you need to patent that one.![]()
Heh. It's the new rage in extreme sports in 3302.
you need to patent that one.![]()
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).
Correct me if I'm wrong, but doesn't that entire situation you've described above require cargo to be transferred with the ship?
Something MB already said wouldn't happen? I don't participate in PP but I know the basics. Could you perhaps explain this a bit more if I'm getting the wrong idea?
So when can we expect Lynx bulk carriers tugging our fleet around then?![]()
![]()
So when can we expect Lynx bulk carriers tugging our fleet around then?![]()
![]()
Heya Mike,
I assume by the current 'fiction construct' we're thinking about '3d printing' our ships in their hangers or some such. I have to admit that I liked the idea of NPCs transporting our ships in say Lynx Bulk Carriers. Give them an 'advanced' (and crazy large) drive which explains why they can jump so far, so fast. (Possibly the same drive that Capital Ships have, since we see their jump is is incredibly different from our own.) This doesn't fully explain why it is instant, since even if the jump itself was instant the ship being transported would need to undock, fly to the Carrier (parked up near the station), land and then the same in reverse. I recon that'd take me 5 mins easy to do, but frankly I am happy to call 5 minutes 'instant' for the sake of gameplay. Even if we just keep it fiction with no in game representation, having a theoretical carrier would let me pretend that it is still MY ship. Possibly more importantly down the line, it is still my dirty underwear in my cabin in my ship! This is why she has all the bangs and dents she has and she isn't some pristine freshly printed anonymous and replaceable component. Naturally later down the line we could see Bulk Carriers at stations with ships flying to them which would give more life to the space around stations and potentially it could add even more gameplay down the line.
Sincerely, Ben - aka Cmdr Eid LeWeise
That would be pretty sweet if they could implement them and we could watch them like they're giant behemoths of ships moving around.![]()
I wasn't really upset about it actually, though I did think that it made more sense that we should have module storage at least if there were going to be additional charges tacked on otherwise.
I'd be fine with these price differences now when selling/buying modules. [up]
Correct - cargo cannot be transferred in this way.
Michael
Correct - cargo cannot be transferred in this way.
Michael
Correct - cargo cannot be transferred in this way.
Michael
Never, if they implement Instant delivery. There's no need for carriers, freighters or space truckers.
Never, if they implement Instant delivery. There's no need for carriers, freighters or space truckers.
Maynard is currently giggling hysterically in the corner of the Mod Lair.. He may be some time..
...specifically because of this thread, or is that the normal state for him? >_>
This explanation doesn't make any sense if ship delivery is instant. Because why can ships be delivered or 3D Printed instantly? BUT cargo must still be delivered the old-fashioned way?
The game will contradict itself.
Never, if they implement Instant delivery. There's no need for carriers, freighters or space truckers.
Hi Michael,
This affect on PP doesn't require cargo to be transferred - if I'm hauling fort packages out from Rhea to Shenggan the ship only needs to carry cargo on the outward leg, so instead of Rhea > Shenggan > Rhea in my T9 it becomes:
• Rhea > Shenggan (T9, full of fort and drop that off)
• Transfer empty taxi-Asp from Rhea to Shenggan
• Fly back to Rhea in 1/3 of the time, with less risk
• Transfer my T9 (which is sat in Shenggan and empty) back to Rhea
• Repeat
Suddenly fort becomes ~30% faster with significantly less risk - and it also skews it to the established players for whom cost isn't an issue. New PP players are going to have less of a chance to affect the outcome of fort/prep etc. because the big spenders will be able to increase their speed by a significant amount by shuffling ships around in this way. CGs will be similarly affected - the big spenders (for whom any price isn't really an issue) can do something like the above.
Correct - cargo cannot be transferred in this way.
Michael
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.