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

Humans will always find a way to "exploit" a system in ways that weren't intended. Our brains are evolved for problem solving. In the example of a trading CG:

1. I fly my engineered long-range Asp 500 LY to a station near the CG with the goods that are needed.
2. I have my T-9 instantly summoned to me.
3. I load up with cargo and do the back-and forth thing for the trade CG.
4. On my last landing at the CG station, I buy a Sidewinder, launch and then boost into the station wall.
5. On the insurance screen, I choose the free Sidewinder to transport me back to LHS 3447, fly to a station with a shipyard, bring back my Asp and I'm ready to travel again.

That's just one example - I'm sure there are other ways this could be (ab)used.

How exactly is that abuse? What are you gaining out of that other than time?

Don't talk to me about credits either. There isn't a single mechanic in this game that allows you to dominate another player based on how fat your wallet is.
 
I'm afraid this defies the logic of the game universe though and if I'm not elite status, I can't do elite missions!? Do I stop playing, or should Frontier nerf that too?
This analogy does not work. Mission criteria, like faction rep (not elite ranking) are there to gate mission payouts. Not having the right ship at the precise point in time the RANDOM mission appears is not an intentional gating mechanism, it's just "bad luck". Being able to avoid that "bad luck" and "have fun" is the whole point of the ship transport feature.
 
Not a single argument about it impacting PvP piracy?
Oh wait, where is that anyway?
And why should a pirate bother to get to a CG and pirate,
when the boondock saints just insta-port in to avenge (trader runs, docks and gets combat 'vette).

Sure this is a rather special and weak argument, but i just felt like there at least needed
to be the mention of two very special things: PvP and piracy, even combined in a playstyle;)
 
Last edited:
What this does is , bring elite even more down the road of predictability and offers less strategy.
No. Missions are still random, so not predictable. It offers MORE strategy because now you can strategically swap into a more appropriate ship.
 
There is already a bunch of things in the game I don't see people complaining about.

1) Magically being teleported to your choice of places after dying. (Instantly)

Because they didn't add escape pods yet and this is very different from teleporting, 3D printing large ships instantly.

2) Magically having your ship with your exact same layout and customizations automatically printed and ready to go after death
3) Magically synthesizing ammunition, fuel, repairs on board.
4) Many more magical things that cannot really be explained by science for the sake of making it a GAME that is FUN.

This is very different from teleporting large ships instantly.

Scrap all space truckers, cause stuff can be teleported instantly.
Fire billions of people involved in logistics, cause it can all be 3D Printed and teleported instantly...

Elite Universe lore and immersion broken beyond repair. :mad:
 
Last edited:
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

There is some irony here that you are now considering which barriers to place in front of the feature designed 'to remove barriers' having completely dismissed the one barrier that many people think makes sense.
 
Last edited:
I don't see what the big deal is. As I said once before - the whiners need to DEAL WITH IT. They have overlooked other gameplay decisions already which made total sense. Its time to compromise and realize there WILL BE instant ship transfers and I'm 100% behind it.

As I think everyone agrees I think if there are any delays they should scale with the distance.


The only people upset about this are trolls trying to ruin other people's game experience via pvp. So once this goes live I can see their tears.
Really?
You don't see what the big deal is, therefore everyone should just deal with it.
The very same could be said for the many posts you've made complaining about various game features.

We voice our concerns because we're passionate about the game and want it to be the best game it can be. The very same reason you post your concerns.
and your last comment about people opposing your viewpoint being pvp trolls is just idiotic.
 
Fair point, misunderstood.

Accept for the point that both locations must have a shipyard and that regardless as to what you are hauling to go back and forth you will end up losing a ton of money selling you taxi ships back and forth.

If they are doing this terrible taxi idea inside the bubble then who cares they saved 10 minutes of time.
 
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

What cost barrier? Many senior players have millions, billions of credits (due to a lack of money sinks and big stuff to spend money on other than ships).
 
Last edited:
I'll reserve my own judgement until beta regarding ship transfer. My guess is that FD has something planned, whether it be an event, feature, or scenario, that almost requires instant ship transfer. The idea behind it is certainly dividing the community, which I myself am against insta-ship transfer, but there's a lot of handwavium in this game - from module outfitting to Engineer upgrades, all of which should take time but does not. So I see both sides of the argument.

I have faith in FDev making the right decision - even if it's against popular demand, I believe they will make the right decision here.
That might be so.
For me however if I don't buy the instant transfer - which I don't - and am playing by my own self imposed rules - such as it doesn't exist or self impose X amount of time. Then whatever they create will be of no import to me either. I am playing the game my way - Isn't that what we are supposed to do? I Do don't like the idea that FD is trying to lead me round by the nose just to fulfil some undisclosed future goal (if that's what they are doing).
 
All this talk of realism makes me beg the question if you all believe so much in realism why did 90% of the community rise up and crush the 10% module cost when frontier tried to implement it, i was one of very few players that agreed it should be that way but no so many people got upset about it, i wonder how many of you shot that down, hypocrisy is strong in this community.

Last week the Buzz word was grindy, well frontier just removed some grind and the more i think about it the more I think it's not that bad, some of you are so melodramatic.
 
Last edited:
I wonder Micheal Brooks have you thought about how this feature affects trading CG, with this feature people will only need to fly there slow Type 9 to the CG receiving station with the goods on board, then they can use a vessel with a longer range FSD to fly themselves back to where they acquired the required goods, teleport the T9 back to that station load it up with the require goods and fly it back to the CG receiving station, rinse and repeat.

I guarantee MB has thought about exactly this. I can almost guarantee the cr cost for doing what you're describing will severely reduce the CR payout for doing the CG in the first place, plus traders are so greedy there is no way they're going to give up all that extra reward just to avoid flying the T9.

- - - - - Additional Content Posted / Auto Merge - - - - -

That's a very interesting prognostication.... The suggestion seems to be that the ability of players to summon any ship they like to any location (with a suitable dock) will not be used in any way to affect other players - in a multi-player game.
One word. Solo. :D
 
There is already a bunch of things in the game I don't see people complaining about.

1) Magically being teleported to your choice of places after dying. (Instantly)
2) Magically having your ship with your exact same layout and customizations automatically printed and ready to go after death
3) Magically synthesizing ammunition, fuel, repairs on board.
4) Many more magical things that cannot really be explained by science for the sake of making it a GAME that is FUN.

I don't see what the big deal is. As I said once before - the whiners need to DEAL WITH IT. They have overlooked other gameplay decisions already which made total sense. Its time to compromise and realize there WILL BE instant ship transfers and I'm 100% behind it.

As I think everyone agrees I think if there are any delays they should scale with the distance.


The only people upset about this are trolls trying to ruin other people's game experience via pvp. So once this goes live I can see their tears..

http://orig08.deviantart.net/23f8/f/2015/125/9/2/image_by_electricelements-d8sbres.jpg

Wrong I'm dead against instant ship transfer and I only pvp if I'm attacked .
I have noticed that in this thread it's mostly the people who are pro instant transfer that are being rude and obnoxious like yourself.
 
There is already a bunch of things in the game I don't see people complaining about.

1) Magically being teleported to your choice of places after dying. (Instantly)
Many people moaned about this actually. An people called for an Ironman mode where dying would mean your character dying for real, with no instant get out of jail card.
I accept instant teleportation in that instance because all the other options are far less palatable to the game and it has relatively little impact on other parts of the game. Where as instant teleportation of ships has a lot of potential to unbalance other parts of the game.

2) Magically having your ship with your exact same layout and customizations automatically printed and ready to go after death
Only problem I have with this is the engineer's modules, I would have personally like this to be change so that the modules are replace either with standard modules or new versions of engineer modules, which should always be slightly worse than what you had originally.

3) Magically synthesizing ammunition, fuel, repairs on board.

Having a tank full of nanites that can repair your ship sounds feasible to me and it does take time for them to repair your ship, it isn't instantaneous at least for now.
.
I don't see what the big deal is. As I said once before - the whiners need to DEAL WITH IT. They have overlooked other gameplay decisions already which made total sense. Its time to compromise and realize there WILL BE instant ship transfers and I'm 100% behind it.
None of the other game play decisions have been overlooked and people have moaned about many other areas.

As I think everyone agrees I think if there are any delays they should scale with the distance.
An that what the majority of people are asking for, there may well have to be other levels of balancing layered on top over time. But balancing it using time is much better and more feasible than balancing it using credit.

The only people upset about this are trolls trying to ruin other people's game experience via pvp. So once this goes live I can see their tears..
Calling people trolls when we are trying to have a sensible debate isn't very mature and frankly is adding nothing to the debate.
 
Last edited:
No. Missions are still random, so not predictable. It offers MORE strategy because now you can strategically swap into a more appropriate ship.

That reduces the depth of the game significantly. Part of the game is all about compromises - how you spec your ships so that they can fight and survive but still have jump range or hauling capacity. If you can instantly swap to a perfect ship for any mission type then it makes missions easier and you no longer need to take the time/effort to balance your ships. Your FdL can have a 2ly jump range because it never needs to jump anywhere and your T9 can be an absolute glass-tanker because you've just halved the risks (you only need to fly it in one direction half the time).

Games have always had the challenge of balancing your abilities - look at MMOs, modern FPS, even racing games. Are you a mage or a tank? Do you specialise in sniper rifles and stealth or rocket launchers? Full out engine power or handling? Those kind of choices shouldn't be dismissed in a quick "QoL" patch - there's a reason they keep popping up in games and that's because it keeps games interesting and keeps players involved. If you can always have the perfect tool for any situation then that challenge evaporates.
 
Back
Top Bottom