The Galaxy - Is its size now considered to be a barrier to gameplay by the Developers?

I can even imagine for myself that transport takes time, unless the game says (or GalNet, or just Michael our lore overlord on the forums) says they are 3D printed. :(


Me too, just like now when i refuel, rearm, repair i imagine i,m there for a couple of hours, going for a coffee having a sleep, visiting the red light district, it's partially an RPG you can use your imagination if you want/can but I'll never see it as a printed ship it's my ship brought in a bulk carrier.

So please keep that printed crap out of the official lore please.

Wow i agreed with Mephane on something, times are a changing :)
 
I guess it all depends on what you think Elite: Dangerous is. It seems many here on the forums regard it as a sciency space-sim. Personally I think that's complete bullocks for a multitude of reasons. It's a spaceship game, and not a great game either, though they're trying to make it more enjoyable one step at a time. Instant ship management doesn't make sense in a sciency space-sim, but it makes tons of sense in a good spaceship game.

No it doesn't as already mentioned a number of times.
 

I would say this forum in-general is not best pleased with the decision by FD.

I'd be careful with this. Someone will now point to the Reddit polls that point in the opposite direction. And I noted a trend to slam down and shut out anyone opposed to instant transfer on a certain Facebook group with 10,000+ members, with likes for posts about instant transfer, outnumbering those for delayed transfer by around 40 to 1. This forum might not be best pleased, but the general players, may well be. (Aside: A younger family member told me earlier in the what great news it was that Elite was getting ship transfer. I don't often swear (playfully I hasten to add) at family, but... :D ) I also note that the people still arguing the toss on this thread mostly seem to be forum diehards, who've already given FDev their lifetime expansion lunch money. ;)
 
LOL, at this rate of implementing (even good) ideas in a way, there will be no 3.0...
I will repeat. It wasn't planned feature for Season 2. They thought they can couple it together with module storage and offer to us in a good will. They actually designed two ways to do it, fast delay and long delay. Fast delay win over due of convenience, and long delay would be done trough simulation and transfer management system - that's additional system server side team to code, maintain, etc. It is all unplanned costs. And it will cost them not only money, but delay in other features. So they choose to implement instant transfer as they thought delay system would be big costs but small returns. They also felt that any delay would defeat purpose - which it seems is not how lot of people in community view that. Let's say there are more passionated "delayed transfer" proponents than opponents. It also seems they have overlooked some of angles, which I hope Michael read about today and it gave them some food for thought. I strongly believe they can be some middle ground - Michael already mentioned distance cap - and it feels FD is still undecided on lore explanation (yeah, no 3D printing).

In same time FD have already coders doing Season 3 stuff. They always these two teams - one doing next season, other implementing current planned one.
 
I'd be careful with this. Someone will now point to the Reddit polls that point in the opposite direction. And I noted a trend to slam down and shut out anyone opposed to instant transfer on a certain Facebook group with 10,000+ members, with likes for posts about instant transfer, outnumbering those for delayed transfer by around 40 to 1. This forum might not be best pleased, but the general players, may well be. (Aside: A younger family member told me earlier in the what great news it was that Elite was getting ship transfer. I don't often swear (playfully I hasten to add) at family, but... :D ) I also note that the people still arguing the toss on this thread mostly seem to be forum diehards, who've already given FDev their lifetime expansion lunch money. ;)

IMO if one wants to stab even more at the "living breathing universe",
he adds "convenience" add ons that break consistency and realism.
 
Example : today I played and I was in my FDL far from home , its going to take a while before I get back (and that is not only gameplay but its a story !)

By having instant transfer we cut gameplay and player built narative options out of the game

I must be missing something .. But you are still going to have to fly home, regardless of what ship its in.
 
Those are spurious arguments. Firstly, most established players have little need for extra cash - often missions are more important for reputation, materials or certain commodities/bonuses.

Secondly, re-rolling the mission board has consequences - it takes time and there's no guarantee that you'll get what you want anyway. Considering that a lot of people here would be happy with ship transfers if they took time, then this point is a particularly weak argument.

Thirdly, just because you've come up with a list of things that don't have consequences doesn't mean there aren't any. If you become wanted in a system security will attack you, if you go into a HazRes in a T9 stuffed with gold you will lose your ship and your cargo. Ship choice was always a core decision in Elite: Dangerous and always had consequences (and in Frontier/First Encounters). You've always had the decisions between balancing range, combat capabilities, survivability and cargo capacity. Instant ship transfer significantly reduces those consequences because at worst you are only having to make one leg of your journey in a restricted ship, and in some cases (such as a specific combat event in a system) you don't have to travel in your combat ship at all.

Your argument was that ship transfers undermines the consequence of ship choice in regards to mission availability, so that is what I refuted.

I didn't mention any delay or lack thereof.

The 'consequences' I listed were from a macro standpoint. On a more narrow view, of course pressing a button has a consequence.

* Edit - turned did to didn't
 
Last edited:
Michael coming to this thread to talk instead of a community manager or Sandro tells me something.

Whatever that is, I have a feeling that having this 'insta ship transfer' in the upcoming update is really important for something they haven't disclosed yet, and probably won't disclose until the release.

My gut says that even the most hardcore opponent of the idea will in fact thank the gaming gods the feature is there.

I don't know if time will prove me right, but if I am, this should prove pretty interesting.
 
Personally, I wouldn't care about this feature if, when the ship is printed at the destination station, it is printed generically with all engineering experimental mods gone...

Heck I'd be happy with using RNG to determine the chance that a delicate mod survives xeroxing.
 
I guess it all depends on what you think Elite: Dangerous is. It seems many here on the forums regard it as a sciency space-sim. Personally I think that's complete bullocks for a multitude of reasons. It's a spaceship game, and not a great game either, though they're trying to make it more enjoyable one step at a time. Instant ship management doesn't make sense in a sciency space-sim, but it makes tons of sense in a good spaceship game.
Well , maybe...
But it was sold as a brainy science game with spaceships. thats what I wanted.
It was said that wars would spawn around famine , blockades would happen and that the focus would be the perfect merge of science and fiction

The more it gets away from the promise of science the less good it is. the more it becomes space ArmA the better it is.

I just want the product I backed to come out , or at least a product that is elite. 2.1 but ship transfer via magic is not
 
The CEO stopped talking about gameplay, now he only pitches the science at us.
FDev team will continue to shoehorn gameplay into the galaxy.

Every tin in every advert needs a label.

Frontier has a product that must sell.
 
Last edited:
I will repeat. It wasn't planned feature for Season 2. They thought they can couple it together with module storage and offer to us in a good will. They actually designed two ways to do it, fast delay and long delay. Fast delay win over due of convenience, and long delay would be done trough simulation and transfer management system - that's additional system server side team to code, maintain, etc. It is all unplanned costs. And it will cost them not only money, but delay in other features.
Yes, failing the implementation of a good mechanic by doing it too soon, in a (tried to to put it nicely but the forum autocencor wouldn't let me [haha]) way and thus squandering time & money sorely needed elsewhere.
 
Last edited:
I guess it all depends on what you think Elite: Dangerous is. It seems many here on the forums regard it as a sciency space-sim. Personally I think that's complete bullocks for a multitude of reasons. It's a spaceship game, and not a great game either, though they're trying to make it more enjoyable one step at a time. Instant ship management doesn't make sense in a sciency space-sim, but it makes tons of sense in a good spaceship game.

I don't think that's true - I think that people are aware that a lot of the game is unrealistic to make it more fun to play (FTL to start with!). The problem with instant ship travel is that a lot of people feel that a) it doesn't make a lot of in-game sense but more importantly b) it really does drastically affect in-game balance and the approach people have. Lots of games and MMOs have classes and abilities that you specialise in - that give you a sense of decision making and involvement. Look at Deus Ex for a recent example - the original games had very restricted choices so that you could specialise in stealth or in heavy weapons etc. and that affected how you played the game. The latest release has been criticised for being too easy to become proficient at every task and that that takes away from the challenge. Elite has always had a softer approach than that in that you can change your ship but there's a time/cost penalty involved in doing that. For established players this is just a time penalty really as cost isn't much of an issue - so instant ship transfer removes the whole gameplay element of balancing risk/reward based on ship and loadout - you can almost always have the perfect ship for the occasion at the snap of your fingers.
 
Michael coming to this thread to talk instead of a community manager or Sandro tells me something.

Whatever that is, I have a feeling that having this 'insta ship transfer' in the upcoming update is really important for something they haven't disclosed yet, and probably won't disclose until the release.

My gut says that even the most hardcore opponent of the idea will in fact thank the gaming gods the feature is there.

I don't know if time will prove me right, but if I am, this should prove pretty interesting.

Like a NPC stumbles upon RAXXLA,
posts in the Galnet how he accessed it and
provides the way to use it for everyone?

I think you read too much into it
and MB as pope of lore is a resort for FD
to get us to swallow the feature via "lore".
 
Last edited:
And instantly too!:p

Applied in the station that you are docked in, in the first gulf war the US and UK airforce painted every plane they had in desert colours overnight, (yes litterally in less than the time it took for the sun to set and rise again) and that was using spray paints and human labour, how much quicker and faster would it be to reskin your ship with new colours a thousand years into the future when nano-engineering is in everything. So I have no problem with the instant nature of ship skins and ship kits. Instant travel across the galaxy is markedly different however.
 
Back
Top Bottom