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

Point is it cuts the time you have to move in the t9 in half. [Jumphauler out to station /w goods -> Teleport T9, fly cargo to CG->teleport hauler->repeat] I halves the risk and travel times pretty effectively.

The only way this can be avoided is if the cost of teleporting the ship is really high, and i honestly think it has to be so high for it not to be worth exploiting that the people that are for instant transport are going to reconsider if it gets balanced that way.

With a time delay you get a lot more dynamic thinking into the mix. ("Do i take the risk of flying there? or do i plan ahead and have my ship transported there while i do some other activity?"

Some times obstacles can add to the gameplay. Forethought and strategy are usually the results of getting around obstacles.

I totally agree, but why should it be just the combat pilots that get the advantage of magic teleportation? Why shouldn't traders also receive some of wizard love that's going around?
 
Thread is accelerating very quickly. By the time I've read a page two more have appeared.... I've not read it all.

One assumes this transfer thing is optional? If one has an issue with it - dont use it.
 

Robert Maynard

Volunteer Moderator
Ah, the mighty Maynard deigns to respond to me.

Explain exactly how my ability to transport a ship is going to affect you in such a way as to be game breaking. Please do so without making the assumption that every combat ship you see at Jacques or Maia was transported there (especially given that combat ships are currently docked at both locations in-game).

The ability to instantly change ships anywhere will probably mean that anyone scouting for targets will not require to be doing so in the ship that they intend to interdict them with - as there is no requirement to travel any distance to fetch the weapon of choice for interacting with their chosen target - just dock, switch and go.

Seeing a Type-6 in SC ahead heading for a station would not normally concern most players - the knowledge that that Type-6 pilot can immediately switch to their interdictor and make a bee-line for the following player changes things a bit - as there was probably only a small chance of the attacking player having that asset in that station previously - now any asset will be immediately available in any station (with suitably sized pads).

Waiting outside an outpost for the Type-6 to come out again might get a bit twitchy - as it may not be a Type-6 that emerges from the hangar but something altogether more combat capable.... :)
 
Not only that but guess what you're going to do with all your FSD's - swap them all out for the lightest and least power draining one. Since only one ship needs to go anywhere, why bother fitting anything heavier on your ship. In one fell swoop FD have made almost every ship now a "system ship". This also affects FSD upgrades - just get your Asp upgraded, why bother with that boring grind for any other ships? How can you make this many mistakes in a game?

Exactly

While I don't agree with the tone in all of your post, this is an excellent point.
 
Why even have a transfer option.

Just make it that wherever you dock that has a ship yard the "stored ships" tab just becomes "your ships" tab.

That's basically what this feature amounts to. Your ships are now an attribute of the player that follow you around.

How pathetic.

Exactly. Are you pleased to see me or is that an Anaconda in your pocket? :(
 
That isn't the same thing at all - there is a cost (and perhaps other limitations) to transferring ships, having them follow you automatically is very different.

Michael

Since around 1.2 every update to the game has made credits easier and easier to come by and keep to the point where it's no longer a factor for a lot of people (although we wont mention exploration). Is this the beginning of a shift in the other direction at last?
 
I'm starting to think that the only way to balance this and avoid players just using this to exploit trade etc wildly + sell all their FSDs except for one suped up ship is to price it so outrageously as to be near useless.

And then we are back to sqare one, with a useless feature...

Only other way is to let you do max X transfers per day, and i suspect that won't go over well either.
 
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...guess what you're going to do with all your FSD's - swap them all out for the lightest and least power draining one. Since only one ship needs to go anywhere, why bother fitting anything heavier on your ship. In one fell swoop FD have made almost every ship now a "system ship". This also affects FSD upgrades - just get your Asp upgraded, why bother with that boring grind for any other ships?

This is a great example of how one attempt to change the player experience for the better will have so many undesirable consequences.
 
That is essentially what they are doing. It's why it is a pull not a push. The only difference between switching to a 'local' ship and a 'distant' ship is that one costs nothing and the other a nominal fee (effectively nothing for most players). Both happen instantly.

I'm aware. But frankly, the cost will be low to make this an accessible QoL improvement as opposed to 'a barrier to gameplay'.
Might as well not bother and just have a single ship storage directly accessible from all Shipyards for free.

Same effect, next to zero coding required.
 
You still have to travel the distance at least once yourself and transferring other ships to not ferry them all back and forth personally will cost credits depending on ship value and distance.

Surely if you have the time and enjoy ferrying your fleet personally or lack the required money you will save the credits and do it manually.



If you spot a conflict zone, but you are in your Type 9 ...
There are conflict zones all over the place. If you are in your T9 you would likely be hauling something so the point is moot anyhow as you'd be having to sell your cargo to switch ships and besides, who the hell wanders around in a T9? You can look and find a CZ near your ship, within a couple of jumps at most. They are all over the place. That was a terrible, terrible example of why instant is a worthy trade off to (immersion, balance, gameplay). Uhg!
 
Thread is accelerating very quickly. By the time I've read a page two more have appeared.... I've not read it all.

One assumes this transfer thing is optional? If one has an issue with it - dont use it.

Except as other players and myself have explain, instant teleportation affects everyone because people will have to use it to remain competitive in areas of the game such as CGs and Powerplay.
 
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That isn't the same thing at all - there is a cost (and perhaps other limitations) to transferring ships, having them follow you automatically is very different.

Michael

The result is exactly the same and the goal here is to 'remove barriers to gameplay', a punitive cost is just as much of a barrier as a timed wait.
Also with the added benefit of not requiring any new code at all, pretty much just the removal of the Storage location check, and a relabelling of that tab.
 
Point is it cuts the time you have to move in the t9 in half. [Jumphauler out to station /w goods -> Teleport T9, fly cargo to CG->teleport hauler->repeat] I halves the risk and travel times pretty effectively.

The only way this can be avoided is if the cost of teleporting the ship is really high, and i honestly think it has to be so high for it not to be worth exploiting that the people that are for instant transport are going to reconsider if it gets balanced that way.

With a time delay you get a lot more dynamic thinking into the mix. ("Do i take the risk of flying there? or do i plan ahead and have my ship transported there while i do some other activity?"

Some times obstacles can add to the gameplay. Forethought and strategy are usually the results of getting around obstacles.

No it doesn't.

1: You've got to switch ships twice at each station now.
2: You've got to pay for a transfer at every station now.
3: You've still got to fly back from the CG station to the loading station.
4: You can, according to what I've seen so far, only have your ship transported TO you. Not ahead of you.

Exploits give you advantages over other players. To have an advantage implies that you have better control of the outcome of any given situation. Frontier designed this game so that no player can ever have control over another player. Influence, yes, but you will never control what another player can or cannot do in this game.

Relying on "exploit" and "abuse" focused emotional arguments is absurd.
 

Jex =TE=

Banned
I wonder why we get paid to move cargo around, then? It would seem that there s no need for traders to exist! ;)

LOL this! There's a ton of things that don't make sense and the list is only increasing. Engineer's are the only one's that can make mods that are so tricky they can never make the same mod twice yet your insurance company has an infinite stock of them. Communication is somehow hampered by systems as we can't get info on them (does anyone really care this info is hidden anyway) but we can insta transport ships anywhere!

DB is going for real science underneath - so the bread is real he's just smearing it with a cheap butter immitation spread.

This game is onoly going in one direction - the one of bad decisions and it drastically needs a reversal or just put the breaks on!! Stop making new things, you're messing it up! Go back to all the stuff that needs braodening and fixing. That way you can't do anymore harm just make the existing stuff better....I hope.
 
I cant wait to transfer ships :D I think those who do not like it should just not use it.... remember this isnt realy real and is only a game so no point in talking about "realism" and shizz cause its just a game
 
If people arn't using that feature to magic your ships around then they will have a hard time competing with other players who are fighting against thier faction. The same goes to powerplay. To compete you will have to do the instant ship transfer to stay on an even playing field whether you want to or not.

For instance during the Lugh war where there where competing CG's, we would all be using the magic ship transfer whether we want to or not otherwise it becomes an unfair fight.

On the faction side of the house:
The faction I support has all of its systems within a 60ly range. Even in an FDL I'm not exactly hamstrung to support them. I don't see how instantaneous transfers would have any effect on that at all, especially given that you've got to get to the system in question first and only then bring the other ship(s) to you. That almost seems like it would take more time or shave off nothing more than a few minutes.

On powerplay:
That I could see, given the relative size of PP bubbles, though I fear I don't understand enough about how it works to really comment more.
 
Not only that but guess what you're going to do with all your FSD's - swap them all out for the lightest and least power draining one. Since only one ship needs to go anywhere, why bother fitting anything heavier on your ship. In one fell swoop FD have made almost every ship now a "system ship". This also affects FSD upgrades - just get your Asp upgraded, why bother with that boring grind for any other ships? How can you make this many mistakes in a game? I shudder to think how their design meetings go - who is in charge here? Who's "designing" this game and making so many mistakes?

Quite - a perfect example of ship trivialisation. It's the first thing I thought of and mentioned quite some pages back so it's good to see I am not alone :)

The new meta - warships with 0.1 LY jump ranges that magic their way across the galaxy.

*chuckles and munches more popcorn*
 
He was being mildly sarcastic in suggesting a 10LY summoning range limit, I think....

Any distance limit is effectively pointless as it becomes effectively the same barrier that short jumps are now.
So if the limit is 100LY and you want to move it 200LY, then you have to do a partial fetch (get within 100LY), summon the ship, fast jump to destination, summon again.

The only effect of this would be default storage locations near the center of the bubble.

The only practical difference that a distance limit would have is to rule out transfer to Jaques.
 
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