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

Never give up, never surrender!

Not even if this discussion is locked. I can't give up on the idea that there is a better way that both sides can come together on. It has to be negotiated and suggested to FD to implement.

But why not try it before it is proclaimed "game-breaking" .. FD sorted out the engineers .. they will sort out the next problem .. that's how they work/roll :)
 
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Fleet rentals are what happens in the the real world though, they fill the requirements to have a cargo carrier now for shipments when you don't maintain that capacity yourself.

Obviously, IRL, no rental agency will rent you a combat ship! That's one thing that we would need to find justification for, possibly combat ships are sourced through factions.

You'll get no argument from me about implementing ship rentals! I think it's a brilliant idea. However, I don't think that should be a replacement or used as a mitigating factor for ship retrieval.
 
YES!! INSTANT transfer of Ships!
Screw the "WE WANT IMMERSION" crowing! You can die and instantly arrive in a brand new ship, maybe tens of thousands of light years away - but pulling ships instantly is an "Immersion Killer" to some commanders! I think half the reason we have so much grind in ED is because of nutty commanders and their concept of "fun"

^^^^^ rep
 
But if you are THAT bothered about it then you would put more hours into the game and use ship transfer yourself, and you wouldn't be at a disadvantage, and then other commanders would up their game and so on. You see the point, if you want to do PP (or CG for that matter) to that sort of level then you have to be prepared to put the effort in as much as the next commander is. Then it becomes a job instead of a game, and your wife leaves you! :D

You say it will increase their advantage further, but even without ship transfer that could happen anyway, especially with a coordinated group of players. You are plucking no's out of the air in the end, and I am pretty sure have thought about the potential affect on PP and CG's, it is their job after all. And this could all be fixed by either a delay or limiting the amount of times ships can be transfer in a given time period.

My original point still stands though, you really shouldn't worry about what others are doing in the game, I mean out of all those commanders doing PP how are you going to know who is using ship transfer and who isnt anyway. You cant assume everyone will be. They could just be more efficient and better at it than you.

You're conflating two issues there to some extent because regardless of the fact that it increases the gap between players it also imbalances fort/prep versus expansion/undermining (because this speeds up fort and prep but not combat). This changes the balance of the game to make it harder to attack powers. It lets people get to systems to undermine easier and with less risk - but there's no speed advantage to the time take to undermine itself.

The other point is as well that because PP is competitive as soon as one group is using it other groups have to - even if it's just an assumption. For systems in the ~100ly range a 30% increase in hauling capacity is not possibl to ignore.

My current game time is 9w 2d 8h 32m and a lot of that has been playing PP - there's been changes before that have thrown off the balance of PowerPlay and this feels like it could be one of the biggest other than the NPC changes (although they've been nerfed back a bit). This is excluding all the      ups as well - which have probably had the greates impact (and seriously it felt that most serious PP players had a *much* better idea of how PP actually functioned than some FD staff at the time of the 2.1 release and missed tick for instance).
 
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I say let it be instant, but make it costly, then provide options for players to choose (the longer wait time the less it costs).

This way it caters to both players that want to feel realism in their game play and those that want fast paced availability.

Seems like the most reasonable solution to me [up]
 
I say let it be instant, but make it costly, then provide options for players to choose (the longer wait time the less it costs).

This way it caters to both players that want to feel realism in their game play and those that want fast paced availability.

Seems like the most reasonable solution to me [up]

I can agree on that solution.
Sticking to the one-way mindset doesn't go forward.
We can let FD remove the insta-port-a-shunz later :D
After all the concerns have been either proven, or disproven...
 
I say let it be instant, but make it costly, then provide options for players to choose (the longer wait time the less it costs).

This way it caters to both players that want to feel realism in their game play and those that want fast paced availability.

It seems the best to me too, at least from a "simple to implement" point of view. It won't prevent any of the "abuse" people are worried about (Taxicondas ruling the universe because people are too lazy not to use them) but it's a simple solution that works--at least on a personal level.

That said, I'll be curious to see what the devs come back to us with, because they're going to do something to try and make both sides happy, and it might not be what we're expecting.
 
But why not try it before it is proclaimed "game-breaking" .. FD sorted out the engineers .. they will sort out the next problem .. that's how they work/roll :)

I've never proclaimed it game breaking, I just think there is a better solution. I also don't feel they sorted out the Engineers as much as applied some small patches that made it palatable to more people than when it dropped.

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You'll get no argument from me about implementing ship rentals! I think it's a brilliant idea. However, I don't think that should be a replacement or used as a mitigating factor for ship retrieval.

I'm not suggesting is as a replacement for ship retrieval. I'm suggesting for those times when you need a ship now, which is what instant transfer attempts to solve.

If instant ship transfer is implemented as suggested I won't use it just to get a certain ship to me quickly. I would however rent a ship near my location that fits my needs. These two solutions could work similar but only rentals provides for additional game play in the future.
 
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I suppose we don't have to transfer our ship if we don't want to. Just fly back and get it. If there was a delay of a few hours between ship transfers that might be a good thing as then we could go an do something else and come back to the game.
 
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I'm not suggesting is as a replacement for ship retrieval. I'm suggesting for those times when you need a ship now, which is what instant transfer attempts to solve.

If instant ship transfer is implemented as suggested I won't use it just to get a certain ship to me quickly. I would however rent a ship near my location that fits my needs. These two solutions could work similar but only rentals provides for additional game play in the future.

> That may be a part of what ship retrieval solves, but not the whole kitten-kaboodle. As much as I like the idea of ship rentals, I don't see how it adds gameplay, it merely supplements existing gameplay...as I see it anyway.
 
Missing from which point?

You said "part of what ship retrieval solves" so I'm trying to figure out what's missing.

Let me clarify what I think needs solving, or what we usually refer to as the scope of the project:

1. Immediate ship delivery for game play activities. I think this can be solved by ship rentals if it is implemented properly.

2. Fleet management for moving 1 or more ships around to 1 or more bases. I think this can be solved by a low cost ship transportation service to be added later.
 
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To preserve the feel of the galaxy's size, I say,

1. Implement non-instant ship delivery... time(seconds) = LY+45
2. Destination port is selected from the Galaxy->System Map.


That way,

- Ships don't teleport, so the galaxy's size is not cheapened.

- Any valid starport can be selected as the shipping destination...
-- Local
-- Near
-- Far

- Shipping can be arranged at any time...
-- In station
-- In supercruise
-- Before docking

- Planning and thinking ahead will be rewarded...
-- Transfer a ship right to where you intend to dock, if you have need of it.
-- Transfer distant ships nearer to your current base of operations, if you think you might require them in a hurry
 
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But why not try it before it is proclaimed "game-breaking" .. FD sorted out the engineers .. they will sort out the next problem .. that's how they work/roll :)

Respectfully, no.

They did not 'sort out' the RNGineers. It is still crap gameplay.

Keep 'fighting the good fight' too prevent more crap gameplay being introduced.
 
Respectfully, no.

They did not 'sort out' the RNGineers. It is still crap gameplay.

Keep 'fighting the good fight' too prevent more crap gameplay being introduced.

Also interesting is how engineers stands in direct conflict with the DRM 3D print excuse "lore" for instant ships (can't even call it a transfer). It's definitely not sorted either (god I hope they aren't happy with the "balance" of that pay to win mess).
 
NO!! LOGICAL TRAVEL TIME transfer of Ships!
Screw the "WE WANT EVERYTHING NOW" crowing! You can't travel anywhere instantly on any ship, even if just to a station a few light seconds away - but pulling ships instantly is an "gameplay mechanic that makes sense" to some commanders! I think half the reason we are getting more and more moronic gameplay added to ED is because of selfie stick generation commanders and their concept of "fun".

So lets not be hypocritical - if you die - you need to wait for as long to respawn as the distance it takes for your ship to travel back to the last location you spawned! How about that? huh?
 
So lets not be hypocritical - if you die - you need to wait for as long to respawn as the distance it takes for your ship to travel back to the last location you spawned! How about that? huh?

If you want the new mechanic that skips over content for your convenience that's your preference however do not pretend the death mechanic is comparable to a timer that simulates the journey a ship would take once transferred. If you are "dead", waiting for a spawn means no gameplay literally. If you send a ship over without having to fly it yourself then you are free to continue enjoying content from the ship you are in. You are not tied down to that station while it happens whatsoever. It still conveniently does the transfer over on your behalf and leaves you to continue at your prerogative. Not so if there was a spawn timer for death (or rearm, reload, buy/sell commodities). Again, I'm not attacking your preference, just your argument.
 
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