Ship Transfer Trading Question

When the ship transfer system is implemented will we be able to use it to run single one way trading legs?

Example.

1. A to B is more profitable than B to A.
2. Thus we fly our trade ship from A to B and sell goods.
3. Transfer fast jump ship to B.
4. Fly fast jump ship back to A.
5. Transfer trade ship back to A.
6. Repeat.



This could be handy in the right situation.
 
When the ship transfer system is implemented will we be able to use it to run single one way trading legs?

Example.

1. A to B is more profitable than B to A.
2. Thus we fly our trade ship from A to B and sell goods.
3. Transfer fast jump ship to B.

and pay for the transfer

4. Fly fast jump ship back to A.
5. Transfer trade ship back to A.

...and pay for the transfer again. more than before as this ship is bigger and more expensive

6. Repeat.

right. and spend even more money

This could be handy in the right situation.

yes, it could. it's all up to money and efficiency... we'll see once it's released :)
 
This to me is just one more reason why instant ship transfer is lousy.

But I mean, if you're allowed to do it remotely, then your strategy is fine - you'd just have to *think ahead* (god forbid people enjoy thinking ahead instead of instant gratification, huh?) and send your ship back while you hop in a high jump range ship.
 
I fully expect that the people that want instant will love it, for the first month or so. After that they will be bored having to travel someplace else, even in a long range taxi, then pay to transfer the "right" ship near where they want it. The repeated need to travel, pay for a transfer, travel again and pay again over and over will become the next tedium they will expect FD to "fix"
 
When you oversimplify the example, considering the time it takes for the taxi to reach B tending to 0, and considering the travel time of the hauler in both direction equal, then using the taxi meta is more profitable if the difference between the profits of both original routes is higher than the sum of the instant travel costs.

In other words, if instead of doing the retour you are doing a tour, if the profit on that tour is higher than what you have spent on summoning the ships plus the potential profit of doing the retour, then it's more advantageous to do the taxi meta.

PS: Since instant travel costs will be based on distance, what we will see is people abandoning long range double routes for short range single routes. If you can haul stuff to the next system for a decent profit, and bringing your ship back from the next system costs peanuts, then why do anything else. What I do hope is that they will calculate travel costs using a fixed+variable formula, with the fixed amount high enough to deter next-system route usage. Otherwise, there will be no point in trading long distance (no missions), planning routes, long jump mechanics, refuel planning, system security and all that. Long range mission running will also be affected, but that's a different topic.
 
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When the ship transfer system is implemented will we be able to use it to run single one way trading legs?

Example.

1. A to B is more profitable than B to A.
2. Thus we fly our trade ship from A to B and sell goods.
3. Transfer fast jump ship to B.
4. Fly fast jump ship back to A.
5. Transfer trade ship back to A.
6. Repeat.



This could be handy in the right situation.

So you are spending money to transfer two ships and dont make any profit on the way back....
 
So you are spending money to transfer two ships and dont make any profit on the way back....

See my post above, if in the same time needed to do the profit on the way back, you make more profit on the way forward than the profit on the way back and all transfer costs combined, then you are daisy.
 
you will be pirated in you DBX as well, then :)

what I mean - there will be no real changes apart from quick transfer to the desired system

Of course there will be changes. Read my post above. The tendency will be to drop long range multi-jump routes for close range routes with small transfer costs. Less jumps means less systems visited, which means less places for player pirates to interdict other players.

Also players will have more flexibility in choosing their routes. Finding two way routes is hard, finding one close range one way route to pay for everything will be easier, which means traders will be able to select routes with easy destinations: closer stations to the star, less time in supercruise, orbits which make interdicting positioning harder, system security and authority response and so on.

The player category which will probably be unaffected will be the player killers who do in-and-out attacks, killing players as soon as possible before running away. They will be able to stalk the watering holes just like before. Real pirates need to worry about the time spent on target and picking up the cargo.
 
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Of course there will be changes. Read my post above. The tendency will be to drop long range multi-jump routes for close range routes with small transfer costs. Less jumps means less systems visited, which means less places for player pirates to interdict other players.

never stop abruptly, continue with "less profit", for example

Also players will have more flexibility in choosing their routes. Finding two way routes is hard, finding one close range one way route to pay for everything will be easier, which means traders will be able to select routes with easy destinations: closer stations to the star, less time in supercruise, orbits which make interdicting positioning harder, system security and authority response and so on.

the same here.
this would be correct for a single player, but Elite is multiplayer, even for those who play solo. such routes, once found, will dry up quickly
The player category which will probably be unaffected will be the player killers who do in-and-out attacks, killing players as soon as possible before running away. They will be able to stalk the watering holes just like before. Real pirates need to worry about the time spent on target and picking up the cargo.

traders in cutters will also stay unaffected :) they can either return fire or run away. if there are traders winged up with friends on combat ships - they also won't suffer. and so on.

instant transfer will change the world, but this change won't be as big as most of posts describe.
 
I have one question about this thread. Mostly to the OP but also to everyone else...

How quickly are you commanders able to switch ships? I mean how long does it take to get into the new ship once you click the command?

Because with the loading times what they are (and I know I have the shortest loads possible having the game on SSD with copious amounts of RAM to spare) I know I won't be switching ships every leg of a round trip.

I don't understand the people who mode switch to spawn different missions either. Never done it because I can't stand the load time. I'd much rather go out and fly aimlessly instead of waiting for the game to load.

So, keeping in mind what I just asked... Do you think repeated ship switches a viable gameplay option for a large number of players from a total practicality PoV?
 
I have one question about this thread. Mostly to the OP but also to everyone else...

How quickly are you commanders able to switch ships? I mean how long does it take to get into the new ship once you click the command?

Because with the loading times what they are (and I know I have the shortest loads possible having the game on SSD with copious amounts of RAM to spare) I know I won't be switching ships every leg of a round trip.

I don't understand the people who mode switch to spawn different missions either. Never done it because I can't stand the load time. I'd much rather go out and fly aimlessly instead of waiting for the game to load.

So, keeping in mind what I just asked... Do you think repeated ship switches a viable gameplay option for a large number of players from a total practicality PoV?

Hmm, system spec in my sig. I'm usually on the 10-20 sec for ship switch depending on if I'm in an instance with other players or not. On long range hauling I expect it'd totally make sense to only fly 1 leg in a Python/Asp and do the return in a barebones hauler or something. It'll be situational but I'd bet my last credit that people will always find a way to take advantage.
 
Hmm, system spec in my sig. I'm usually on the 10-20 sec for ship switch depending on if I'm in an instance with other players or not. On long range hauling I expect it'd totally make sense to only fly 1 leg in a Python/Asp and do the return in a barebones hauler or something. It'll be situational but I'd bet my last credit that people will always find a way to take advantage.

Mine is at most about 10-20 seconds too.

It's only that it's waiting I can't do anything about. I don't get frustrated doing 2-3 more jumps to anywhere (unless the transition gets stuck mid jump due to connection problems) but I can't wait for the new ship to load for 15 seconds without getting all itchy.

It's probably me. I'm just interested in the view of other regarding this issue.
 
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