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

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?

It's the empty return leg of the trip that's being replaced with the long range ship.
 
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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

Oh man, now you've done it! I demand FD implement Lynx Bulk Carriers and LRCs ASAP!

I know, the lore says they can't jump far, but since we are messing around with lore anyway, just do it!
 
That would be pretty sweet if they could implement them and we could watch them like they're giant behemoths of ships moving around. :)

Yes it only makes sense if delivery takes TIME and it has to PHYSICALLY be moved around rather than teleported or 3D Printed.
 
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]

All good, i,m not talking about anyone in particular, those of you that raged against the 10% know who you are, just reflect on this point.
 
Correct - cargo cannot be transferred in this way.

Michael

Michael the poster Deadspin was replying to was not in fact talking about cargo being transferred - they were actually concerned with instant transport allowing Powerplay Fortification runs to become much shorter by warrent of the fact that the "return trip" back to the source of the Fortification supplies can now, with the introduction of ship transfer, be run in a fast non-hauler ship that is summoned to your location once the initial Fortification delivery is dropped off.

Once back at Fortification Base you simply summon back your hauler - so essentially you only need to do the risky trip in a trade ship on the outbound leg of the run, and can swap back to the safe fast ship for the return trip, rinse and repeat, rinse and repeat.
 
Correct - cargo cannot be transferred in this way.

Michael

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

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 and Elite universe will contradict itself.
 
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Never, if they implement Instant delivery. There's no need for carriers, freighters or space truckers.

Ah, but it would reinforce the lore that that is how they are delivered. Don't confuse gameplay with lore. The lore behind death is we should eject and make out way to the nearest station, get out of our capsules, and apply via insurance for our replacement ships, which wouldn't be delivered instantly (in lore). And yet, we respawn with a click in an identically fitted ship, fitted with the same impossible to reproduce engineer modifications.

Gameplay != Lore

Remember that. But it doesn't means something like this couldn't be used to support the lore of ship transfer as opposed to *ugh* 3D printing. (Please devs, i know i've appealed before, but reconsider this lore explanation. It really is terribad).
 
Never, if they implement Instant delivery. There's no need for carriers, freighters or space truckers.

And there is no need for other far more elaborated immersive hooks for gameplay
like corporations doing the ferrying, in game insurance frauds, etc.

Those very well are factors to me that are key to a
"living and breathing universe".
 
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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.

Have you tried eating 3D printed models? And i don't think even in 3302 they will have 3D printed hydrogen... or biowaste. Even if they did... what would they be doing then with all that excess Biowaste that isn't being delivered because everyone is just printing biowaste... erm, or are they using biowaste to produce the 3D printed food?

Oh gods, Solyent Green is Biowaste!
 
Never, if they implement Instant delivery. There's no need for carriers, freighters or space truckers.

Why not? Implement it as is for now, then in a future update we get a plausible reason for the delivery in universe.
Plus it would look cool seeing capital class signature size wakes appearing near stations to deliver the ships.

Could even get Amazon to sponsor 34 century one-click next-second deliveries LOL! :D :p
 
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.

Easiest way would be to limit each ship to say 2 moves per 24Hour period that would short circuit most exploits.
 
Correct - cargo cannot be transferred in this way.

Michael

Except the problem is more complex then that. In its most simple form you halve the risk/effort [Jumphauler to station /w goods->T9 back->jump hauler out again->repeat] not to mention this scenario from earlier in the thread:

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.

Only way i see of dealing with this is to limit the number of jumps you can do in one ship, and then we are back to having a discussion about that, and at the very least this negates the argument about development time, cause that would need probably the same amount of effort to implement as a timer...
 
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