I've come around to the idea that instant isn't immersion breaking if we don't think of it as instant. I say that since instead of coming up with an in-game explanation of how your ship was either teleported or 3D printed and somehow replicated down to the quantum level, I think that ship rentals would suffice as an in-game explanation. Yes, you would rent a ship that is a complete copy of the ship you need including engineered mods but that's easier to explain or handwave away than replicating a ship from scratch. As someone else pointed out, if you dock your ship with massive damage, do you get those repaired for free when you "transfer" or does the replication replicate all the flaws as well? There's no difficulty explaining how a rental agency has a ship that is "nearly" identical to a ship you own and I'm sure they would offer engineered mods that are "perfectly close" to mods you own.
Additionally, if rentals are found to be exploitable, whether true or false, as instant ship transfers are suspected by some players, rentals give FD greater abilities to limit exploits beyond the stated cost/distance controls. I'll leave that up to the reader or FD to decide how that would be implemented although I have my own ideas.
First stage all FD needs to do is explain that it's not a transfer but a rental; this should only require some in-game text changes to the mechanism. Your original ship stays where it is and for 2.2 we just assume no required return date. First scenario: If you take the "rental" to any shipyard and switch to any owned ship the rental is returned. Second scenario: If you switch to another "rental" the previously rented ship is returned. Third scenario: You buy a new ship while in a "rental" and when you switch to the new owned ship the rental is returned. This will likely not require significant coding changes since in the currently described implementation your original ship needs to be "dismantled" anyway. Either way the server has to account for the gain of 1 ship and the loss of another ship elsewhere.Second stage FD can add rental periods based on fees with fines and wanted status for not returning the rented ship. They can also add contracts with the rental agency to source ships and create mods for those ships. This adds to additional gameplay and a tie-in with the Engineers.Final stage would be a full fleet management service in-game to move any owned ship from any location to another location with the proper landing pad or hanger. This can add to gameplay in missions to destroy or pirate transport ships, especially if they are military convoys pretending to be civilian ship movements. It could also add gameplay in the possibility of players buying large transport vessels and taking missions to deliver ships from base to base. It could also add mission to deliver 1 ship from one location to another as a courier mission.
Annnd if you've lost me again. There's a difference between complexity and convoluted. If people think 'instant transfer' is immersion breaking, keep it instant, and lets add a fade to black that reads "Your ship was delivered some time later." There we go, nice and tidy with no added clutter.
Ship rentals, good, but as a replacement for transfers, it's just too convoluted.
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Frontier support are probably sick of transporting ships all over the shop because commanders can't do this themselves. I would be interested as to how many people who are against it for "immersion" reasons have ever had frontier support move a ship, for any reason.
Or better still, would be prepared to admit they have. Just curious.![]()
I didn't even know that was a thing!