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

Counterpoint - where do you draw the line? People have wanted to get rid of Supercruise arguing in similar ways, and yet Supercruise is a defining part of the game to most.

in this situation, I would consider supercruise a very core mechanic of the game, and I agree, it would be a travesty if removed. Now, I wouldn't say no to micro jumps in systems where your location is say, 500k LS from the central star. Once again, I like time saving features.

Travel time, jumping from system to system for the sake of getting some place (not for exploration value) has no value to me. It's not a core feature, it's a result. Optimization here is a great thing!

I think the line is removing or destroying core features of the game.

PS, Mossfoot, you're awesome btw. Always love your posts even when we're on opposing viewpoints!
 
Not in the slightest, but for some reason lore and immersion are now dirty words to some gamers. I want a richer ship transportation mechanic, a delayed version can be built upon, providing a deeper, richer experience for all of us, you however just want your ship now and to hell with everything else.

Lore and immersion aren't dirty words, they're just not a universal concern, we all have different priorities.
 
I guess I just can't wrap my mind around one feature 'breaking' the game for people. I mean, I ignore things like powerplay without issue... powerplay would reduce my enjoyment of the game if I used it...

Yeah I can get that for sure, sorry for being corrosive. It's always one's opinion vs another, that's the whole point, and you will never be able to wrap around what people can care about, those are the little things that make or break for some or another... The things I don't do in the game are as important as the things I do, they add value to it and keep me interested, or do the opposite. But that's because I'm the roleplay guy, and I can understand that the player guy wants some fast action.
 
Can still easily do a quick trade mission in 10 minute, no probs.
Sigh. The arbitrary figure I plucked out of the air is IRRELEVANT, but I have changed it to 5 minutes to (just possibly) keep you happy.

The point was that a time which is too short to do anything useful, would server no gameplay purpose, but would annoy the player. WHILE the alternative, of giving rather more time (enough for the player to do something useful), leads to the unnecessary design complexity, user confusion & user annoyance - the complexities & risks hardly see worth all this. And the fact that different people have different ideas of what is sufficient time to do something useful makes it even more difficult...

I think the KISS principle (Keep It Simple Stupid) is good to keep in mind. If FDev tried to please everyone, it'll be so complex as to please almost no-one.
 
Well congratulations on wanting a shallower, unexplainable dead end gaming experience I guess, I, and others, want more.
So, how do you explain the following:

Powerplay, enough said
Dying 20,000 LY away from the bubble, appearing back in the bubble with no time lost
Instant fueling
Instant cargo loading and unloading
Synthesis
 
Yeah I can get that for sure, sorry for being corrosive. It's always one's opinion vs another, that's the whole point, and you will never be able to wrap around what people can care about, those are the little things that make or break for some or another... The things I don't do in the game are as important as the things I do, they add value to it and keep me interested, or do the opposite. But that's because I'm the roleplay guy, and I can understand that the player guy wants some fast action.

I wouldn't say it's this or that either. I'm a roleplay guy, and a player guy.
 
What if that's not an option for the destination?
Why can't you set a timer to simulate transit time?
Why do others have to suffer for the sake of other's immersion?

It's not about suffering - it's about the balance of the game. As has been mentioned many times this change effectively forces people who play certain aspects of the game to play in this way otherwise they'll lose, because there are parts of the game that are directly competitive: PP, CGs etc.

Every game has limits in one way or another - that's what makes them a challenge. If you're playing an F1 game and it starts raining you don't instantly change to a wet weather setup in the middle of a race. If you could do that and were racing against other people online then they'd be forced to do that as well - if they went into the pits to change tyres while you instantly called up your wet weather boots, suddenly they find themselves 30 seconds behind you. It wouldn't exactly be a level playing field.
 
They should have an ingame breakthrough or something. If its new it wont have had a chance to displace the old ways hence all the trading. Also explains why its available all of a sudden. Patents, law and in built limitations for why it cant be done for everything and old ships destroyed as corps seek to protect interests and abuse that could topple the galactic economy.
 
Lore and immersion aren't dirty words, they're just not a universal concern, we all have different priorities.

What about gaming mechanics that can be built upon and enriched?, or does that fall I to the same category for you. If lore doesn't matter, if immersion doesn't matter and if a richer more detailed gaming experience doesn't matter to some on these boards what exactly do you game for?
 
What about gaming mechanics that can be built upon and enriched?, or does that fall I to the same category for you. If lore doesn't matter, if immersion doesn't matter and if a richer more detailed gaming experience doesn't matter to some on these boards what exactly do you game for?

I'm gonna Ctrl+C Ctrl+V what I said earlier as I think it addresses the same point.

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.

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).
 
So, how do you explain the following:

Powerplay, enough said
Dying 20,000 LY away from the bubble, appearing back in the bubble with no time lost
Instant fueling
Instant cargo loading and unloading
Synthesis

This has been dealt with hundreds of times, but you already know that. There is zero gameplay to be had watching cargo load, or your ship getting refuelled etc etc etc. You can carry on playing your game with a delayed ship transfer, not only that but Frontier could build on it in future, NPC's and players taking missions to transport, escort and attack transferring ships, with instant none of that is even possible, I know which I prefer.
 
So, how do you explain the following:

Powerplay, enough said
Dying 20,000 LY away from the bubble, appearing back in the bubble with no time lost
Instant fueling
Instant cargo loading and unloading
Synthesis

This on the other hand has been answered already, and I can respond.
You can't do anything yet between those things. there's no escape pod gameplay implemented. There's no "filling up my cargo" gameplay implemented. there is no "crafting ammo out of iron with my bare hands" gameplay implemented.

But there is all the rest you can do with another ship that is already implemented.
Nothing more to add there, I've made my case already.
 

Jex =TE=

Banned
On the other hand, if I insta-Summons my golden Anaconda the Low Gravitas Warning Signal to where I am, it's no longer my original ship, it's some 3D-printed clone of it and there goes any attachment I had to it (which would be even more if we had ship naming implemented).

Mr Brookes - please kill the 3D-printed clone idea. Kill it with fire before it lays eggs!

Does it also print your bobble heads or the dent in the console or all the other wear and tear you'd get or does it come out perfect?
 
This has been dealt with hundreds of times, but you already know that. There is zero gameplay to be had watching cargo load, or your ship getting refuelled etc etc etc. You can carry on playing your game with a delayed ship transfer, not only that but Frontier could build on it in future, NPC's and players taking missions to transport, escort and attack transferring ships, with instant none of that is even possible, I know which I prefer.

wow, almost same thinking and wording there. funny :p
 
This has been dealt with hundreds of times, but you already know that. There is zero gameplay to be had watching cargo load, or your ship getting refuelled etc etc etc. You can carry on playing your game with a delayed ship transfer, not only that but Frontier could build on it in future, NPC's and players taking missions to transport, escort and attack transferring ships, with instant none of that is even possible, I know which I prefer.

It doesn't have to be this or that! How about instant transfers, AND, add all of those suggestions as well?
 
So, how do you explain the following:

Powerplay, enough said
Dying 20,000 LY away from the bubble, appearing back in the bubble with no time lost
Instant fueling
Instant cargo loading and unloading
Synthesis

Exactly. On the surface, ship transport is no different than these things that should take time but do not. Most of us assume that time takes place and is cut out for gameplay. Some of us (whistles innocently) even come up with elaborate explanations of how things work in the fiction universe while accepting that for the sake of the game it has to be instant.

Would I like a delay in ship transfers? Yes. I think it makes the universe feel like a bigger place, and I always envisioned the mechanic as a means of consolidating your ships to whatever sector you see as "home" at a given time, not a means to have all your ships at your fingertips at all times.

But if that's all there was to instant transport, it wouldn't affect my personal gameplay much. I'd simply assume time passes, the same as I do when I eject or repair.

In my opinion the only question worth debating is if there is something beneath the surface mechanic that makes the mechanic problematic to overall gameplay.
 
This has been dealt with hundreds of times, but you already know that. There is zero gameplay to be had watching cargo load, or your ship getting refuelled etc etc etc. You can carry on playing your game with a delayed ship transfer, not only that but Frontier could build on it in future, NPC's and players taking missions to transport, escort and attack transferring ships, with instant none of that is even possible, I know which I prefer.

and to me, there is zero gameplay in moving ship after ship to another location.

To me, this is the epitome of an optional feature. It's like using time compression on xwing or wing commander. I am sorry, but I don't see this as a good foundation for expanding gameplay when there are many better options available for making a deeper game.

Also, serious question, can someone point me to a location where it has been explained where this would directly hurt Powerplay or CGs besides getting somewhere faster?

I mean, with powerplay, you have to load up on cargo, so you can't transport your vouchers any faster.

Only thing I see with the CG is getting your mining or combat vessel somewhere faster (which is a good thing imho)
 
The problem with this is you're basing 3d printing on today's version of 3d printing. Nearly 1000 years in the future, I am sure it's quite a bit better than the melted plastic printing we do today.

No doubt. We can already 3D print metals, stone, ceramics and wax as well as a wide variety of different plastics.
 
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