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

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?

Just stop already. If we all had true attachments to our ships your argument would make sense. Right now it does little more than flounder on the ground as its stepped on by passerby's . You keep saying this word Lore but you provide no examples. You seem to have such a hard time accepting even the slightest wave of this instant transfer yet I'm sure you've never batted an eye at the rebuy screen and thought about your "connection" to your ship and what it meant to get it back magically in the span of a few seconds after whatever forces you'd encountered ripped it apart in the first place.
 
+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.

The numbers seem to be fine,
but keep in mind that this feature,
if designed as a money sink for rich CMDRs will be nearly
useless to a broad audience in the game, due to cost.
 
Just stop already. If we all had true attachments to our ships your argument would make sense. Right now it does little more than flounder on the ground as its stepped on by passerby's . You keep saying this word Lore but you provide no examples. You seem to have such a hard time accepting even the slightest wave of this instant transfer yet I'm sure you've never batted an eye at the rebuy screen and thought about your "connection" to your ship and what it meant to get it back magically in the span of a few seconds after whatever forces you'd encountered ripped it apart in the first place.

It has been mentioned a lot of times, as well as how this function can impact on other people.
 
Michael,

While I am personally against instant transfers via 3D Printing tech, I do believe that the tech is in use. It was always the best explanation for ship types available on space stations in my opinion. The only quibbles I have tend to involve such things as unique engineer upgrades.

However, I have been trying to wrap my head around the the idea and think about its use in a fiction/lore sense to make it "fit", both in terms of in-game fiction and beyond (such as novels). I mentioned some ideas yesterday and was wondering if any of this rang true at all?

They can't just scan your ship to get the information needed, especially with mods involved. It is disassembled (3D DEprinted, if you will) in order to get an exact copy down to the atom. (The disassembled material is then used to print other ships on the station).

It's then printed at the target station, and then the information purged from the system. While you could technically print as many copies as you want, various legalities, licencing and whatnot prevent that.

The process is, in fact, a money loser and costs more to use than to simply buy a replacement ship. The process is heavily subsidised by the same people who deal with our insurance systems and the Pilot's Federation. This would at least answer why various high-tech machines aren't just fabricated on the spot instead of carried as cargo from place to place.


Spreading this idea over to the fiction universe - it could be something that is available but not commonly done (unlike the game universe). Depending on your insurance plan it might allow for such things once a year, perhaps, and can cause insurance rates to go up if abused. In fiction, mundane manual transportation is still the preferred route, and the printed transport is done for emergencies, or really rich spoiled brats who don't like to wait.


Also, as far as printing fighters inside your hanger goes, perhaps it's a matter of the hull being printed (easily the biggest and most bulky part), but the components (such as weapons, powerplant, etc) are bought pre-made and inserted as the hull is printed. This would still significantly cut down on storage space and feel a bit less magic-y. It's easier to imagine the entire process being done on a space station, where they have more room and perhaps different machines making different parts, but having everything done in your hanger, including the reactor and weapons, stretches things a bit in my mind.


(dammit, I hate being on the Pacific Coast, everyone's going home from work in England by the time I'm up! ;) )
 
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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.

Fair enough, I can buy that.
 
Instant ship transfers will add another cost to players. Another credit sink, although I suspect it will be a trivial one.
Must be trivial as this is for convenience, to lower a barrier.
 
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.

Yeah! I want my original Mr Snugglebear, the one that I had when I was a kid and left on my old Cobra for safety. Not some fake created by weird quantum scans and freaky nanites, possibly based on tachnology stolen from *whisper* THEM! Who knows what the bodysnatcher version of Mr Snugglebear could do in the future? And what happened to the original?
 
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.
.

- the bgs handles bounty hunting as "number of bounty cash-ins" (not bounty value)
- bounty cash-in number counts toward influence, and against lockdown and civil unrest
- superpower bounty-cash-in is counted for the station controlling faction, where you cash in.

- cashing in bounties and bonds is the only activity counting against lockdown

(btw., here is a test of the current system: https://forums.frontier.co.uk/showthread.php?t=193064&p=3721127&viewfull=1#post3721127)
___

now, with the new feature of being able to cash in everywhere, it all comes down, how it is counted. but if it works as superpower-bounties, the following scenario would happen:

- factions having a "shady dealer" at a station reasonable close to entrypoint with players docking often, will get a permanent boost

- factions in systems with a comp nav beacon for exampel but no station "close", will get into lockdown, for players shooting their (wanted) ships (counting towards lockdown/civil unrest), but not cashing in bounties (counting against lockdown/civil unrest).

___

i'm just remembered about the introduction of powerplay, when powerplay and the new bounty mechanic it required putted most of the bubble into civil war, lockdown and civil unrest and made it impossible for BGS players to counter the effects (because powerplay npc weren't wanted, why powerplayers committed a massive amount of crime by interdicting and killing them). problem with bgs stuff and powerplay stuff is, you can't really test them during a beta.

____
 
If my ship is completely knackered up, all modules at 1%.....

If I get it 3D printed will it be fully repaired and like new, or will it be replicated completely knackered.

New please, so I don't have to pay repairs.
Please FDev [yesnod]
 
- the bgs handles bounty hunting as "number of bounty cash-ins" (not bounty value)
- bounty cash-in number counts toward influence, and against lockdown and civil unrest
- superpower bounty-cash-in is counted for the station controlling faction, where you cash in.

- cashing in bounties and bonds is the only activity counting against lockdown

(btw., here is a test of the current system: https://forums.frontier.co.uk/showthread.php?t=193064&p=3721127&viewfull=1#post3721127)
___

now, with the new feature of being able to cash in everywhere, it all comes down, how it is counted. but if it works as superpower-bounties, the following scenario would happen:

- factions having a "shady dealer" at a station reasonable close to entrypoint with players docking often, will get a permanent boost

- factions in systems with a comp nav beacon for exampel but no station "close", will get into lockdown, for players shooting their (wanted) ships (counting towards lockdown/civil unrest), but not cashing in bounties (counting against lockdown/civil unrest).

___

i'm just remembered about the introduction of powerplay, when powerplay and the new bounty mechanic it required putted most of the bubble into civil war, lockdown and civil unrest and made it impossible for BGS players to counter the effects (because powerplay npc weren't wanted, why powerplayers committed a massive amount of crime by interdicting and killing them). problem with bgs stuff and powerplay stuff is, you can't really test them during a beta.

____

Add that the added speed of trading can effect the BGS as well.
 
In this instance the convenience was the overriding factor. That and keeping the feature within a sensible budget - complicating it unnecessarily introduces more points of failure and for a relatively small quality of life improvement, it's not worth the risk. The instant transfer also provides positive aspects to how players can interact the game - it gives them greater freedom to participate in wider aspects in what's going on. We did of course consider the downsides, and other ways of doing it - Sandy in fact was very much in favour of a delay, but it was felt that this weakened the utility of the feature. The point was to allow more freedom with ship use, not add additional barriers.

Michael

I haven't played Elite:Dangerous in months almost entirely because of the inability to easily switch ships or retrieve a combat ship for a nearby conflict zone. I had been satisfied with my Python for a good long while but the combat changes/heat changes/etc. have rendered it hugely unsatisfying. I

Instantaneous ship transfer, along with module storage, has me EXCITED about playing E:D again. I can finally live out of my Asp and easily switch to my vulture or FAS without wasting my entire game session outfitting a hauler, fly 10 jumps back to my FAS, and then 45 jumps back to my Asp's current location.

Add this feature, add it soon, and make the ship transfer as rapid a process as it can possibly be.
 
Just stop already. If we all had true attachments to our ships your argument would make sense. Right now it does little more than flounder on the ground as its stepped on by passerby's . You keep saying this word Lore but you provide no examples. You seem to have such a hard time accepting even the slightest wave of this instant transfer yet I'm sure you've never batted an eye at the rebuy screen and thought about your "connection" to your ship and what it meant to get it back magically in the span of a few seconds after whatever forces you'd encountered ripped it apart in the first place.

Come on. You know the answer to the rebuy screen non issue, yet you raise it again? If you disagree with that answer, then challenge it.
 
If my ship is completely knackered up, all modules at 1%.....

If I get it 3D printed will it be fully repaired and like new, or will it be replicated completely knackered.

New please, so I don't have to pay repairs.
Please FDev [yesnod]

I bet when my Anaconda gets reprinted it'll even have that damn loose cable hanging down over my head too! Grrrrr!
 
Just stop already. If we all had true attachments to our ships your argument would make sense. Right now it does little more than flounder on the ground as its stepped on by passerby's . You keep saying this word Lore but you provide no examples. You seem to have such a hard time accepting even the slightest wave of this instant transfer yet I'm sure you've never batted an eye at the rebuy screen and thought about your "connection" to your ship and what it meant to get it back magically in the span of a few seconds after whatever forces you'd encountered ripped it apart in the first place.

I will not stop giving my opinion, just as you won't stop ranting at me or using empty rhetoric :)

Lore examples aplenty in this thread and the other one, if you care to read them - why would I need to repeat them?

I hardly see the rebuy screen - last time was a long time ago :D Guess I got gud. The instant reebuy screen may seem like an excellent point, but it's not - the only headcanonn I give myself to that is that Escape Capsules have this weird and wonderful Instant Journey Drive which whisks you back to wherever it was you left - I'm not particularly fond of it but that's what we have.

If Micheal Brookes stopped with the 3D-printing nonsense and came out with "Your ship is cocooned within a Giant Escape Pod - except we call 'em Fast Pickets - then we use the Instant Journey Drive to transport yer ship from A to B", then that would probably be more palatable than the silly 3D-printing nonsense we have now :p

I worked hard to afford my Anaconda, and I'm rather attached to it, kthx. ;)

Anyway - do please continue with your calm and considered replies - they brighten up my day o9
 
Has FDev explained about cargo yet?

Will we be able to 3D print our cargo as well.
Obviously I don't think they will let that happen, buy why not?
 
The numbers seem to be fine,
but keep in mind that this feature,
if designed as a money sink for rich CMDRs will be nearly
useless to a broad audience in the game, due to cost.

Very true. It's easy enough to adjust the numbers, the trick will be to make it accessible enough for new players but not so low as to make, say, transfers to Jaques (as Dim Reaper said) too trivial. Maybe 2500/5000/10,000 would be more reasonable (as an example), so a small ship owner could move their ship 200LY for half a million - expensive for a newbie, but definitely within reach with a few missions. ^^

New idea for bolt-on:

* Certain locations/events could bump up the cost of any transfers by X percent if they're particularly isolated or hostile, Frontier's discretion, to reflect the difficulty of shifting stuff there.
 
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I think FDev are just implementing any ideas that have minimal coding requirements.
I think that they are oblivious to nearly all of the ramifications, or simply do not care.
 
Enriching the in-game galaxy will enrich players experiences, there don't need to be concessions.

You seem to be saying that it must go hand-in-hand, I disagree. I think it's ok to add QOL additions without adding anything else. Sure, add as much and more to 'enrich the galaxy', but don't delay a QOL issue today to satisfy an enrichment clause down the road.

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;)

I'm talking about the players interaction with the game, not the characters interaction within the construct; I think that's where the confusion is coming in. I want a detailed and wonderful construct, but I also want my (the player) interaction with the game to be convenient and not over laborious (time-sink).

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 honestly don't care about the lore. I know that's a grave sin here on the forums, but it's the truth. I care about spaceships. Flying them, outfitting them, fighting them, living in them, taking pictures of them. I'm a crazy old cat lady, but for spaceships. Being able to access my ships faster and more conveniently is a huge plus in my book.

To be honest with you, I never would have imagined that FDev would implement this QOL feature, but I am so thankful that they are. I've gotten used to the slog of dragging 20 odd ships around to do the things I want to do, and cutting out that back and forth time is...so great.

I don't understand some of the generalizations some of you guys make. Does a PvP player not enjoy the ships they fly? Do they not have a visceral and meaningful connection to the game? For the record, I'm a solo player, so PvP doesn't come with the territory.

Immersion is great, and to each there own, but your (not you personally of course) immersion is not my problem...and vice versa. You dig?

And lastly, SPACESHIPS!!!
 
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