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

I've not read the whole thread, but the first few pages and the last couple of pages. I do see that Michael has responded (which given some of the comments aimed at him is brave) which actually shows that he and his team are as committed as they were 2 years ago. Until I play the Beta I'm not going to comment on how it will effect my game play and I'll probably never post about that anyway, what I would say is that when I'm preparing my next 'adventure' I check which ship I'd like to do it in and see how far I have to go and get it, if it's not too far I'll buy something with a decent FDS range and skip across and then sell the 'journey' ship. If it's too far I'll sell the current ship (harder to do mentally if you've engineered it) buy something locally and fit it out as best I can, making adjustments as I travel. I did always wonder why you couldn't sell one of your ships located elsewhere as this could be very useful when equipping one of the bigger ships, so now that's coming I'm glad. I would say that it might be an idea to make the cost of the ship transfer a large %'age of buying another ship like it locally and that way there'd be no immediate large advantage (which would be open to exploitation) to doing it. Selling the ship and buying another locally is more in keeping with current game play and is not open to abuse.
 
So I've just caught up with the thread. Thanks for everyone's input, as I've said before we do keep it in mind. There will be further discussions on the feature, although I do still feel that adding a time delay weakens the feature more than it solves any problems. One issue does resonate, and that's how far the jump can be, so we'll look into that. We still reserve the right to disagree with you :)

I see that people don't get that printing thing, which is a shame as it is used quite a bit anyway - for example food cartridges. We can review and change if needed, to be honest the feature is what is important in this instance. Yes, I appreciate the difference in scale, and as I mentioned before we're not talking about a single machine that just spits out a ship, it combines more economical processes as well.

The cost of the feature is also a balance, one that we'll refine through beta. Obviously we need to keep it accessible.

Michael

Thank you for engaging here. It really is appreciated. After listing to Sandy and reading through this thread I do understand what FD are trying to do, but to me the breakdown of verisimilitude (yes, I have learnt a new word) is too high. You, on the other hand, have to consider the whole game, including the future which we know very little about. Still hoping for some changes to this though.
 
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As for me having no soul - that's probably true.

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So I've just caught up with the thread. Thanks for everyone's input, as I've said before we do keep it in mind. There will be further discussions on the feature, although I do still feel that adding a time delay weakens the feature more than it solves any problems. One issue does resonate, and that's how far the jump can be, so we'll look into that. We still reserve the right to disagree with you :)

I see that people don't get that printing thing, which is a shame as it is used quite a bit anyway - for example food cartridges. We can review and change if needed, to be honest the feature is what is important in this instance. Yes, I appreciate the difference in scale, and as I mentioned before we're not talking about a single machine that just spits out a ship, it combines more economical processes as well.

The cost of the feature is also a balance, one that we'll refine through beta. Obviously we need to keep it accessible.

Michael

Michael, don't get me wrong - I *love* implied 3D printing in ED universe! Yes, food cartidges are good example or well done 3D printing idea! Just in this case it just doesn't work that well. Far too many "logical" gaps and compromises required to "buy" that lore wise.

So yes, please reconsider that.
 
So I've just caught up with the thread. Thanks for everyone's input, as I've said before we do keep it in mind. There will be further discussions on the feature, although I do still feel that adding a time delay weakens the feature more than it solves any problems. One issue does resonate, and that's how far the jump can be, so we'll look into that. We still reserve the right to disagree with you :)

I see that people don't get that printing thing, which is a shame as it is used quite a bit anyway - for example food cartridges. We can review and change if needed, to be honest the feature is what is important in this instance. Yes, I appreciate the difference in scale, and as I mentioned before we're not talking about a single machine that just spits out a ship, it combines more economical processes as well.

The cost of the feature is also a balance, one that we'll refine through beta. Obviously we need to keep it accessible.

Michael

I hope you can find a way to make it work without damaging other parts of the game you have already gone to so much time to create. I personally am not bothered about the immersion aspect of this discussion. What concerns me is the damage this feature will cause to the fabric of your game.

You need to weigh up what will be gained from this vs what you will lose.

I am not so sure the trade off is worth it.
 
Michael, don't get me wrong - I *love* implied 3D printing in ED universe! Yes, food cartidges are good example or well done 3D printing idea! Just in this case it just doesn't work that well. Far too many "logical" gaps and compromises required to "buy" that lore wise.

So yes, please reconsider that.

Engineer Modules being the biggi. Why would there be enginners if all there upgraded modules can be 3D printed anyway. I would be selling the 3D data for my massively enhanced range enginnered FSD modules. It breaks lore within the game in so many ways.
 
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so I'm thinking that for realism reasons a small delay is fine. However I do have a caveat - we get to tell them where to go, not that we have to get to a place and then "summon" them. If there was an arbitrary delay I'd say anywhere between 5-10 mins would be ok, if it was say, 1s per lightyear I would find 8 mins for 500ly acceptable too.

Honestly I'm quite happy FD are willing to allow things for gameplay reasons, I can tell you now if this had been a sub based game this feature woulda been a good hour or so.
 
so I'm thinking that for realism reasons a small delay is fine. However I do have a caveat - we get to tell them where to go, not that we have to get to a place and then "summon" them. If there was an arbitrary delay I'd say anywhere between 5-10 mins would be ok, if it was say, 1s per lightyear I would find 8 mins for 500ly acceptable too.

Honestly I'm quite happy FD are willing to allow things for gameplay reasons, I can tell you now if this had been a sub based game this feature woulda been a good hour or so.

I think that particular spaceship has left the starport. We are now only discussing better solutions for the lore around ship transfer (or absense thereof).
 
Michael, don't get me wrong - I *love* implied 3D printing in ED universe! Yes, food cartidges are good example or well done 3D printing idea! Just in this case it just doesn't work that well. Far too many "logical" gaps and compromises required to "buy" that lore wise.

So yes, please reconsider that.

Why not just have FD change the whole 3D printing thing to pilots instead?

In other words, instead of buying extra fighters, what you actually do is hire pilots. If you have 8 fighters onboard, then you have 8 hired pilots. Whatever the cost of buying fighters is, that is actually the cost for hiring pilots.

In this way, when a ship gets destroyed it is the hired pilot that dies. When you switch modes to fly the fighter yourself you are actually taking the role of the fighter pilot. Your character is still in the main ship and being controlled by the AI.

This solves all of this nonsense.
 
Why not just have FD change the whole 3D printing thing to pilots instead?

In other words, instead of buying extra fighters, what you actually do is hire pilots. If you have 8 fighters onboard, then you have 8 hired pilots. Whatever the cost of buying fighters is, that is actually the cost for hiring pilots.

In this way, when a ship gets destroyed it is the hired pilot that dies. When you switch modes to fly the fighter yourself you are actually taking the role of the fighter pilot. Your character is still in the main ship and being controlled by the AI.

This solves all of this nonsense.

We are talking about instant ship transfer-your entire ship gets instantly 3D printed.
 
I think that particular spaceship has left the starport. We are now only discussing better solutions for the lore around ship transfer (or absense thereof).
I personally think that lore is a bit important. FD can reiterate feature later down the line if there's enough requests from players, but "fixing" lore will be much harder problem.
 

Michael Brookes

Game Director
You covered many of the points I've been making. Congratulations ;)
Gameplay wise, a delay does nothing.
I'll wager wrinkles to the feasibility does (range / border crossings / system states).

My learned reaction from the forums is that the only inherent risk that the Transfer feature can be abused (people bypassing blockades (whether CG or PP, with one ship and swapping out for another).

However the main issue which many discussion dance around, is that the transfer feature is a kick in the Emotions.
Some People reasoning doesn't have a place in logic, or lore.

The galaxy is large, scary, and tough.
For almost 2 years, jump ranges and ship builds have been core to the gameplay experience. This is something people are drawn to and enjoy.

People PRIDE themselves on their ships build (wrangling ability vs power vs mass vs jump-range)
People PRIDE themselves over the journey they have made in some odd builds.
People have SUFFERED and persevered. Just flying accross the bubble - for reason(s).


This feature (in it's instant form) invalidates that sense of accomplishment of 2 years of gaming around these core concepts that drew them to the game in the first place.

So wrinkles are required to satisfy the emotions of the current mechanics.

The personal perspective of the ship transfer (as in, it's your ship) is an interesting point (I meant to reply to it earlier), and the current fiction construct doesn't play well with that.

Michael
 
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