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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Thing is this is a slippery slope, if they are flying my ship to me anyway, why not remotely buy cargo and have them bring it to me as well? Give them a profit of the cuts. Give them a chance to get blown up or something, I dunno. Let's not half-ass the roleplaying opportunities, if that's where we are going, here
If you think this thread is bad, an unholy wailing the likes of which has not been heard since Sodom will arise the day FDEV does anything that might result in ship loss when people aren't in them.
 
Ok, let me help you:
you can check your loadout,
you can plan your next movements,
you can read galnet,
you can gather some resources,
you can buy an eagle for a few credits and improve your combat skills,
you can go into arena mode to have some fast and fun action.
And, just in case you are not aware of this, 2.2 will implement a cmdr journal to be linked to third party apps, so you can devote some time to assess game stats and whatnot.
In short, you can continue doing what you have been doing all the time, nothing prevents you from that. The only thing you need to do is plan ahead.
Shame I had to tell you all this. And this probably shows that many instacrap advocates really don' t know about the game

Wow, ok. Let's go through this one by one, since apparently we're doing THIS now.

1) I already know my loadout. And most importantly, the loadout of my current ship doesn't matter since I've already requested a different ship with a different loadout

2) I already know my movements since I'm already where I want to be, I just need my chosen ship here

3) Ok. I read the latest galnet news. That took all of 15 seconds. What now?

4) I don't want to gather resources I want to fly the ship I just requested

5) I don't want or need to do this. Why are you even suggesting this? I just want the ship I requested.

6) CQC is awful. And it goes back to the point above: I want to fly the ship I requested

7) Wow. I can look at a bunch of numbers. Instead of flying the ship I requested. So fun and immersive!

Also you calling me an "instacrap advocate" is really indicative of what's wrong with this community.
 
I find the answers to be lacking is all. I don't see how this change would ruin the game. Then again, I've always been for progress.

There is progress for the sake of progress and there is progress for improvement... people tend to fall on the former these days since it's generally easier.
 
Thing is this is a slippery slope, if they are flying my ship to me anyway, why not remotely buy cargo and have them bring it to me as well? Give them a profit of the cuts. Give them a chance to get blown up or something, I dunno. Let's not half-ass the roleplaying opportunities, if that's where we are going, here

This is why it's brave of FD to have a crack at this feature ..
Hat's off to them then because near everyone wants ship transfers!!!!
 
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On the scale of things, I think these are small compared to instantly moving a ship around the galaxy.

FD have spent years nailing down how ships get around the galaxy... and it was a masterpiece of audio and visual feedback.


To then go and blurt out on a stream, "andyou'llbepleasedtoknowyouwillINSTANTLYtransfershipsanywhereyaaaay!" is to come up with the absolute worst, most braindead-idiotic method imaginable to get a ship around the galaxy.
 
I said this earlier, but I think it got lost.

The concept of instant transfer helps out those who play a few days a week. They want to do a CG? Jump there and get your trade ship and your combat ship instantly. However it breaks immersion for some people and it does not appear to be in the spirit of the game.

So how about a "rest transfer" bonus? It starts counting up after being logged out for 24 hours and starts count back down after being logged in for an hour.

You can then use this rested bonus to transfer ships faster (instant), or you can opt out of useing it and just let the game transfer it over a period of time based upon the distance transported. Essentially it helps those that aren't in the game a lot.
 
As I said this morning, and I'll say it again in case FDev aren't planning on reading 200 pages, if they considered the contract to be enacted at the initial station rather than the end one, this becomes less painful. If you want to get to Lave from Sol, you book your ship's transport at Sol, and then it can instant itself there, but will to you take as long as it takes yourself to get there. So there is duration - and my above quibble issues also go out the window. You need to plan in advance - which is realistic. Consider:

You want to have a ship on standby for when you return to the bubble to make the rest of the way in a non-explorer ship through hostile known space? You send that ship to that staging point BEFORE you leave to the Black. When you come back you can swap? That's a benefit! You can send your explorer ship further into the bubble from that staging point BEFORE you leave in your haulered second ship. That makes sense. You could plan that sort of strategy in a real world environment. It isn't a cheat. No insta-ship.

It's not perfect. I'd personally put a max range, a time modifer (hauler has to stop at several points before he gets to the destination station), a price-tag, and maybe select stations. This should be strategy bonus, not an arcade one. That's the key.
All of this, up to and perhaps including a limit on how many times a day you can do ship transfers.
 
Wow, ok. Let's go through this one by one, since apparently we're doing THIS now.

1) I already know my loadout. And most importantly, the loadout of my current ship doesn't matter since I've already requested a different ship with a different loadout

2) I already know my movements since I'm already where I want to be, I just need my chosen ship here

3) Ok. I read the latest galnet news. That took all of 15 seconds. What now?

4) I don't want to gather resources I want to fly the ship I just requested

5) I don't want or need to do this. Why are you even suggesting this? I just want the ship I requested.

6) CQC is awful. And it goes back to the point above: I want to fly the ship I requested

7) Wow. I can look at a bunch of numbers. Instead of flying the ship I requested. So fun and immersive!

Also you calling me an "instacrap advocate" is really indicative of what's wrong with this community.
How could ever bother with this Game in the firs place? You couldn't have know of such a change to be happening that as it looks is essential for you to be able to have fun with the game. Its a bit weird tbh.
 
I voted for instantaneous transport because this is a video game and fun will ALWAYS trump realism.

I would say that the CORE group of players that backed this game, wants a space simulator that has as much as possible grounded in real physics and science. Elite Dangerous is still, from listening to David Braben at this years GamesCon, that type of game. You know... we think it is fun that things takes time in this game. We think it is fun when you have to plan ahead, move our different ships near locations they will be used. We think it is fun to do long hauling, rare trading and so on.
 
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How could ever bother with this Game in the firs place? You couldn't have know of such a change to be happening that as it looks is essential for you to be able to have fun with the game. Its a bit weird tbh.


I take it you have a lot of free time to play video games?

Would you be okay with a "death respawn" timer, as well?
 
I would say that the CORE group of players that backed this game, wants a space simulator that has as much as possible grounded in real physics and science. Elite Dangerous is still, from listening to David Braben at this years GamesCon, that type of game. You know... we think it is fun that things takes time in this game. We think it is fun when you have to plan ahead, move our different ships near locations they will be used. We think it is fun to do long hauling, rare trading and so on.

Absolutely! I don't understand these people who want to make it more gamey and easier. Just play a different game    , there's nothing else like this.
 
I can only feel that we don't have that great of a community if so many agree that Slopey's points are prophetic. For me, abusing, exploiting, meta-gaming, or otherwise didn't even come to mind. My first thought was, wow, this is great, not only will I now be more comfortable building up a fleet of specialized ships, but I'll be able to take them all with me whenever I decide to move again. Now we're at this point where the community agrees with having it there, but can't agree on a time restriction.. It seems many people desire it to take the same amount of time it would take to just fly them there yourself. THAT is what has me worried and I know that Frontier is crazy enough to go along with something like that for the sake of their most hardcore fans. If it comes to pass that I save no time with the feature, I just won't bother, I'll just do what I've been doing and sticking to 1 ship, which ultimately affects my overall enjoyment of the game right?

So let's have it.. honestly, what's a fair amount of delay? Does anyone even have a number?

The send, rather than pull, is probably the closest that Frontier could come. At least it addresses both concerns without setting the entire place on fire, or for YOLO reasons. When the reasons for this are basically shrugged off in the live stream, you do have to wonder about motivation - or more correctly - the lack of it?

Send doesn't really ultimately change the actual delay, so much as gives it an actual purpose and reason. I want to send a ship on ahead and I'll chase it in my taxi. Same basic outcome, but it means planing is required, rather than OOPS BAD DUDES WHERE'S MY FDL LOL! type one click button pressing.

I can still save a bunch of time, buuuuut it's a bit harder to game because I have to think ahead, rather than just lazily suck ships in because suddenly that's more optimal. It's also beneficial because now I can send it to where I am going (eg relocating assets to a new home system) or a different system to destination because I want to detour via another system to grab missions.

More options, delay is basically aligned to the real-time it takes me to get to wherever the ship is, or ships are. I may even stage ships to different locations. It gives me more flexibility. There's a lot of gains there.

It's not perfect. Not everyone will like it but it's not horrific and actually provides ship transport. Maybe that's all it needs to be, a change in execution, rather than entire replacement? Because honestly I think it's the execution that's the problem, I think most can actually see the benefits.
 
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All of this, up to and perhaps including a limit on how many times a day you can do ship transfers.

I'd go with that. Moving assets should be a big in-world decision. Should be a limited amount of ship-haulers and spaces (in the immersion narrative) that would prevent you doing many per day. Slow the usage down.
 
Howzabout:

Instant teleporting. But teleporting is a 'push' not a 'pull'. Just as trivial to code (for those, like me, who think that is the driver behind the decision). But no magic needed (or, rather, much less magic), because you can pretend that it is traveling during the time you take to travel to your destination.

That's not bad actually!

Though I think the whole reason they went for the instant transfers was so that players could quickly summon ships to them quickly. So this solution would probably appease those who don't like the instant transfers and annoy those who want them.

And I'm perfectly fine with that!
 
I said this earlier, but I think it got lost.

The concept of instant transfer helps out those who play a few days a week. They want to do a CG? Jump there and get your trade ship and your combat ship instantly. However it breaks immersion for some people and it does not appear to be in the spirit of the game.

So how about a "rest transfer" bonus? It starts counting up after being logged out for 24 hours and starts count back down after being logged in for an hour.

You can then use this rested bonus to transfer ships faster (instant), or you can opt out of useing it and just let the game transfer it over a period of time based upon the distance transported. Essentially it helps those that aren't in the game a lot.

I don't see any reason why the time shouldn't keep ticking while you are out of game... so then you can order that ship and then go make dinner or watch telly and wait if you want, or play the game in your current ship, or do whatever you want. But then at least it isn't instant...
 
Harrison-Ford-as-Hans-Solo-with-Chewbacca-570996.jpg


"Chewie... Why didn't you TELL me I could have just clicked on

Millennium Falcon, and it would just APPEAR IN THE HANGAR!?"
 
Come on guys, lets not start pretending that is only those with 'loads of free play time' who are uncomfortable with this insta-ship nonsense. I know for a fact that many of the posters in this thread and others against the instant element of this proposal have very limited time due to work, family and RL commitment restraints, myself included.
 
I take it you have a lot of free time to play video games?

Nope, a young family and full time job preclude me having a lot of game time.... but...

Would you be okay with a "death respawn" timer, as well?

... yes, I'd absolutely be OK with this! Especially if the delay was linked to 1) how far I was from the nearest station, 2) how travelled my system is and 3) the class of escape pod I purchased (better escape pods, louder emergency signal) for my ship. That'd be brilliant!
 
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