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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I think that that a much more coherency breaking thing is the silly Spaceship 3d printer... this is just pathetic and makes the whole economy just silly... why does a kitted anaconda cost hundreds of millions again? well lets say that after that brilliant announcement i find No Mans Sky a more coherent universe

As for the ship transfer.. I would say make it last some time, depending on the distance, but make it 12 hours at maximum

that way you still get some planning involved but at the same time allows people like me to actually use my ships without taking days of work or sacrificing family life

<insult removed>
 
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Instantaneous delivery with modules makes sense assuming the ship I get, or parts of it, was "abandoned" by another player via ship delivery.
For extremely remote stations I like the idea of ObsidianAnt making the fee ridiculously high depending on the distance.

The instant re-spawn at any size or location of a station, shipyard or not, is harder to explain than the instant delivery, and ppl seem fine with that.
 
1400 posts in 25 hours do you think frontier will get the message.

i hope so, even with all the defence of the instant ability look at the results - only 25% think it should be instant - 75% of all the players voting believe there needs to be a delay of some length. As forum votes go that is a landslide!
 
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IMHO it makes no sense for it NOT to be instantaneous, or at least in accordance with whatever the timeframe on reprinting a fighter would be (maybe scale up the time for larger ships?).

The lore already states we have the ability to print inorganic matter in no time - why would we physically be transporting a ship from A to B with all the associated time and cost when we can just destroy it in one location and print it in another?

So if there is a valid gameplay / balance reason for introducing a small delay let it please not be justified by distances. It needs to be based on the time taken to print a duplicate of your size and complexity of ship.

Im sure this is covered somewhere in the previous 90 pages...
 
I had an idea that it might be nice to fly out to Jaques station in a cobra IV or FDL, as most of the ships out there would probably be asps or condas, maybe gain an advantage for a while, if any new gameplay emerged like alien combat. Idea is now pointless.

I find instant ship transfer very lazy from a development perspective, and it panders to the crowd who have tried from the start to shape this into an arcade game rather than a simulation.

I know it won't happen, but what I would like is for the developer to use the existing game engine to write a proper simulation,
you know, one where you can't enter a station and bounce off the station control towers at 150KPH to use them as "brakes" or have a T9 pulling +10G in boost

Something more like Frontier II in the 90's and then leave all the kids with thier limited attention span to play "arcade" Elite.
 
You can replace the FSD in any ship with 2D, which just weights 1 ton. Saves a lot of weight, too, and is enough for supercruise, even if your jump range drops below 1 Ly...

With the oncoming surge in demand, 2D FSDs will become very expensive in the near future, I suppose.
 
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The instant re-spawn at any size or location of a station, shipyard or not, is harder to explain than the instant delivery, and ppl seem fine with that.

Not really fine - again Frontier took the 'easiest to program and get functional route', but aspects around long time-delays before respawns, or perma-death, either prevents playing the game 'at all', or acts as a huge deterrent to those not wanting 'ironman' modes (Hint Frontier: Where did that get to again? ;) ). The DDFs talked of different levels of insurance policies, time delays for accessing escape pods etc., when covering death. IMHO It would be better to manually pilot some form of escape pod back to civilization, but again that would be contentious too.

So the difference is 'realistic death' = Major barrier to play. 'Lack of instant transfer' = You can still play using your current ship, but that might not be optimal, given circumstances. There's a bit of a clear difference (in my mind at least :) ) between those two.

- - - - - Additional Content Posted / Auto Merge - - - - -

Transport ships perhaps similar to the guild ships of Dune
https://www.youtube.com/watch?v=OPY3d0BxTbI

Downside: So why don't big ships like the Farragut or the Majestic just use that type of space folding? Teleporting cap ships ahoy! :D
 

Javert

Volunteer Moderator
For the record, I share the concern that many others have expressed here that this functionality might

a) Render all past balancing and decisions about FSD ranges and drive sizes redundant since you can just go wherever you want in an maxed out Asp and then call the rest of your fleet there instantly and

b) Render all outfitting scarcity of items for your ship redundant.

It's the first one that concerns me most as the second one is actually something that I found rather annoying in the past anyway.

On this morning's live-stream the devs pretty much stated that they had made this decision for game play reasons and they accept that it's "not very realistic". They touted the idea that if you see a combat zone you can instantly summon your Vulture to the fray as being a desirable thing to have.

I can partly see their point of view, since ferrying your ships from a to b is not exactly the most exciting part of the game.

The way I would justify this I suppose is to say that when you transfer your ship, you are not actually bringing your own physical ship - what you are doing is hiring a local broker who has intimate knowledge of the local area, and who can source all the parts and ship to make an exact duplicate of your own ship very quickly, in return for his/her fee, he would then take your old ship and would be responsible for going back and selling your old ship in his own time. This is how I would justify the shortened timeline, but this still doesn't justify it being instant transfer, and also doesn't explain it having the exact same engineer upgrades.

Also, this doesn't really explain it if you can pull your fleet to a very remote station like Jaques.

What we don't know is how much this will cost to do - if the prices are very high, this might help a bit with the situation.

I wonder if they have also considered some kind of cap on how many ships you can transfer in a certain length of real time.

Market hint for you - time to purchase shares in Lakon Spaceways as sales of Asp will be very high in future ;)
 
I'm happy that ship transfers are happening and it makes no difference to me if it's instant. Let's face it, we can spend a lot of time waiting in-game for stuff to happen, we needn't wait longer than we have to. Paying a proportional fee for the transfer is a valid and necessary caveat - an additional delay would be an unnecessary duplication of consequence. Fair enough, this may be 'more immersive / realistic', so I'm not completely opposed to a delay as such; I just don't think it's absolutely necessary.
 
Instantaneous delivery with modules makes sense assuming the ship I get, or parts of it, was "abandoned" by another player via ship delivery.
For extremely remote stations I like the idea of ObsidianAnt making the fee ridiculously high depending on the distance.

The instant re-spawn at any size or location of a station, shipyard or not, is harder to explain than the instant delivery, and ppl seem fine with that.

The instant re-spawn as you call it is a "PLAYER'S DEATH", which is ALWAYS unrealistic in ANY game out there, though always needed. Like democracy - far from perfect, it's just humanity never invented anything better;)

So please do not incude this into your arguments.

100x times NO FOR INSTANT DELIVERY (of whatever cargo/mods/ships)!!!!

Please..., hear us out Mr. Sandy!!;)
 
I know it won't happen, but what I would like is for the developer to use the existing game engine to write a proper simulation,
you know, one where you can't enter a station and bounce off the station control towers at 150KPH to use them as "brakes" or have a T9 pulling +10G in boost

I'm sure a fair number of us would buy into that on the forums, but Frontier would only sell a few thousand copies, and would need to charge '00s if not '000s a copy. And I'd be fine with that.
Or charge £10-30 per ship 'add-on' pack like 3rd Party FSX/DCS developers. Again I'd be fine with that. :)

*Edit* Hmmm - this could sound like I was advocating that other space sim. I'm not. I'd prefer the above to actually be delivered. ;)
 
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What irks me the most: On the one hand, David Braben is going on about how scientifically accurate ED is while, on the other side, the number of "unrealstic" gameplay features keeps rising and rising... sure, it's a game, but convenience and ease of implementation seams to be the order of the day for FD now... again, very disappointing.
 
Anytime, commander.

As long we keep out, in defending or supporting a new feature, the way someone else play.

Btw:

As someone else stated - very smart I have to say - since Ed beta you have a lot of instant action:

1) repair,
2) refuel,
3) cargo
4) if you die you "instant" are spawned to the last stations.

No one here has never discuss that: why here should be different?

ok. i actually would like 1-4 to not be instant (specially 4), just for realism sake. however i don't think they spoil the concept of the galaxy being an enormous place in the way teleporting around ships over hunderds of ly does. repairing, refuelling and even dying are local activities and very frequent. i guess it's so for gameplay reasons, and i see really no consequences of note in the bigger picture. teleporting ships is another story.
 
The way I would justify this I suppose is to say that when you transfer your ship, you are not actually bringing your own physical ship - what you are doing is hiring a local broker who has intimate knowledge of the local area, and who can source all the parts and ship to make an exact duplicate of your own ship very quickly, in return for his/her fee, he would then take your old ship and would be responsible for going back and selling your old ship in his own time. This is how I would justify the shortened timeline, but this still doesn't justify it being instant transfer, and also doesn't explain it having the exact same engineer upgrades.
I feel that any need to instigate complex handwavium jiggery-pokery is showing that what's being implemented don't naturally fit with the designed universe. Mechanisms should flow from how it functions, not need to hammered in like a screw into a wall.
 
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On this morning's live-stream the devs pretty much stated that they had made this decision for game play reasons and they accept that it's "not very realistic". They touted the idea that if you see a combat zone you can instantly summon your Vulture to the fray as being a desirable thing to have.

I can partly see their point of view, since ferrying your ships from a to b is not exactly the most exciting part of the game.

The counter-argument to the much cited 'gameplay' reason is that Frontier would have to make this instant transfer very, very expensive to avoid massive exploitation of this feature.
This then will leave the use of it only to the super-rich players and give the majority of those players now yearning for instant transfer the raised middle finger.
 
Or, have two categories:
1) Express delivery, instant or in a very short timeframe, but at a horrendous cost (tens or hundreds of millions of credits)
2) Standard delivery, takes a while (hours/days), but at a fraction of the cost in 1)
 
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