, and no doubt fighting for the losing side, but that isn't going to stop me from swinging.

I know where you're coming from, it's just that the slope usually keeps getting even more slippery if I try to argue with it. So, I just call it out and move on.
 
It removes the need to have multirole.

Multiroles such as :
Trader/fighter
Explorer/fighter
Trader/explorer
are now 100% pointless.

Why spend time working out how to adapt and pick to either have a ship that is good at one thing or one thats okay at everything when you can just have magic?
You go to the system in your new special transport and then magic your fighter or trader to the port.

No more need to pick between a long trip with a good fighter or a short trip with a bad fighter , military FSD techniques are gone.

If you say so. Won't stop me (or anyone else) doing exactly that anyhow. All that'll change is the ballache logistics of running a hauler between stations to shuffle a fleet about.
 
@Frontier: pls. internally design a long-range transport carrier with up to 250ly jump range and max. 4-5 jumps, but at the cost of spent engines and subsequent repair costs.

yes for gods sake. design a wicked transport ship that we can use and transport our ships with.. with the chance we get interdicted etc... jesus.
 
You just described an exploit. The reason people wanted ship transfers was they wouldn't have to play Valet to get their fleet across the bubble. No one ever expected that the delivery method would create an exploit that would override the jump range balance mechanics completely!! getting an FDL to Jaques in 20% of the time it would normally take!!!

If they want to address broken and painful jump ranges then they should do it directly by fixing the ships that need love. Buff the FDL and Corvette jump ranges! Not muck about with magic Taxicondas and astronomical transfer fees. That just nerfs the bank accounts of people who like short range ships. And guess who gets hit hardest with that transfer tax? The shorty FSD Feds. #ImperialBias.

It isn't an exploit. At that point, it's an intended game mechanic available to everyone equally.

Once again, you still need your FSD if you plan on leaving that system.

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Did you just blatantly ignore my response to this point? You wouldn't have to be in game for the 18-19 hours to pass!

I'm well aware. It's just that 20 hours later, I'm probably not going to be on. Chances are, it would be the next day.
 
Instant ship transfers? 3D printing fighters? FD keeps disappointing.

I find it sad they keep leaning toward game rather than simulation, even as Braben keeps pushing science.

Still, it's all I've really played for the last 21 months.
 
You can always imagine that you hired a bunch of NPCs and they was flying at the same time as you. And you just told them the exact station name where they should land. :)

how about we actually hire npcs and they transport our ships? because it would involve coding something other than a menu?
 
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