I voted "Transfer should take a large fraction of the time it would take manually."
To me Elite is a role playing game and a simulator. And I prefer such games to be as realistic as possible. Obviously compromises have to be made for gameplay and while I agree with more common things like unloading, refuelling etc. to be instant, something more serious like a ship transfer should not be instant in my opinion.
The transfer itself is a desirable thing, for a number of reasons:
1) It will get players more attached to their ships. Rather than buying yet another disposable combat ship when I come across a profitable combat mission etc. while in my trading ship, I could ask for my Vulture to be transported to my location. You build a bond with your ship, it rises to a valuable asset, it gets a name etc. Things like that help get players immerse (yeah I said it!) themselves in the game world and it becomes more believeable and gains integrity.
2) Convenience - rather than spending time on kitting out the new disposable combat ship, I can simply request for my own ship to be transported to me and (assuming it's not instant) use the waiting time to make another trade run etc.
3) Gameplay reasons - because games are supposed to be fun!
The instanenous transfer would kill the feeling of realism and simulation that Elite currently does really well. The world will become more believeable in 2.2 due to little details like station variants, but at the same time it will lose A LOT of "believeability" due to magical ship teleportation. What is the explanation for this? 3D print? What's the point of having shipyars and Engineers at all then, if it all can be recreated in a 3D printer?
I understand that it's realism vs fun gameplay factor, but that needs to be balanced and I think that going into either extreme is bad - waiting an hour for a ship is certainly not fun! But at the same time an instant, magical <PUFF - here's your ship> style teleporation seems completely unrealistic and - to me personally - also isn't fun at all.
Like I said, realism vs fun factor is all about the compromises and while I accept that minor things like refuel are instant, because most people probably wouldn't like idling 10 minutes in the dock waiting for refuel, but ship transfer is a major thing and we can do other things while waiting for our ship to be delievered.
Why would you be sitting and waiting in the first place? Your argument is nonsense. Plan ahead for gods sake.
I never said that ... Did I ? You are twisting my words now. Simple fact is that people who don't have a massive amount of game time available will more likely go to a game which is more simplistic. That much is obvious. If I only had 2 hours a week to play a game I wouldn't choose Civilisation for example, I would more likely choose Call of Duty. Frontier are trying to make the game more palatable to people with less play time, there isnt anything wrong with that in a general sense.
Ironically the 'core' Elite players, or those who played the original games, are the very people that do have limited play time given their average ages I would imagine.
I do care and I accept your arguments.
What do you think of my proposal here https://forums.frontier.co.uk/showt...le-Transport-Yay-or-Nay?p=4384663#post4384663 ? It's designed to counter the immersion breaking aspect of instant transfer but with practically the same outcome (except for requiring a little bit of forward planning).
Everybody has constraints on their time.There's almost no point in "scouting" when most systems along routes are empty. Additionally, most traders (and possibly even yourself) utilize EDDB to plot routes along profitable circuits-- which will still offer the highest profit margins over other exploitive techniques (at least in all the examples I've seen so far by opponents of the instantaneous aspect of this feature).
Now, onto the pros:
-For traders and explorers (although to murderhobos' detriment... yay that should please even more of you honestly), they can now enter heavily populated systems in tougher ships without fear of entering in a lightly or completely unarmed ship, and then transfer that ship there safely.
-For ALL gamers, it reduces redundant travel times that get in the way of actual gameplay and engagement in desired activities by allowing them to transfer desired ships to their location right away without having to suffer through tons of witchspace jumps just to ferry them.
-that specifically benefits gamers that have constraints on their time
-it also benefits combat players and traders that may have lacking jump ranges on their ships due to limitations of the base hull and their builds-- though not in the form of an exploit, simply a time saver of removing the requirement to watch loading screens over and over (witchspace). If these players are looking for localized gameplay in a certain region or want to group up with friends in a distant area of space, they can do so without wasting upwards of an hour or more jumping and then refitting (although they still have to jump there in something, call it a taxi. It's pretty irrelevant to anyone but the actual beholder).
-the gaming community at large benefits for the greater allure of Elite Dangerous as it will appeal to a broader audience, meaning the likelihood of more incoming new players that are no longer deterred by as much of the prohibitive timesink the game previously and needlessly required. Additionally, more players that grew bored with these elements of Elite Dangerous may return, meaning a greater population for all to enjoy. Finally both of these potential increases will demonstrate an increase in the game's overal popularity, which is known to stimulate growth, which means more money for Frontier to utilize to continue expanding and building this game into something amazing beyond what it is now. That's something everyone benefits from.
-the feature is entirely optional so it does not force anyone into a style of play they do not desire
-ship role balance is intact because it does not make any ships better at what they are not intended for. i.e. combat ships are not better for exploration, trade ships are not better for combat, and exploration ships are not better for trade. The only difference is the needless hours of ferrying ships along from known points in inhabited space will require less time-- an acceptable and OPTIONAL drop in realism for those who elect to take convenience over immersion.
Overall this is a great feature and it should be instant.![]()
So tell us, if Ship Transfer took around 20 minutes to an hour (depending on distance & the max range of your ship), wouldn't this still be a massive time saver? After all, you're not having to travel back to the original ship to bring it to you, & you know the ship will get to you safely. In the time you're waiting for the ship to arrive, you can do other things (thus negating the "time sink" issue).
Having a modest timing element to the arrival of transported ships is thus still a major time saving element, but doesn't break the game as a result.
So tell us, if Ship Transfer took around 20 minutes to an hour (depending on distance & the max range of your ship), wouldn't this still be a massive time saver? After all, you're not having to travel back to the original ship to bring it to you, & you know the ship will get to you safely. In the time you're waiting for the ship to arrive, you can do other things (thus negating the "time sink" issue).
Having a modest timing element to the arrival of transported ships is thus still a major time saving element, but doesn't break the game as a result.
I never said that ... Did I ? You are twisting my words now. Simple fact is that people who don't have a massive amount of game time available will more likely go to a game which is more simplistic. That much is obvious. If I only had 2 hours a week to play a game I wouldn't choose Civilisation for example, I would more likely choose Call of Duty. Frontier are trying to make the game more palatable to people with less play time, there isnt anything wrong with that in a general sense.
Ironically the 'core' Elite players, or those who played the original games, are the very people that do have limited play time given their average ages I would imagine.
The argument "but my time is precious" boils down to:
1) their time is more valuable than yours
2) they only sort of care about ED anyway, and will be gone in a month regardless of what Fdev does.
Either way, Frontier should not be designing the game with disloyal transient players with narcissism issues. They should be designing the game for people who will potentially be around in the 10th season. Unless they are counting on a steady stream of fresh transient narcissists?
Just saying folks. Just saying.
The argument "but my time is precious" boils down to:
1) their time is more valuable than yours
2) they only sort of care about ED anyway, and will be gone in a month regardless of what Fdev does.
Either way, Frontier should not be designing the game with disloyal transient players with narcissism issues. They should be designing the game for people who will potentially be around in the 10th season. Unless they are counting on a steady stream of fresh transient narcissists?
100% agree. Timer doesn't need to be too punishing, just something to give the feeling that the ship has to actually be moved. (Don't even get me started on the silly "3D printing" notion thrown around. I sincerely hope FD drop that for fighters as well, and go with preassmbled pieces instead...)
Lol so true.
That's exactly what I've said about the game being fun and compromises made for realism vs fun factor. Waiting doing nothing for your capsule to arrive in a starport is realistic, but not fun. Hence instant teleportation can be forgiven and understood as a compromise.
Waiting for your ship, where you CAN DO other things - is more realistic and also fun (depending on what you're going to do, but that's as per normal gameplay).
Ship teleportation is very unralistic and hence not that much fun.
That's my personal POV of course.