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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It seems to me that instant transportation is meant to address cases like this : CMDR has only one hour to play. He is in a system to sell some goods. He notices a few warzones in the system just next door. He'd like to enter it but with his trade ship, he can't. By the time he is back with his combat ship, he has to leave the game. The day after that, when he logs on again, the warzone is over and he has to go back to his trade ship, which will take a large amount of today's game time.

While there are ways to avoid this, I understand that a casual player, who doesn't know the game very well, could have a need for instant ship transportation.

What I fail to understand is why a cooldown after instant transportation would be a problem. How could possibly someone with limited play time need to teleport his ship multiple times in one evening ?
 
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Having read the whole thread, there are some people I've found that have made several off topic insults to others who aren't worth wasting your time on. Just saying...


Yes your right, something my mother once told me that i sometimes forget "Don't wrestle with a pig, because you both get dirty and the pig likes it".

I will leave it in the devs hands and hope common sense prevails.
 
Wow, ego much? I think there should be a delay, and trust me when I say that what you want is NONE of my reasons for it. In fact it would be fair to say that I gave what you might or might now want absolutely zero cosideration when deciding what I wanted. What you or anyone else wants is in fact the single least important thing to me, and to pretty much everyone else. So no, when we say we want a delay it's because we want a delay, not to annoy you (though the fact that you thought so was quite cute and terribly amusing, I admit).

Self-impose your own wait time. Problem solved.

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The presence on this forum is skewed and you're fully aware of that. Especially as someone who posts here a lot. Don't reference your trumped up "majority" like it means anything.
 
For sake of playability make it instantaneous, but maybe restrict it, so you cannot scout with your asp, dock where you are wanted and have your battle-vette for blasting seals at hand.

As it currently stands, the mechanic makes FSD irrelevant for pretty much anything apart from a taxi. Instant delivery has pretty non-trivial impact as a commander can express ride across the bubble and drop in anything they own, instantly. Including taking a speed boat to a wanted region and then zero risk transport in ships. There are so many ways this can be abused and used. It's pretty funny.

There doesn't seem to be any restriction. Apart from credits. This does have some serious connotations. I am looking forward to Beta, and frontier probably ignoring the concerns that'll be raised because honestly everyone and their dog will kill for instant ship delivery because it's amazingly good, and then all the posts by people now up in arms about ship transport because of all the reasons I can't think of, let alone some of those I can, have happened.

I am hopeful this Beta will be different. But I said that about the last one, as well.
 
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Self-impose your own wait time. Problem solved.

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The presence on this forum is skewed and you're fully aware of that. Especially as someone who posts here a lot. Don't reference your trumped up "majority" like it means anything.

It's not about the immersion (though that's an issue as well). It's about the game breaking imbalance it creates, relegating most ships and builds to the bin. This effects everyone.
 
Self-impose your own wait time. Problem solved.

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The presence on this forum is skewed and you're fully aware of that. Especially as someone who posts here a lot. Don't reference your trumped up "majority" like it means anything.

If by skewed you mean you're in the minority then I agree with you. For anything else I'll need more evidence than your unshakable belief that you represent the majority despite overwhelming evidence to the contrary. :)
 
You're phrasing this as if there were some obscure player group set out to hurt the rest. That is what is absurd. Please stop it.

No one is opposing ship transfer directly. This has been requested by most players since forever. No one wants players to sit around and get bored, no one wants to dictate other players what to do. People here have been very helpful and considerate and have suggested workarounds. Even when implementing a very long transfer time, the player is not forced to wait at all. This is not the core of the problem.

The only reason players opposing instant transfer care so much is because this drastically changes the way the game is played. Changing one fundamental part of the game, the way ships move around, is a big deal. This is not about immersion, this is about Elite being an ONLINE MULTIPLAYER GAME, and in such a game, either when playing competitively or cooperatively, you are forced to take the path of least resistance when other players do so.

It doesn't fundamentally change the game. The game is a massive timesink needlessly in some ways and that is being changed in certain contexts. Anyone can still play the game the way they always have and not be at any serious disadvantage because as many have pointed out in the past-- there is no winning and losing this game.
 
It's not about the immersion (though that's an issue as well). It's about the game breaking imbalance it creates, relegating most ships and builds to the bin. This effects everyone.

No it's not, and that argument has been defeated multiple times in the thread. All ship roles remain intact. The only difference is inter-station travel (for the sake of exclusively moving empty ships to engage in short range activities) is made instant and convenient for people that don't enjoy spending an hour looking at witchspace and fuel scooping. That's not a bad change. Those minutes/hours are pointless other than to make someone bored and not want to play. It does not hurt other players that people do not have to do this when this feature is released.
 
If you can send the ship in beforehand you can do other stuff and eventually do the trip to the
destination to change into your ship waiting for you, which did the trip,
in the same simulated time, you would have needed.

This is the way some commanders suggested it and I agree it's the better implementation of this, given the controversy it has generated, but I just want to point out that even with the initial implementation with transfer time, you can call your ship in, do other stuff, and eventually get back to the station where the ship will be waiting for you.

If anyone here fears that calling your ship in is going to generate some big timer which freezes the screen, or that you can't get out of the shipyard menu, or that is some otherwise unforeseen situation where you have to wait doing nothing, please REST ASSURED THAT WILL NEVER HAPPEN. That would be beyond absurd.
 
It doesn't fundamentally change the game. The game is a massive timesink needlessly in some ways and that is being changed in certain contexts. Anyone can still play the game the way they always have and not be at any serious disadvantage because as many have pointed out in the past-- there is no winning and losing this game.


You clearly do not understand the game mechanics involved.
 
If by skewed you mean you're in the minority then I agree with you. For anything else I'll need more evidence than your unshakable belief that you represent the majority despite overwhelming evidence to the contrary. :)

Actually, Verax is (maybe even knowingly) in fact advocating the ship deliveries nerf by making the thread bigger (so many posts replying to him). In the end, this will force the devs to react. All by himself he generated tens of responses disproving the idea that ship deliveries don't need limits / constraints.
 
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Actually, Verax is (maybe even knowingly) in fact advocating the ship deliveries nerf by making the thread bigger (so many posts replying to him). In the end, this will force the devs to react. All by himself he generated tens of responses disproving the idea that ship deliveries need limits / constraints.

Yep, if it weren't for the usual suspects shouting so loud about what they want and how unfair everyone is for disagreeing with them the thread would have disappeared up it's own black hole by now. :)
 
I think the community has made its opinion fairly clear when it comes to ship transfers. While it is generally accepted that transfers are a good thing, it seems that is not the case with transfers being instant. Personally I too think instant transfer is a great immersion breaker but I think I have found a workable (and believable) compromise.

Scientists working on behalf of the pilots federation could have perfected a technique which enables a frame shift drive to be supercharged in the same way as it can be done with a neutron star or a white dwarf. This enables the autopilot of the ship to be programmed to travel to the destination shipyard of choice in one single jump. This means that the time taken for the transfer to complete should be at least the same as the time taken to launch the ship, complete the hyper-jump and then super-cruise into the destination station. Obviously the time taken to super-cruise into the destination station should depend on the distance from the point where the ship enters the system to the destination star port.

Sandro has already stated that transfers should be expensive. if my idea were adopted then transfers should also carry the same risks of damage that would be incurred if using white dwarf stars or neutron stars. This would carry on the tradition of risk v reward that is already a way of life in Elite Dangerous.
 
To the "it breaks immersion" crowd.

When you die. Where do you think the new ship (complete with mods) comes from? There's no delay.

(feel free to add in my usual "and no delay for repairs or the like, and the game breaks realism all over the place comments)
 
I think the community has made its opinion fairly clear when it comes to ship transfers. While it is generally accepted that transfers are a good thing, it seems that is not the case with transfers being instant. Personally I too think instant transfer is a great immersion breaker but I think I have found a workable (and believable) compromise.

Scientists working on behalf of the pilots federation could have perfected a technique which enables a frame shift drive to be supercharged in the same way as it can be done with a neutron star or a white dwarf. This enables the autopilot of the ship to be programmed to travel to the destination shipyard of choice in one single jump. This means that the time taken for the transfer to complete should be at least the same as the time taken to launch the ship, complete the hyper-jump and then super-cruise into the destination station. Obviously the time taken to super-cruise into the destination station should depend on the distance from the point where the ship enters the system to the destination star port.

Sandro has already stated that transfers should be expensive. if my idea were adopted then transfers should also carry the same risks of damage that would be incurred if using white dwarf stars or neutron stars. This would carry on the tradition of risk v reward that is already a way of life in Elite Dangerous.

Great idea! And let the transfer damage the ship in the same way as such a supercharged jump. So that this explains why cost scales with the value of the ship, and the distance of the jump.
 
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