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?
Nobody's every come up with that one!
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?
I still don't understand the argument that 'instant' will unbalance certain elements of gameplay like pp.
PP players who take it seriously will maximise their gameplay to achieve their objectives. Just the same as min maxing for pvp combat.
What difference does instant Ship Transfer make.
Doesn't a round of PP take a week? Even under normal circumstances it will take any one Player or Group of Players to get their maxed PP built ship to wherever they need it in less than an hour anyway.
Newer players with less in the bank will benefit because they will be able to get straight into the action with an instant Ship Transfer, maximising and making their game time more productive and efficient; and landing into bigger and better ships.
Imagibe playing with a group of friends who are all more experienced and cashed up. They invite you to meet up and go do a CG or some Pp somewhere.
You turn up in your eagle or your Hauler believing you made the right choice. Everyone else is flying ieagles and vipers and adders. You have some of them at your home base and didn't realise they would be better suited for the evenings play session.
A. You lose time going back and forth transporting ships, by the time you get sorted, it's way past your bedtime and everyone else has finished already.
B. Instant transfer, play with your friends, maximise your game play and efficiency.
Competitive players will always be competitive and always panic when elements are introduced that might make them look bad or have to work harder or seemingly give someone else an advantage.
Rich or poor, noob or starkiller, ships transfer will be available to all. No imbalance.
Seems to me non competitive players don't give a monkeys, and the roleplayers... They'll get over it once they realise how convenient it is. They always do. Just like instant rebuy and respawn.
I can only agree, but with some notes and suggestions: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
I think that this was suggested many times in this thread also. I want ship transfer - not magic ship summon/recall. It's the only way to build the model which doesn't ruin logic and current game mechanics. And where you can have 0 delay without any teleportation - just as a result of good planning (another possible "+" to game). Here is my view of the things:
1. Definitely yes to ship transfer!
2. Base principle: Time/space are not compressed in any way. Balance and mechanics remain untouched (nearby). No new magic involved.
3. Let the player be docked on the station (with access to transfer services) in system A, and he wants to transfer one of his ships docked somewhere in system B to another station (S) in system C (most general case).
4. Restrictions to be applied:
4.1 Station S must be "visible" to player on system B sysmap.
4.2. Distance between system A and system B, as also distance between B and C - each one must not exceed - say - 1000 ly (this restriction is a kind of may be temporary replacement of the preferable checkup if the transferred ship - mass/fsd into account - is at least theoretically capable to attain the target system C using real star-to-star plot route, as this can be hardly implemented using available game mechanics)
5. Time. Time must be comparable to the players travel time and takes into account following factors:
5.1 Fast and jumpy courier-like ship trip from A to B (yep, possible background - hire npc and give him your key/access codes)
5.2 transferred ship travel time from B to C
5.3 all time calculations based on the ships actual mass and fsd, no real route plotting involved
6. Payment . Also based on distances and ships involved, takes into account:
6.1 Payment for courier from A to B (if needed)
6.2.Payment for player ship transfer: time/distance, ship class/value, may be ship firepower (as reducing factor), insurance?.
6.3 If ship doesn't have fuelscoop module installed than additional convoy/refuel npc-ship supposed to be hired - with appropriate payment. (So they'll travel in a wing)
7. Realization.
7.1 All calculations is based solely on involved ships current masses and fsd parameters. No route plotting
7.2 No animations. I mean - not at all. At the current stage of game development it is impossible and can be only be the source of many exploits. Ship is grayed-out from the ship storage menu for all period of transfer - with some countdown timer).
7.3 Additional "icon"/function type on sysmap for "target" station. Handy, but currently player ships travel destination icon can be used.
8. As I see the process: Player opens galmap, finds system C, opens sysmap for that system, and marks station S as "target" - exits map to transfer ship menu (at that moment all times and prices for all stored ships are calculated, restrictions checked) - player selects ship he want to transfer - pay the necessary amount - and - volila - problem solved. After given time the ship will become accessible at the target station.
No present game mechanics altered. If planned ahead the ship will be there upon players arrival - 0 delay and no *NEW* magic. Profit for all.
Sums it all up. So much for having a sense of scale.
Any instant distance short-cuts affect time-space contimuum related issues by default - breacking cause-consecuence scheme.I still don't understand the argument that 'instant' will unbalance certain elements of gameplay like pp.
Any instant distance short-cuts affect time-space contimuum related issues by default - breacking cause-consecuence scheme.
I don't know well PP mechanics, but there are many aspects of the game that can be affected - all time-dependent, like:
- CG's with low "win" conditions (rare trades?),
- all CG's that can be affected by BGS .
- any type of in-game activity (treasure hunting? searching for unknown?) that is time and distance crucial.
By the way, all effects related to primetime/timezone differences will be augmented.
What will be the results of dangerous games with this little time-space "cheat"?
As I saw it (simplistic way):
Two players in system A have got the message that there are 10 cookies in system B far-far away.
Player A - using fastest ship - travels as quick as possible to system B - planning to eat cookies one by one.
Before - Player B can do the same thing, both are competitive. Or player B, using a ship with big-big mouth, but a bit overweight, takes his own pace an arrives in system B a bit later and at once eats all remainig cookies? that was not already eaten by player A. Player's A progress depens on distance AB - the time he gained earlier. Both players remain competitive.
Now - Player B also do the fast travel thing, then "summons" his other ship with a big-big mouth and eats all 10 cookies at once. Player A is no more competitive. For him an event of reason chain breakig takes place - player B in his big ship cannot be there at the same time as A.
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
Oh, increasing players participation in CG's and other "social" events looks like FD goal, not mine.Unless a majority of players are interested in them, the game should not be balanced around community goals.
I've posted here in response the schema that follows the same idea, but use only existing (or pretending to exist) game machanics. Minimal effort for FD to implement really brilliant featureAmen to this!
I say you should make this suggestion into its own thread.
Then we sit and wait for about a year for Frontier to implement it, like with your other thread about plotting and security levels!
[haha]
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?
Check my post here #1827 as how this can be done without alteration and minimum effort.
It is almost the other way around. We have the supercruise speeds because FD wanted to provide a mechanism (interdictions) to enable interaction. The problems as I see it, are more at the long distance end of the spectrum, though explorers would love it if acceleration and deceleration were quicker, scanning was a little faster and started a little further away from the body, all of which would decrease the time to scan a system, whilst maintaining the same process.
Any instant distance short-cuts affect time-space contimuum related issues by default - breacking cause-consecuence scheme.
I don't know well PP mechanics, but there are many aspects of the game that can be affected - all time-dependent, like:
- CG's with low "win" conditions (rare trades?),
- all CG's that can be affected by BGS .
- any type of in-game activity (treasure hunting? searching for unknown?) that is time and distance crucial.
By the way, all effects related to primetime/timezone differences will be augmented.
What will be the results of dangerous games with this little time-space "cheat"?
As I saw it (simplistic way):
Two players in system A have got the message that there are 10 cookies in system B far-far away.
Player A - using fastest ship - travels as quick as possible to system B - planning to eat cookies one by one.
Before - Player B can do the same thing, both are competitive. Or player B, using a ship with big-big mouth, but a bit overweight, takes his own pace an arrives in system B a bit later and at once eats all remainig cookies? that was not already eaten by player A. Player's A progress depens on distance AB - the time he gained earlier. Both players remain competitive.
Now - Player B also do the fast travel thing, then "summons" his other ship with a big-big mouth and eats all 10 cookies at once. Player A is no more competitive. For him an event of reason chain breakig takes place - player B in his big ship cannot be there at the same time as A.
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.
This is not true, at least for me. I'd prefer the scanning of planets to be far more involved and require actually visiting them and surveying them in detail requiring flying skill, rather than "scanning" them from a far away. Yes, it would take a lot longer but it would also be an activity. A bonus for finding interesting or useful (as in mineral reserves) geology would also be an enhancement. The "point your ship at the body, fly to xLs and watch a twirly thing" mechanic is rather boring and takes no skill at all.