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 did not spend thousands of euros to have it watered down ! and I am on the lower end of the backers...

This is just not the game david talked about , go watch the Vlogs , its just not the same

Well, maybe tens of thousands of others spent tens of euro to have it watered down. :)

BTW, it seems that large majority of your problems with ship transfer can be easily solved. Simply stop playing this PowerPlay non-sense and go to Solo. Voila - problem solved. :)
 
All of it except the jumps I need to carry the cargo.
Think of an extraordinarily profitable trade run that is 3 jumps in your trade ship, but the return trip isn't worth it.
3 jumps, sell, swap ship, 1 jump, swap ship, buy, 3 jumps, etc.
No need to compromise for that 3 jump return leg, just skip it altogether.

And you know that is profitable before we know the price for transfers how exactly?
(That 3 jump trip is probably not really very profitable in the first place ;p )
 
I'd still like to know what people who want wait times expect multicrews to do. With the best will in the world, no group of players is going to gather at one station, all play for the same amount of time, and then hop back to where their ships are waiting. What happens when someone not on their own ship leaves the ship they're on, or logs off? Or if the owner of the ship logs off?

Options seem to be:

a) Drop the player at the station their ship is at. I can feel people's realism breaking from here with that.
b) Log them back in on the ship they were crewing - I've seen that suggested, but I'm not seeing that being viable unless the ship owner happens to be online.
c) Drop them at the last station the ship they were on visited - which potentially strands them with no ship, and if a delay is added, possibly for hours.

d) Oh, I don't know, some kind of existing framework which allows a player to summon their ship to them instantly?

I honestly think, besides the convenience, this is why ship transfers are going in right now - multicrew's coming before the end of season 2, and there's got to be some logistics to handle it. In comparison, wings are trivial.
 
Yeah great, and while we're at it let's stop all this nonsense with spaceships fighting, we're really just mashing a button when a pixel is in the middle of our screen. Let's chase the pixel. And trading? HA! Just show me the spreadsheets. Exploration? Just let me shuffle through systems like a pack of cards.

/endsarc

Arguing that because some things are already gamey, therefore everything might as well be gamey, leads you to this conclusion at the end of the tunnel. A game like this is nothing without immersion.
Same crowd that want supercruise to be shorter, jump ranges to be massively increased and NPCs to be static fodder to be wiped out by trade ships. It's seriously threatening the longevity of the game when FD begin catering so heavily to the arcade casuals.
 
2.3 Introduces Pilot Teleportation because actually flying anywhere is just inconvenient.

"Instantly team up with your pals at your favourite station, summon your favourite ships, and play it your way!!"

Is this the game we want?

sadly based on some comment here : yes
because "my time is precious you know :cool:"

they even "dare" say that elite dangerous, a space sim, who is all about how big space is: have "needless travel grind" ...

also
"Now, I know some people might think, well that's ya know, it's a bit gamey, but it is a game, and I think the pros of having un-interrupted gameplay outweigh the cons of getting the transport there straight-away." Sandro Sammarco
is Sandro Sammarco the same guy who made kinect star wars ? or if the one on frontier dev team a different one ?
 
Fails the "Stateless" test. Would need a scheduler (the missions are stateless until you actually complete them, interestingly enough, they're just a countdown timer and a set of conditions which you need to fulfill, the countdown timer can be run by a simple date() check client-side of all things), whereas player bound assets would be tied to a server arbitrated scheduler as you've already paid out for the service, that's an order of magnitude trickier.

Not really, just reuse the mission system.
Pay for your transfer, a 'Ship Delivery' appears on your Transactions tab with a timer.
No option to Discard or Abandon, just a 'Collect' button that appears when the time is up.
 
It will change how powerplay works , how FSD ballance works and worst of all it will ruin the BGS...
The BGS was sold as the core of the game

If Fsd was a way to balance ship than it was a very bad mechanic. I am glad we have passed it (already did it with 2.1. anyway).

How it will ruin Bgs it's something I didn't get: care to explain why?
 
Same crowd that want supercruise to be shorter, jump ranges to be massively increased and NPCs to be static fodder to be wiped out by trade ships. It's seriously threatening the longevity of the game when FD begin catering so heavily to the arcade casuals.

Eh,no and no and no.
But sounds fancy. Mexico will pay for it. :p
 
sadly based on some comment here : yes
because "my time is precious you know :cool:"

they even "dare" say that elite dangerous, a space sim, who is all about how big space is: have "needless travel grind" ...

also

is Sandro Sammarco the same guy who made kinect star wars ? or if the one on frontier dev team a different one ?

I'm starting to wonder if Sandro had a hand in developing NMS.
 
(the missions are stateless until you actually complete them, interestingly enough, they're just a countdown timer and a set of conditions which you need to fulfill, the countdown timer can be run by a simple date() check client-side of all things)

So 'complex' missions, chained/branching missions and missions with persistence are all more than a little tricky to do...
 
I can't vote from mobile but here are my two cents:

Transport: yes, but with max distance limit. Maybe 500ly or so. I don't want to see corvettes on Jaques unless you've worked for it!

Instant: Nope, delay based on distance and size of ship.

Cost: It should be expensive and, again, based on size and distance.
 
And you know that is profitable before we know the price for transfers how exactly?
(That 3 jump trip is probably not really very profitable in the first place ;p )

Ok, price maybe makes out the trade route example unprofitable, but it does highlight how just having this system can change the most basic gameplay.
Credits are a non-issue for most players, so price is not going to be a limiting factor on this.

Seriously, why is a time delay so objectionable? Can players really not plan ahead?
 
I think it's a great idea!! As someone who works full time and has a family I enjoy playing the game and when I have to spend a whole evening moving ships this ruins my enjoyment. If you all want it to be realistic it should take hours to refuel and days to repair....oh and maybe you'll need to pay for a courtesy ship while yours is in the garage!!

It's just a game, it's not real ...... this will be a great feature for those who don't have hours to spend on it
 
If Fsd was a way to balance ship than it was a very bad mechanic. I am glad we have passed it (already did it with 2.1. anyway).

How it will ruin Bgs it's something I didn't get: care to explain why?
Say me who has all my ships in alioth wanted to prevent the spread of federal goverments into a boder system in a remot alliance system.

Today I would have to look at my assets and work out witch one do I use for this mission.
Do get there slow , but with a good combat ship? or get there faster with a decent ship? or very fast with a ''bad'' ship?

Based on what I picked I would have a different advantage or handicap on the field.

Ships like the DBS and ASP scout are made for this situation.
Now they are just cheap exploration ships.

It made everyone have a different loadout and think about what they are doing to an extent.

Now this will not be the case , beyond having a tiny price to pay.
 
Seriously, why is a time delay so objectionable? Can players really not plan ahead?
It adds no real gameplay value. That entire "immersion" argument is like the "kill all real points" point. My commander hasn't clipped his toenails for 9 month now.. how immersion breaking.

It's either time or money and they took the easier convertible currency.

If you want a delay: http://www.online-stopwatch.com/countdown-timer/
Just set a timer and don't use the ship til it's run out.
 
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