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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Over what range?

The current limit is 1000 ly for planning a route. Currently, using the current code, you could not get a ship to Jaques if they had to calculate the route.

this isn't bad idea. Can be used also much less (max 200ly distance).

I'm digging that as well. A cap on max transfer distance would certainly help Jacques stay remote. You could instead, and easily compared to how it is now, leap frog your fleet (stopping to transfer halfway) before going the next leg to bring ships right across the bubble. Generally speaking though, I think all you really want is to avoid having to buy, fit and then sell a taxi .. for .. every .. single .. ship .. movement .. possibly as your faction expands to the system next door!!

Using rather "short" cap can allow relocate your fleet effectively enough and in the same time it can assure that you still will want have on your ships available good jump range. With good prices (high enough) it will avoid abuse this feature regularly. Damage to "feelings" mineralised, and it can serve players well. And also it will keep given word about "instant" ... but nowhere was mentioned that there can not be distance cap ;) :)
 
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If you think that's simple in a multiplayer environment where you have to deal with people trying to exploit the game code, then we've nothing further to discuss. This is why I don't do tech post quagmire.

The main reason that it's so hard to believe this is a real limitation is that similar systems exist in other MMO games that have probably similar budgets for server capacity.
 
And yet that is precisely what you do in world of warcraft. You can have multiple characters of different types that play in different ways and fulfil different roles. And you can swap between them at more-or-less any time. It is one of its best and most sensible features and provides a freedom of choice and an increased degree of flexibility and longevity.

Ship transfer isn't quite the same but for its issues it permits a pretty similar mechanic to occur.

I played WOW for a little bit many moons ago and only with one character. So forgive me for lack of knowledge. Does it allow you to make this swap, say, mid-raid?
 
From the hints they gave at Gamescom I have the feeling that it's going to be aliens that people will be shooting and they're introducing this mechanic mainly to support that. Why it needs to be instant I'm not sure unless they are going to be running real-time events rather than week long community goals, where you need to get there quickly.

Ironically if that indeed ends up being the case, people will magically stop complaining about it!

(I'm all for a delay - just it reiterate, as I seem to have to now every other page)
 
If you think that's simple in a multiplayer environment where you have to deal with people trying to exploit the game code, then we've nothing further to discuss. This is why I don't do tech post quagmire.

It absolutely is simple because there is already code and DB entries that do and track all of the pieces required.

The game knows where our ships are - if that could be abused it would've been already.
We already have mission timers - if that could be abused it would've been already.
We already have credit balances - if that could be abused it would've been already.

So please, stop trying to make this an 'it's hard to code' issue. It just isn't.
 
But that's the point. It sounds like fun, but now there is no need. The journey would be close to meaningless. Doing it in a long range ship is trivial compared to the FdL. I'd respect the FdL person, and they would (I assume) have a massive sense of satisfaction, dare I say 'fun', when they shoot their first trader there. Or go in a fast spawn in FdL shoot trader. Just like doing it in Eravate. So, that's the fun killed.



Fly back fast, summon mahoooosive ship, stack more missions, profit, fly back fast... no need to balance the speed of the return trip with cargo capacity. Reduces the potential for thought in the game, removes fun.



Of which none are suggested.



I don't get where the 'stop playing' bit fits in. Everyone keeps saying that, and nobody has very suggested it. You order the ship carry on playing while it is delivered and then go and meet it when it arrives. if you order it just as you're about to log off, then it will be there waiting for you. Combat zones last days. CGs last days.



Only, as noted, this restricts it.



Reasons given all over this thread.



Which are significant, as set out all over this thread.



Instant enables the most fun. But the hollowest, worst form of fun that is over in an instant (heh) and serves no purpose to make you feel as if you've gained. It's a hollow, candy-crush sort of fun. We have Arena that does that in spades. For some fun is being able to one-shot noobs, should all pirates be given a one-shot weapon because it's fun? Should we now forget the travel thing altogether because only pew-pew is fun, and fun trumps all? There are types of fun, and bashing the game balance does not make something more fun necessarily.



But flawed. So deeply, deeply flawed.

No I think he got it right and you are wrong. Frontier can balance the cost of ship transfer so you can't cheese missions with it. And if someone can eek out a tiny profit by jumping through hoops and not really playing the game then that's on them. It doesn't effect you at all.
 
It should be very fast in order for it to be a meaningful QOL improvement. If you're worried about it being abused somehow, a cooldown on it. Maybe a cooldown after you have discovered a station for the first time if you are super worried

If you're worried about your immersion somehow, how fragile is your immersion? You already teleport around the galaxy (and a ship does too) when you die. Headcanon that you ordered the ship a while ago, I dunno, but this game desperately needs QoL improvements and this is a great one.
 
If you think that's simple in a multiplayer environment where you have to deal with people trying to exploit the game code, then we've nothing further to discuss. This is why I don't do tech post quagmire.

I've always had the same issue whenever I try to discuss physical fitness or nutrition with people. Now that I have Tech certifications as well I get to experience that pain too. Oh lord, what have I done.
 
Explain how gameplay is destroyed, because I'm not seeing it. Also Arena mode at the very least needs some work. There is no way to join up with your friends so that option is right off the table.

You'll see for yourself if this instacrap goes past the beta. It simply won't be the same game anymore and there are enough good points made about it in this thread. For me, it basically ruins the immersion, although I can see that some pewpew players don't give a lot about that. But I won't be able to go on with a game that doesn't make sense.
 
I'm still for some kind of delay (preferably as long as manual flying). I understand people with very limited time but game QoL features such as instant ship TP cannot be justified by people who don't have time to play the game. You as well can go to galciv (gallactic cilivilizations... an x4 game) forums and moan about overcomplitaced game taking too long to play. Let's make them simple starcraft clones so anyone can start and finish a game within 30 minutes.

So many good solutions to the problem and people still want just instant tp? What about sending your ships ahead to selected destination (not my idea but it's great imo)? If you plan it right it won't take any more time than teleporting ships (you send your ships to xxx and then fly there yourself). Result is the same but what is different than "instant_tp" is that it's believable. You plan it right and you have your ships where you need them. You could send a t9 to a trading community goal station and python to a combat community goal and the ships will be waiting for you. It's not instant but it dosn't matter since you still have to fly there youself so the result is the same. Fleet menager, not fleet teleporter.
 
You're making what is a super simple set of transactions seem super-complicated when they just aren't.
Request Ship Transfer - Remove Credits - Move Ship (in transit) - Add Timer - On Time Expiry - Move Ship (Destination).

And you only need the timer if you want to notify the user when the ship arrives.

Otherwise you'd just calculate the arrival time when dispatching the ship and populate a 'in transit' field with that date. Any time the user checks the shipyard you'd compare the current date with that arrival date and determine ship availability that way.
 
You'll see for yourself if this instacrap goes past the beta. It simply won't be the same game anymore and there are enough good points made about it in this thread. For me, it basically ruins the immersion, although I can see that some pewpew players don't give a lot about that. But I won't be able to go on with a game that doesn't make sense.

Oh my god you're right! If someone can have a ship why, this game just isn't worth playing anymore!
 
No I think he got it right and you are wrong. Frontier can balance the cost of ship transfer so you can't cheese missions with it. And if someone can eek out a tiny profit by jumping through hoops and not really playing the game then that's on them. It doesn't effect you at all.


How on Earth would you balance that without prior knowledge of what they'll be doing? The only way would be to make it the lowest common denominator for any profit/transfer scenario. That would be immensely expensive. And you say you dev games!
 
The main reason that it's so hard to believe this is a real limitation is that similar systems exist in other MMO games that have probably similar budgets for server capacity.

Incorrect, other MMO's have full server persistence. ED is a strange halfway house where the game is not quite but not entirely "Not persistent" and also "Persistent" at the same time. That's a big difference.
 
I've always had the same issue whenever I try to discuss physical fitness or nutrition with people. Now that I have Tech certifications as well I get to experience that pain too. Oh lord, what have I done.

I can see where the poster is coming from though, agreed actually doing it isn't that simple, but nevertheless the foundations is already there as other systems are already in place to do similar things.
 

Goose4291

Banned
Well done on broaching 200 pages chaps!

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Robert Maynard

Volunteer Moderator
No I think he got it right and you are wrong. Frontier can balance the cost of ship transfer so you can't cheese missions with it. And if someone can eek out a tiny profit by jumping through hoops and not really playing the game then that's on them. It doesn't effect you at all.

.... but from what Adam has said, the fee will be nominal - which would be consistent with Sandro's comments regarding lowering the barriers to gameplay - leaving in a credit hurdle would remain a problem for cash poor players.
 
I bet that between 6 months to a year we will have jump gates.

Be as well, save any faffin around magically calling your ships as it will take a few mins to transfer to your other ship, just do away with the few min time sink and add jump gates.

Mick. :)
 
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