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

no problem with that.

i'm just pointing out that the size of the galaxy (as mentioned in this threads title) is "hardcoded" into a lot of niche-activities in the game, and "changing the size" will have a lot of secondary effects. e.g. i don't think that most trading activities will be influenced by this feature a lot, but fortifications material hauling or cg trading or BGS at the edge of the bubble might be.

to give another exampel: we will be able to cash in bounties and fines from "everywhere". this is great!

but what will this QoL feature do to the BGS? will those bounties count in the system (like superpower bounties), and therefor stabilise controlling factions in that system, and will there be less bounties cashed in locally, therefor pushing factions into.lockdown? will it count in the system they come from, which would need some recoding, and will allow even less tracking of activities in system? will it not count at all, and therefor push more factions into lockdown?

size of the galaxy brought an ecosystem with it, and this is going to change a lot.

As bounties are only one element of many when it comes to influencing the BGS, could you go into a bit further detail in your theories about how instant transfers may affect BGS operations? I'm curious about this, as the group that I play with has a very good handle on the BGS and I'd like to bounce these theories off of our BGS handlers to see what they think.

Power Play, I can see the issue there, though I myself may not actually consider it an issue in light of the 5C attacks that are popular amongst certain player factions of this game. Those.. those kinds of attacks are a far worse abuse of any in-game system.
 
A few more calculations (most probably 2 more calculations) and a timer before executing the actual transfer code function, which will be what? Changing the station field in the table where ships are stored within a DB? I refuse to believe any development studio considers this a lot of work...

No extra graphics, no physics, no nothing.

For any form on non-instant, you need to integrate mnus with the galaxy map to decide where it is coming from/going to. To do a half decent job, you need a timer to trigger a message to say it has arrived. You need the galmap to know the ship is not actually where it is shown, but in transit to there. And so on. All minor little things, but they all add up.
 
if instant transfer is implemented and the in-game reason is that they 3d print everything from raw materials then I would demand for the removal of all non-organic manufactured goods from the trade markets and a removal of all non-organic "materials" from the engineering recipes. Since these things can be printed on site with raw materials, there is no need to truck them anywhere.

Stay consistent or (really, acronyms are censored? Oh the letters.. the harmful letters. My virgin eyes, oh wait i'm on the internet and it's not 1800) .
 
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For any form on non-instant, you need to integrate mnus with the galaxy map to decide where it is coming from/going to. To do a half decent job, you need a timer to trigger a message to say it has arrived. You need the galmap to know the ship is not actually where it is shown, but in transit to there. And so on. All minor little things, but they all add up.

It's not much work to add a timer as you make it seem. Nice try.
 
ok as you know i totally do not like the 3D printing argument, and would rather no reasoning at all that that... BUT the expense is not really an issue imo

if it is 3D printing a ship, the cost we pay isnt the full cost of that printed ship... because presumably the actual cost is, trading in our actual ship PLUS what ever we are expected to pay up front.

Please, dont think i am saying i like the notion... just that, a cost of say 300k to print a 10 million credit ship is not inherently broken because of the cost because the 300k does not have to cover the entire printing operation, most of it will be covered by our old ship.

We purchase new ships at 100%.
We rebuy ships at 10%

Old ship value 100%
Print it again somewhere else, 5% * distance mod?
 
Well, yeah all additions should be enriching the in-game galaxy.

Wasting the opportunity to get on the road
of having the feature introduce stuff to interact with
(bulk carriers/service economy branches/corporations)
would be a bad choice imo.

We have enough wasted opportunities already, agreed?

In a perfect world, I would agree with both of you. However, Elite: Dangerous is also a game to be played, and concessions need to be made to enrich the players experience as well.
 
It's not much work to add a timer as you make it seem. Nice try.

It is hard to get much less work than 'a minor little thing'. But, yes, if it was a priority, then it is not a lot of work. Frankly, it would be much more worthwhile to me than this nonsense with ship launched fighters, so there's a huge budget they could use. But Michael has said that they could only 'slip it in' in 2.2 because it was tiny to do the instant.
 
Also what happens to all your peronal belongings you keep in your ship, where do they go. Do they get magically 3D printed as well. The whole thing has absalutly no logic behind it.

I own three cars.

What exactly do you leave in your car when you switch to another one?

I bring my phone charger, anything left in the center console cup holders and my garage door opener with me when I move from say, my work car to my regular daily driver. Even when I was in Iraq, if we switched trucks, I brought everything I took into the first truck with me to the second truck. All of my gear, my little personal items, my spare items, etc. They came out of the truck and into the next one.

Paperwork can be hand waved as digital transfers.

As I don't fly spaceships I can't say what I would normally bring with me but, were I person with multiple RVs, I would have a bag with clothes, toiletries, basic essentials, etc. Then I would stock the RV with anything else I needed from the closest store. When I moved to the next RV, say, a smaller one with better maneuverability, I'd throw my personal effects in my bag and take them with me. Non essential items would stay with the first vehicle and I would stock the second as needed for whatever purpose made me switch in the first place.
 
A few more calculations (most probably 2 more calculations) and a timer before executing the actual transfer code function, which will be what? Changing the station field in the table where ships are stored within a DB? I refuse to believe any development studio considers this a lot of work...

No extra graphics, no physics, no nothing.

Exactly, is in nothing really.

Even a simple calculation to determine time to transport a ship is one number, which can be displayed like a mission timer until delivery.
 
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In a perfect world, I would agree with both of you. However, Elite: Dangerous is also a game to be played, and concessions need to be made to enrich the players experience as well.

Enriching the in-game galaxy will enrich players experiences, there don't need to be concessions.
 
In a perfect world, I would agree with both of you. However, Elite: Dangerous is also a game to be played, and concessions need to be made to enrich the players experience as well.

What is enrichment of the player experience to you?
Let me understand.
Is it the demand for a convenient way to transport your ship,
or something else?

To me it is believable NPCs and economies,
more fleshed out mechanics affecting each other,
like signature and gimbal accuracy, as a hot example.
In addition to that a more indepth look at careers,
to do stuff that has real impact and consequence;)
 
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and your last comment about people opposing your viewpoint being pvp trolls is just idiotic.

tumblr_mtzmeqC16Z1qcga5ro1_500.gif

Even though I have found other things to occupy my time I still would like ED to become a great game rather than a run-of-the-mill game. It started off well but seems to have lost itself - it's no longer internally consistent so it feels like all bets are off and anything could be implemented. I will oppose what I think are dumb ideas coming from FD and opinions from posters .. so thankyou for saying what I was thinking :)
 

Jex =TE=

Banned

Perhaps on your 28th trade run, you transfer your ship, and it arrives while you are doing those last 2 trade runs... everyone is happy, and you where rewarded because you planned ahead. The point is you wouldn't have to wait doing nothing for those 8 minutes...

Ding! Ding! :)
 
Same can be said for PvP, as it should be clear,
that the active PvP crowd is not interested in doing CQC style combat,
but large scale warfare, wing combat and cooperation.
Involving gameplay is desired, not arcadey blasting.
I believe a good portion of the PvE community would like something similar, just in a PvE capacity. Whether that's large scale battles against thargoids, some NPC pirate faction, or some other nefarious group. Cooperative large scale battles can be some of the best times in MMO's.
Maybe they could use some of the powerplay map "bubble" mechanics to denote where front lines and hot spots are. Though we'd need deeper gameplay than just arbitrary combat zones with endless spawns.

geez... i think I may have gone sufficiently off topic here. ah well, just dreaming of what could be.
this thread is moving so fast I doubt anyone will read this anyway. it'll be 3 pages deep the moment I hit submit. ...go forums! :p
 
In a perfect world, I would agree with both of you. However, Elite: Dangerous is also a game to be played, and concessions need to be made to enrich the players experience as well.

Depends on the player.

My experience of the game would be deeply un-enriched by getting a 3D-printed copy of my original ship. The proposed lore behind it trashes a lot of things in the Elite lore, amongst other things.

You appear to be coming from a different angle - correct me if I'm wrong but you appear to be more of a PvP-type player whose ship you consider as disposable?
 
I own three cars.

What exactly do you leave in your car when you switch to another one?

I bring my phone charger, anything left in the center console cup holders and my garage door opener with me when I move from say, my work car to my regular daily driver. Even when I was in Iraq, if we switched trucks, I brought everything I took into the first truck with me to the second truck. All of my gear, my little personal items, my spare items, etc. They came out of the truck and into the next one.

Paperwork can be hand waved as digital transfers.

As I don't fly spaceships I can't say what I would normally bring with me but, were I person with multiple RVs, I would have a bag with clothes, toiletries, basic essentials, etc. Then I would stock the RV with anything else I needed from the closest store. When I moved to the next RV, say, a smaller one with better maneuverability, I'd throw my personal effects in my bag and take them with me. Non essential items would stay with the first vehicle and I would stock the second as needed for whatever purpose made me switch in the first place.

I most likely live in my ship/s, I don't live in my car. But some people do live in thier mobile caravans.
So you store the stuff that you don't need in your old car/ship, which then gets promptly destroyed in the 3D printing technique when it gets teleported.
 
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Even though I have found other things to occupy my time I still would like ED to become a great game rather than a run-of-the-mill game. It started off well but seems to have lost itself - it's no longer internally consistent so it feels like all bets are off and anything could be implemented. I will oppose what I think are dumb ideas coming from FD and opinions from posters .. so thankyou for saying what I was thinking :)

Hear, hear.

Some of us players care about the quality of the games we play.
 
I believe a good portion of the PvE community would like something similar, just in a PvE capacity. Whether that's large scale battles against thargoids, some NPC pirate faction, or some other nefarious group. Cooperative large scale battles can be some of the best times in MMO's.
Maybe they could use some of the powerplay map "bubble" mechanics to denote where front lines and hot spots are. Though we'd need deeper gameplay than just arbitrary combat zones with endless spawns.

geez... i think I may have gone sufficiently off topic here. ah well, just dreaming of what could be.
this thread is moving so fast I doubt anyone will read this anyway. it'll be 3 pages deep the moment I hit submit. ...go forums! :p

So basically you wish for, what people wish for, a long time ever since? :D
The hints are there towards winter for this, but well....
i place a bet here and say it will be rudimentary like CZs.
 
My back-of-a-napkin pondering as I was in the shower this morning was:-

Small ship: 5000cr per LY
Medium ship: 10,000cr per LY
Large ship: 20,000cr per LY

So it would cost 500,000cr, 1 million cr, or 2 million cr per 100LY for the three classes respectively.

Bolts-ons for increasing difficulty/reducing utility:-

* Add 10% of the ships current rebuy to the cost as a risk premium for transfer.
* Transfers can only be done at stations, not outposts, as stations have the infrastructure in place and are almost guaranteed to have an appropriately-sized pad available for reservation.

Idle ideas, but I like number crunching [big grin]


+1 rep for some interesting calculations.
So that would make it just less than 1/2 billion credits to transfer a Cutter, Anaconda or Corvette to Jaques. Personally, I'd like to see it more than that. Perhaps they could use an exponential increase rather than a linear one.
Unfortunately though, they said on the livestream that there would be a cap on the upper cost, so until we know how low the cap is, we can only speculate.
 
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