The devs should just do it. Anyone who wants to impose an arbitrary time restraint on themselves are quite welcome to do so.
Only to shipyards and at a cost![]()
That's a good point. I could live with that.
To a shipyard that's in the system 5 LY from my destination if my destination doesn't have one (unusual to start with if anyone is that bothered about getting there), and at a cost which will no doubt be so inconsequential I'll be wondering if anything actually left my virtual wallet. If it wasn't that cheap, it's not suitable for the newer players this was apparently aimed at.
In fairness to the mod - although it appears we've strayed off topic - the question whilst having a base in the ship-transport-instantly controversy, was more aimed at what other short-cuts are potentially coming to the game in the interests of game-play and whether that's a good, or a bad thing.
Hurrah! A convert who's willing to accept timed delivery.
I won the internetz!!!
Hurrah! A convert who's willing to accept timed delivery.
I won the internetz!!!
It should still be easier for any player, because transfer scales with ship value. If you have Sidewinder/Eagle/Hauler scattered across the galaxy, transferring them surely won't cost as much as transferring a T9/FDL/Python.
Only FDev have the data, so this is only a hypothesis.
Let us say that for any given CG, they are seeing the same names at the top every time (from a pool) and the same participants (from a pool). So out of the 1.4Million units sold, they got 12,000 signing up for Arque, not sure how many actually participated.
This is only one facet of the game, but in some ways it is the most competitive. CMDR vs CMDR in the race to top 10, or CMDRs vs target in a race for completion. If they are modelling marketing, or player retention or something and they see the usual suspects in every "dynamic event", perhaps this has necessitated breaking the realism wall, in order to make the game more appealing.
The 10,000 of us that post on the forums can be vocal, erudite, passionate, annoying (sometimes all 4 in one post), but we may not be a data-derived representation of the behaviour of the majority of their player base.
I would have preferred some kind of lock, so maybe all ships instantaneous but use only once per week, or summoning takes the time of the sum of the jump n scoops. But FDev think that neuters the change to make it pointless to implement.
It will obviously not make the game better for everyone, it might make the game better for "The Silent Majority" of 1 hour session, dip in and out, play twice a week type consumers?
In fairness to me, my thread was a poll and as such, required its own existence. Closing it was unreasonable. What seems more clear is ED don't want us to know the results of such a poll.
So you still have to travel a reasonable distance in the FLD
And cost scales with distance and ship value.
A new player won't be transferring an expensive FLD around the bubble.
Then on the other hand we see an (overdue) QOL improvement, but (deja vu) one that currently would be bound to suffer from *drumroll* sub-par Implementation.
the fun faded when insta-travel dominated and game mechanics changed to pander to lazy players (who didn't hang around in any case).
So you still have to travel a reasonable distance in the FLD
And cost scales with distance and ship value.
A new player won't be transferring an expensive FLD around the bubble.
We will be given the ability to transfer any of our ships to our current dock in 2.2 - there will be no delay in this transfer as the Developers have done some testing and any delay at all was considered to be too much of an impediment to gameplay.
In the recent Gamescom streams a recurring theme was that of "lowering the barriers to gameplay".
It would appear that travelling back to the location of a stored ship to fetch it back to one's location takes too much time and is therefore a barrier to gameplay that is unacceptable in the eyes of the Developers (and a large number of players, of course).
In a game where we have been given, to the best of the abilities of the Developers, a 1:1 interpretation of the our galaxy - with hundreds of billions of stars it seems that the size of the galaxy itself would now appear to be a problem to solve in the eyes of the Developers.
It will be interesting to see what further concessions to convenience we are given in future releases that will facilitate the multi-player aspect of the game.
The devs should just do it. Anyone who wants to impose an arbitrary time restraint on themselves are quite welcome to do so.
I'm not even sure what would be the problem with timed deliveries. If it takes you 40 minutes to swap ships, but delivery can do it in less, you already won. And it would give people incentive to still smartly build the ships, if travel time would depend on how you built said ship. But guess I'm giving it too much thought![]()
And here is why you will still have to consider this: transfer cost will scale with ship value. Bulk heads are super expensive. If you want to keep your transfer costs down, you will not have those equipped.
Depending on your balance it will still be practical to strip ships and reequip them on site. Or still manually ferry them.
And is it not practical to have more options for your distant CG? Do you enjoy only ever doing them in your Asp because "jump range"?