Should ship transfers have a time delay or not?

Should ship transfers have a time delay or not?

  • Yes, ship transfers should have a time delay.

    Votes: 673 74.9%
  • No, ship transfers should not have a time delay.

    Votes: 226 25.1%

  • Total voters
    899
  • Poll closed .
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Thread Closed: Not open for further replies.
So I listened to the radio excerpt with Sandro, he admits that the reason for the change was to make it easier to get around the galaxy. So he believes that short jump ranges are holding back the game. Instead of addressing this problem directly, he thinks the "best mistake" they make right now is to make Anacondas into high speed space taxis.

Ok Sandro. Make your mistake. Blow up the whole shebang of ship balance. I look forward to seeing your solution for this new problem you are going to create. No seriously, I mean it. The ships were overdue for a rebalance anyway.


Right now people are worried about the loss of immersion but that isn't even remotely the biggest can of worms Frontier is about to open up. Not sure why this stuff needs to be tested in game for everyone to finally realize this. But I look forward to the time when we are on the same page.


Get ready for the next question people are going to ask (especially people new to game after 2.2): Why do ships have different jump ranges?

I'll be quite curious how these issues are handled as well, assuming I still care enough by that point.
 
So from the conversations of people STILL agreeing Instant transfer is not goo, but can't agreeing on implementation, which has always been the issue.

People can't agree on how long the delay should be nore what form it should take.

1)physical NPC's you can't see since you are inside of a station. Which then needs to refuel, pay for that, dock, avoid stars.........and people complain about the inept AI and docking computers ALREADY????
2) delay timer on the UI.
3) A moving icon on the galaxy map.
4) loosing the ship en-route.

Either way.
1: Delay adds nothing to balance. (people we just relog on). It's only respecting the game lore.
2: Flying out to jacques still takes you 11+ hours. That's accomplishment enough. And you still have to fly back. You can't instant transfer your pilot. Only your ship.
AND Stop assuming instant ship transfer will work out that far. It was stated already in the life stream "distance" is the cost multiplier, so you more than likely won't be able to afford the transfer fee.

BALANCE
People talk about Distance being a "balancing" mechanic.
Again I think this is a misconception.
Any ship can make the trip to Jacques with the right set up and perseverance.
So I don't see "distance/balance" as being this almighty mechanic that just got ruined.
Adding a delay timer, adds no balance either. People will just log on later.

Don't get me wrong, I'd still personally want a delay, I'm just playing devils advocate and saying it gives NOTHING to the idea of balance. Ship transfer in general alters the gameplay - end of story.

Delay is not balance. Wrinkles are.

Here are the wrinkles you can add in to nerf the transfer (Instant travel or not)

Fuel -tanks.
What if - the Taxi service will transfer as far as the fuel tanks can take that ship with it's current set up.
So my asp can travel the bubble.
But my eagle can only go a few stops down the road. Instant or not, that's not killing the game.
You are forced fly back. Swap ships, refuel.

To make the journey easier, you would forced to fly the combat ship, and recall your long distance ship instead.
or fly back to your combat ship, alter the loadout (nerfing it) for long distance travel.


states & Alligences
Rushing through danger zones in "another" ship to magically transport in the right ship. PP, Conflicts etc is where the real issues are.

Station Resources
Again we just assume every station has magical teleporters. The implementation may be different.
Does the station have a taxi service?


Station Allegiances
NO Transferring from Federal to Imperial space
NO Transferring from one major power to another major power.

Station states.
You can't transfer if the systems aren't in a peaceful state. (famine, war, civil war, civil unrest etc are a big NO).

RNG loss of ship
As previous suggestions, low-security, and anarchy systems have higher chance of loosing a ship to interdictions.
Like with normal travel, the ship rolls a dice with every system it crosses.
 
Not really. There is a binary choice of 'magic unicorn powered instant' or 'takes a finite amount of time'. Reading this those who want some form of time taken are reasonably relaxed about the amount of time, but happy opine on what principle it should take. There is a hard line between INSTANT and NOT INSTANT.

Those who propose Instant have:

Current situation - fine, but not ideal

Faster than current situation - NOT FINE, WORST CASE EVER

Instant - perfect

Those who want some form of delay are:

Current situation - fine, but not ideal

Finite amount of time - best

Instant - very silly, worst case ever.

You'll note there have been very few heated arguments about the 'length' of the delay, it's the line in the sand going from some form to insta-magic that's the issue.

This poll is better.

Exactly. You cant be a bit pregnant. You can be pregnant or not. It is a binary. One side is magic unicorn instant, and the second is 'finite time amount'. How long it should take is the next question. Prior one is instant or not to instant. Be or not to be. We can not be, or not to be, a bit.
 
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One of the fundamental aspects of the Elite series (jumps ranges) will be victim of frontal attack. How can we draw a line on 30 years of history of a cult game ?
 
One of the fundamental aspects of the Elite series (jumps ranges) will be victim of frontal attack. How can we draw a line on 30 years of history of a cult game ?

Yes%20We%20Can.jpg

I just cant explain it better.
 
I am in the pro realism camp here but it is worth remembering we are more likely to be hardcore fans here. The average gamer who does not use social media or forums may not care. Now personalky I do not think that matters. ED has been promoted as a game where science or the pretense of science is key and so that is imo paramount. And further more the CEO is still selling that story

Now maybe I was stupid but I genuinely thought a lot of the fake stuff in the game on launch was placeholder pending being fleshed out.

But my point is we may have 80% for no magic here but perhaps the silent majority WOULD choose CQC XL. TBH if the game is failing and FD are doing what needs to be done for the game to survive personally I would appreciate a frank and honest admission from the devs that it is needed for the game to remain viable. But I guess that is not a realistic expectation when shares etc are in the line and games are always sold as doing well till the moment the lights go out.

TLDR I want realistic but I do want a profitable game with active support and development more

No, I don't buy that "silent majority" nonsense. A poll on Steam showed even *more* people support timed transfers than on these forums. The kinds of people who want instant transfer are the kinds of people who have no loyalty to the game anyway.

The simplest approach, IMHO, is to say that a ship with an FSD range of less than 10LY will take 6-90 minutes to be transferred, depending on the distance you're transferring it over.

An FSD range of 10-20LY will take 3-60 minutes to be transferred.

An FSD range of 20+ light years will take 0-30 minutes to transfer

The code for determining it could be similar to that used for mission timers.
 
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So from the conversations of people STILL agreeing Instant transfer is not goo, but can't agreeing on implementation, which has always been the issue.

People can't agree on how long the delay should be nore what form it should take.

1)physical NPC's you can't see since you are inside of a station. Which then needs to refuel, pay for that, dock, avoid stars.........and people complain about the inept AI and docking computers ALREADY????
2) delay timer on the UI.
3) A moving icon on the galaxy map.
4) loosing the ship en-route.

Either way.
1: Delay adds nothing to balance. (people we just relog on). It's only respecting the game lore.
2: Flying out to jacques still takes you 11+ hours. That's accomplishment enough. And you still have to fly back. You can't instant transfer your pilot. Only your ship.
AND Stop assuming instant ship transfer will work out that far. It was stated already in the life stream "distance" is the cost multiplier, so you more than likely won't be able to afford the transfer fee.

BALANCE
People talk about Distance being a "balancing" mechanic.
Again I think this is a misconception.
Any ship can make the trip to Jacques with the right set up and perseverance.
So I don't see "distance/balance" as being this almighty mechanic that just got ruined.
Adding a delay timer, adds no balance either. People will just log on later.

Don't get me wrong, I'd still personally want a delay, I'm just playing devils advocate and saying it gives NOTHING to the idea of balance. Ship transfer in general alters the gameplay - end of story.

Delay is not balance. Wrinkles are.

Here are the wrinkles you can add in to nerf the transfer (Instant travel or not)

Fuel -tanks.
What if - the Taxi service will transfer as far as the fuel tanks can take that ship with it's current set up.
So my asp can travel the bubble.
But my eagle can only go a few stops down the road. Instant or not, that's not killing the game.
You are forced fly back. Swap ships, refuel.

To make the journey easier, you would forced to fly the combat ship, and recall your long distance ship instead.
or fly back to your combat ship, alter the loadout (nerfing it) for long distance travel.


states & Alligences
Rushing through danger zones in "another" ship to magically transport in the right ship. PP, Conflicts etc is where the real issues are.

Station Resources
Again we just assume every station has magical teleporters. The implementation may be different.
Does the station have a taxi service?


Station Allegiances
NO Transferring from Federal to Imperial space
NO Transferring from one major power to another major power.

Station states.
You can't transfer if the systems aren't in a peaceful state. (famine, war, civil war, civil unrest etc are a big NO).

RNG loss of ship
As previous suggestions, low-security, and anarchy systems have higher chance of loosing a ship to interdictions.
Like with normal travel, the ship rolls a dice with every system it crosses.


It doesn't really matter; as soon as ship transfer is added, it comes down to convenience, because that's the entire point of adding it in the first place. Anything, at all, other than instant will be suboptimal. The developer decided it just wasn't worth the pain and made it instant.

People can spend the next 300 years arguing semantics; but that's just how it is. And, really? The calls for delay are all basically coming from the same place; it's not the delay, it's the fact that it exists at all.

Because when I actually stopped to think a bit more deeply about it, I realised the simple truth. I just didn't like the mechanic, period. Adding delays and hurdles, is just another way of making it unworkable and thus seldom used. This isn't a fight the community can win, because it's basically shooting feet off to stop people walking. That's not a solution.
 
I'll be quite curious how these issues are handled as well, assuming I still care enough by that point.


There are 2 possible outcomes and 2 reasons why you'll care:

1) The transfer costs are so trivial ...that you always default to your long range ship. Then you'll care because you'll wonder why you always have to switch ships to go from A to B. Takes too much time, immersion breaking, superfluous added nuisance step in transit, pick your grievance.

2) The transfer costs are so expensive ...that you will feel like your short range ship is being unfairly taxed compared to your friends that happen to prefer ships that come with long default ranges. You'll begin to resent the fact that your friends/enemies/strangers on the internet have so much money compared to you (even though money is currently meaningless), and the ship you love costs so much just to break even or recoup your losses after each transfer.
 
I can live with insta-transfer, but would far prefer a time delay. I can see how it would be difficult to code, with timers running on a server somewhere.
 
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Did Sandro really use Jaques as an example that would benefit from this mechanism?

Key-riced.

Meet the new bubble, same as the old bubble. Looking forward to the same old nonsense repeated more frequently.
 
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One of the fundamental aspects of the Elite series (jumps ranges) will be victim of frontal attack. How can we draw a line on 30 years of history of a cult game ?

This isn't the old elite. Really that's about it. It never was. It was compromised day one. Because nostalgia for the idea of the game, isn't always enough. There has only ever been one direction it could go. Sad? Yes. But here we are. Materials was the first true sign the core ideals were about to be thrown under the bus.

Sandro and the team are building elite, and for all of David's wonderful words on space and depth? he still signed off on it. He signed off on instant reload/ repair. He signed off on materials. He signed off on engineers. None of this is happening in a vacuum.

It may be hard to accept, but every single one of these changes the same person who can talk for hours about space and realism and life and immersion, will throw a ton of stuff under the bus if it suits. They're just not trying to hide the changes any more.
 
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Did Sandro really use Jaques as an example that would benefit from this mechanism?

Key-riced.

Meet the new bubble, same as the old bubble. Looking forward to the same old bollox repeated more frequently.

Can we have that transport vessel that can do 22k ly in an instant? I have a date in the next galaxy :p
 
I'll be quite curious how these issues are handled as well, assuming I still care enough by that point.
That's the thing isn't it. The clock keeps ticking. I've noticed that after this news came out that I finished the CG I was taking part in, journeyed back to my "home" system in my FAS and parked it where my eleven other ships are "docked" (or ready to be reprinted) and haven't gone back. It's not that I made a decision to stop playing, it's just... I don't know. I go to log on and then I think, what's the point? Then I go and do something else or post here. I'm actually surprised with myself at how quickly my interest has waned and the change hasn't even happened yet. Maybe it's just that Knowing that the "team" is sending it all the rout of arcade. They have this notion that the content is handed out in these snippets of action, while all that time traveling, honing skills, tweaking ships... It's all so I can what? Run into someone and pewpew heat weapons until one of us has all their modules melted? There is no longer any semblance of balance. Not only are they going full arcade, it's a pay to win + grind + RNG affair. Who is that aimed at exactly? Not the people who have been here since before the game was out surely. Not those who paid to get it out into the world. I'm done venting anger. Just quickly losing interest. It's just almost gone.
 
There are 2 possible outcomes and 2 reasons why you'll care:

1) The transfer costs are so trivial ...that you always default to your long range ship. Then you'll care because you'll wonder why you always have to switch ships to go from A to B. Takes too much time, immersion breaking, superfluous added nuisance step in transit, pick your grievance.

2) The transfer costs are so expensive ...that you will feel like your short range ship is being unfairly taxed compared to your friends that happen to prefer ships that come with long default ranges. You'll begin to resent the fact that your friends/enemies/strangers on the internet have so much money compared to you (even though money is currently meaningless), and the ship you love costs so much just to break even or recoup your losses after each transfer.

I meant care enough about the game, but yeah, you raise valid concerns in general. [up]
 
Mike, if the game is failing because of travel times, then it was probably advertised to the wrong people. It's pretty hillarious to think that in a game about space travel, the biggest detractor is .. space travel. Freelancer had lot of travel time, even in a limited space, yet I don't recall people revolting because of it. NMS is pretty much all flying and walking around, and some people put it on a pedestal. So what is wrong with realistic travel times in ED then? It really boggles my mind. But if it indeed is what drives sales down, then I guess they won't change their minds.

like i said me personally i am fine with travel times, AND even so, i still think any time added would at least give the pretence of realism and none of the current "instant or fail" people would have complained if that was what was announced, they would have been just happy to have it... but my point is, we do not know how the game is selling now and imo as much as Sandro is putting on a positive spin, he knows the history of Elite, and, after chewing it over i am not so sure he would throw all that under a bus unless it was desperate times calling for desperate measures.

I dunno, time will tell i guess.
 
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I am in the pro realism camp here but it is worth remembering we are more likely to be hardcore fans here. The average gamer who does not use social media or forums may not care.

Yes, but in the end, the players who bought Elite Dangerous didn't buy it to play Battlefield. If they did, CQC would not be the epic fail it is.

Maybe a poll in the launcher would be useful ?
 
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