2.2's Instant Ship and Module Transport - Yay or Nay?

Do you want ship and module transfer, if so how long should it take?

  • Yes, I want ship transfer.

    Votes: 1,869 71.1%
  • No, I don't want ship transfer.

    Votes: 90 3.4%
  • Yes, I want module transfer.

    Votes: 1,522 57.9%
  • No, I don't want module transfer.

    Votes: 137 5.2%
  • Transfer should be instant.

    Votes: 638 24.3%
  • Transfer should take a small fraction of the time it would take manually.

    Votes: 656 25.0%
  • Transfer should take a large fraction of the time it would take manually.

    Votes: 585 22.3%
  • Transfer should take at least as long as it would take manually.

    Votes: 696 26.5%

  • Total voters
    2,629
  • Poll closed .
Status
Thread Closed: Not open for further replies.
So many replies...lengthy post ahead!



See, I agree there's a lot of time sinks and the grind could be reduced. But *instant* ship transportation isn't the way to do it. (Faster supercruise acceleration/deceleration would be the biggest time saver we could possibly get....)



I could do a mission, I could collect a couple bounties, I could carry out other plans thanks to planning my ship transfer ahead of time, or I could do the same things I do when supercruising, waiting for the autodocker to complete, waiting for hyperspace to complete, waiting to get close enough/slow enough to drop into normal space, etc.

The possibilities are endless. The 5-15 minute transfer time is not.



I don't think the Hutton Mug is worth keeping supercruise speed limits. Sorry, Hutton Truckers, what you and every other person who makes the Hutton run is special but...I'm really tired of ignoring binary star systems that have 1 star and all the other stuff is out 100,000ls+ away.

I honestly don't get why all these people who demand instant ship transfer aren't arguing for faster supercruise times instead. My brain trembles!



See, I don't think this should necessarily be the case. I think players *ought* to be able to transfer ships wherever and whenever they please, if it indeed becomes a feature - the limiting factors ought to be having a shipyard, as you mentioned; a REASONABLE cost; and a BELIEVABLE period of time. (the caps are so the Devs don't miss it in this wall of text [ugh])



I think that's the primary reason why we're even getting this feature to begin with...to ease the process of moving to entirely different areas of the galaxy to start new bits of human civilization. (If we can start settling our own bases or building our own outposts...!)



Something you seem to forget is that's not true. That's subjective bias, not objective fact, and I've been repeating myself over and over how things either aren't actually instant, or have nothing to do with space travel and only refer to station services.



Do I need to feed you your own medicine here, or will this rhetorical hint suffice?



I'm hesitant about making the transfer's barrier-to-entry rely upon cost.

I want this feature to be available to ALL CMDRs, not just those with a lot of credits to throw at things.

And I also don't want the cost being an excuse to make the transfer instant. It really does not need to be instant. 5-15 minutes to get your ship moved across vast distances will not hurt or kill anybody or impede the usefulness of this feature.
Apart from the fact that I don't like your patronising tone, I don't agree with anything you've posted. Why impose a 10 minute delay? Doesn't make any sense.
 
You're absolutely right: 10 minutes delay makes no sense, it should be significantly longer! But instantaneously makes even less sense. Or explain to me where you see the "sense" here (other than "I want it"). Physics can't be it so what fantasy fairy tail mindset do I need to pull off to understand your reasons?

Well, I for one understand and respect your differing opinion even if I don't agree with it.

What I don't get, however, is why instant ship transfer is a "fantasy fairy tale (sic)" yet instant eject pod and travel 1k+ LY back to station is not a 'fantasy'?

If you agree both are similar and same class issues - why is one a fantasy and other not?

If you don't agree both are similar, same class issues (e.g. some action in game that passes far less time in real life than 'game time') - how do you defend ship eject/repair/rearm as not 'instant' yet ship transfer using identical mechanism is an 'instant' fantasy tale?
 
It's not like you need to ask special permission to fly somewhere yourself.

Exactly.

I'm confused here.

I can see how if the ship transfer system is mandatory then people might object to it, but it isnt mandatory is it?

People who want to fly each ship back and forth can just do that instead can't they?

Why is this a topic of discussion for anyone? How and why can it possibly be controversial?
 
My god this is still going. 7700+ posts of people who can't decide how long an arbitrary piece of string is, but will endlessly shout past each other to argue the point.

It'd be hilarious if it wasn't so very very sad.
 

Robert Maynard

Volunteer Moderator
Why is this a topic of discussion for anyone? How and why can it possibly be controversial?

Probably because anyone who uses will be able to instantly summon their optimal ship with a heavily time invested build (module sourcing, Engineer modification) to a location (that the ship could not necessarily reach dependent on its jump range) and "interact" with others in this multi-player game.
 
You're absolutely right: 10 minutes delay makes no sense, it should be significantly longer! But instantaneously makes even less sense. Or explain to me where you see the "sense" here (other than "I want it"). Physics can't be it so what fantasy fairy tail mindset do I need to pull off to understand your reasons?

Egg timers aren't a stand in for logic. Pretending that egg-timers are a stand in for logic, when there is none to begin with, is illogical. By the way I accidentally had an accident in my sidewinder at Jaques and returned to the bubble. I am sure that would be improved by having a 10 minute timer where I can somehow do other things even though I am dead, because this is more realistic.

You wot m8? And yet there we are. It can't be 'realistic' because this effectively makes the mechanics redundant for all but very very narrow number of situations. Instant removes the need for people to be doing everything except moving ships and then getting on with all the things they wish to do.

So what happens? People spend 7k+ posts arguing over egg timers. Hilarious. It doesn't matter if it's 5, 15 or 3 hours. It's a static timer as magic to stand in for other magic. Guess what - it's still magic.

I'll drop by when we're at 10k posts because people are still arguing the best approach is to have a static egg timer because this is immersive! lol.

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Probably because anyone who uses will be able to instantly summon their optimal ship with a heavily time invested build (module sourcing, Engineer modification) to a location (that the ship could not necessarily reach dependent on its jump range) and "interact" with others in this multi-player game.

Or they can buy a ship and do the same thing if they do not have horizons. We seem to be okay with this. So that's not a time issue; it's whether something is believable.

Here's the thing - a 10 minute egg timer doesn't make instant travel more believable. It just takes longer for the unbelievable to happen.

If people want to believe a timer solves the problem, then I have to actually ask which part of the mechanic is the problem? Because it isn't logic and it isn't realism and it isn't immersion. :)

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Yes, yes it is - such is the nature of debate / argument / discussion between participants with diametrically opposed positions.

Between? You mean at. It's because people refuse to compromise or give ground to actually help the developer find a better solution. It's red vs blue. Over an egg timer. Sense and reason and logic left the building a long time ago. ;)
 

Robert Maynard

Volunteer Moderator
Or they can buy a ship and do the same thing if they do not have horizons. We seem to be okay with this. So that's not a time issue; it's whether something is believable.

Here's the thing - a 10 minute egg timer doesn't make instant travel more believable. It just takes longer for the unbelievable to happen.

If people want to believe a timer solves the problem, then I have to actually ask which part of the mechanic is the problem? Because it isn't logic and it isn't realism and it isn't immersion. :)

Ah - but finding a shipyard with the desired ship then hunting around outfitting to get the desired modules will take time - for a vanilla build. That's why there is no direct comparison, in my opinion, between insta-transfer and sourcing a new ship/build on arrival.

Between? You mean at. It's because people refuse to compromise or give ground to actually help the developer find a better solution. It's red vs blue. Over an egg timer. Sense and reason and logic left the building a long time ago. ;)

What possible compromise is there between "no delay" and "delay"? The discussion is only over an egg timer if one chooses to sit and watch it rather than play the game instead.
 
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First off, where did I advertise egg timers? My stance on this is rather some timers than completely mindless /dev/Null magic. You could find an explanation where timers indeed matter and directly affect gameplay: Post #7707 for your convenience. ;)

Timers are the current leading concept to "solve" logic loops of instant travel by "pretending" the delay accounts for the travel, when the travel is in fact still instant, it's just the commander is now prevented fo 10 minutes or half a day or something from using that ship at all because it's locked.

Ok so here's a thought experiment for people.

I have an FDL, I decide to transfer it to me from another station. This will take just over an hour. I now cannot use this ship for an hour. I can't fly back to the source station and get it if the situation changes. Because it's not there. It's sitting at the destination station and is hidden until *ding* the egg timer runs out and *poof* like a bunny from a hat, surprise FDL.

So I have now lost an entire ship for N period of time. So lets say I transfer all bar one ship to Jaques. Now I cannot use anything other than my existing ship for 18-24 hours or more. I'm already at the destination so I have to wait potentially 21-23 hours or something for the first ships to appear, then maybe days for the rest.

In theory a delay sounds fine but in practice it's not actually workable. There are other ways to solve this, that don't need an arbitrary egg timer to "pretend" the ship is in motion.

Worse, if we take actual FSD capability as a factor; my FDL arrives tuesday week. Maybe. Meanwhile I am at that location. With one ship. Eventually the first few arrive. How is this engaging for the player? It's not like I am sending anything ahead, then driving out to Jaques, which means time has elapsed, and given time is relative, and time does weird stuff once people are near or beyond light speed, it's pretty easy to RP that.

But no, I'm not sending anything ahead. So it's waiting for me. I'm already there. But I now have lost N ships for N duration.

Better still, if I end up deciding "to heck with this" and then instant travel back to the bubble, well now my ships are half way there, maybe less, maybe more (relatively speaking) so I call them to me but there's another 1-3 days of downtime because crap is now heading back in the other direction!

So - who is going to then use this feature, where one is potentially denying themselves access to ships for entirely arbitrary periods of time? Bingo - no-one.

This is why the developers sometimes say gameplay has to trump realism. Because realism in an imagined universe has consequences and they can have a massive impact on outcomes, often entirely unintended. Sometimes the better way is to find a loophole, to explain a mechanic and have it instant, so people can play the game, rather than wait for arbitrary timers that aren't a stand in and don't actually work.

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What possible compromise is there between "no delay" and "delay"? The discussion is only over an egg timer if one chooses to sit and watch it rather than play the game instead.

There are entirely different methods available. Send to, is just one. You're in the same trap, the egg-timer is the only solution so what's the problem with using an egg-timer to solve logic?. It's not. But endlessly asking for one, will mean it'll appear - rather than a logical and workable outcome.

We've all seen bizarre mechanics appear purely because people become ideologically charged in their favour, even if logic is eating a bullet in the process. And then people say "well why does thing X dor thing Y?" - you asked for it to do that! Commanders are like goldfish. Immediately forget all the other logic loops and weird timers and what not that exist precisely because of the same sorts of "but my reality!" agitating. :)

I'm all for logic and reason; but "real" and "immersion" still have to functionally work within the fabric of the game, and there are mechanics that have all the best intention and "realism" in the world, that just make no sense and don't actually work.

I'm not against alternatives; I'm just against adding garbage timers as a "solution" to some "RP" over ship travel. As a group, I think people can be a bit smarter than that, no?
 
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Robert Maynard

Volunteer Moderator
So I have now lost an entire ship for N period of time. So lets say I transfer all bar one ship to Jaques. Now I cannot use anything other than my existing ship for 24 hours. I'm already at the destination so I have to wait 2 days for the first couple of ships to arrive.

Worse, if we take actual time as a factor; my FDL arrives tuesday week. Meanwhile I am at that location. With one ship. Eventually the first few arrive. How is this engaging for the player? It's not like I am sending anything ahead, then driving out to Jaques, which means time has elapsed, and given time is relative, and time does weird stuff once people are near or beyond light speed, it's pretty easy to RP that.

But no, I'm not sending anything ahead. So it's waiting for me. I'm already there. But I now have lost N ships for N duration.

.... and how would having ships "lost" (not really, but let's go with that) in transit and therefore unavailable for use, by choice, really any different from having them at a remote location that would take days to return to (without FreeWindering)?

The lack of availability of all but one ship (due to being in transit) in the example is reliant on the choice to summon them all at the same time from distant locations - distant locations that would probably take a significant amount of time to fetch them from using the current hauler taxi method.
 

Robert Maynard

Volunteer Moderator
There are entirely different methods available. Send to, is just one. You're in the same trap, the egg-timer is the only solution so what's the problem with using an egg-timer to solve logic?. It's not. But endlessly asking for one, will mean it'll appear - rather than a logical and workable outcome.

We've all seen bizarre mechanics appear purely because people become ideologically charged in their favour, even if logic is eating a bullet in the process. And then people say "well why does thing X dor thing Y?" - you asked for it to do that! Commanders are like goldfish. Immediately forget all the other logic loops and weird timers and what not that exist precisely because of the same sorts of "but my reality!" agitating. :)

I'm all for logic and reason; but "real" and "immersion" still have to functionally work within the fabric of the game, and there are mechanics that have all the best intention and "realism" in the world, that just make no sense and don't actually work.

I'm not against alternatives; I'm just against adding garbage timers as a "solution" to some "RP" over ship travel. As a group, I think people can be a bit smarter than that, no?

Send would not remove the requirement for the player to travel to the location of the desired ship to be able to send it and would therefore only save comparatively little time when fetching one ship compared to the extant method. It would also require pre-planning as to the location that the ship was to be send to - which would seem to be contrary to Frontier's stated desire to "remove barriers to gameplay" by allowing players to have any of their ships in any location at any time.

Accepting features *already* in the game is a necessity if one is to continue to enjoy playing. Providing feedback relating to a proposed change, not yet released, that has proven to be contentious with a number of the player-base is a subtly different matter.
 
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The solution is simple. Instant Ship/Module transfer. Anyone who doesn't want it to be instant can set their own timer on their phone or some such.

Why do you care to dictate how other people play a single player game?

What game are you talking about? There is no single player game within Elite Dangerous. Everything you do effects everyone in game no matter what mode you are in, and therefore a feature like this affects every player any time it is used.
 
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Send would not remove the requirement for the player to travel to the location of the desired ship to be able to send it and would therefore only save comparatively little time when fetching one ship compared to the extant method.

Time is relative, there's no delay at the other end, thus it sustains both "immersion" and "now" as concepts. In other words, it has limitations, can save huge amounts of time and isn't fake.

Yes I can immediately see why everyone hates it of course how silly of me. It's not a timer.

Accepting features *already* in the game is a necessity if one is to continue to enjoy playing.

.. not really. Just make a lot of fuss about timers, and Frontier will cave and add a timer and everyone will be very happy until they go to use the mechanic and realise it doesn't actually achieve what they thought it does. Like pretty much half the other changes people have demanded. :)

Providing feedback relating to a proposed change, not yet released, that has proven to be contentious with a number of the player-base is a subtly different matter.

Yah I think 7k+ posts has more than achieved "feedback", however it's now a "feedback loop" where people are, seriously, arguing about egg-timers in a space simulation game because this is superior to simply making the mechanic follow at least some logic, and still be immediate, so that both are sustained.

I'll break the loop and come back at 10k posts to see if we've moved on from egg-timers though; that's a logic loop I just can't support. :)
 
Apart from the fact that I don't like your patronising tone, I don't agree with anything you've posted. Why impose a 10 minute delay? Doesn't make any sense.

I apologize if I come across as patronizing, but this seems to be so patently obvious to me that I can't help feeling slightly incredulous that it's even become an argument. Though I've gone over that earlier in this thread, how this likely wouldn't even be the case if not for Frontier opening their mouths with the word "instant"....

The time delay is based upon the time it takes to travel through space. You know, jumping from point A to point B? Exiting one station and docking at the next? Fueling at stars or by using station services? All those things that would have to occur for your ship to move itself from its location to you or wherever you send it?

Yeah, those things are supposed to take time.

The figure of 10 minutes is just a very rough average of what I imagine it would take if you based the duration on how fast a typical "buckyballing" CMDR using an average-jump-range ship (say, 20 ly) could get from point A to point B in a straight line.

The math doesn't need to be exacting or perfect, it just needs to be believable.

Probably because anyone who uses will be able to instantly summon their optimal ship with a heavily time invested build (module sourcing, Engineer modification) to a location (that the ship could not necessarily reach dependent on its jump range) and "interact" with others in this multi-player game.
Yes, yes it is - such is the nature of debate / argument / discussion between participants with diametrically opposed positions.
Ah - but finding a shipyard with the desired ship then hunting around outfitting to get the desired modules will take time - for a vanilla build. That's why there is no direct comparison, in my opinion, between insta-transfer and sourcing a new ship/build on arrival.
What possible compromise is there between "no delay" and "delay"? The discussion is only over an egg timer if one chooses to sit and watch it rather than play the game instead.

If I could rep you multiple times....

Egg timers

Dude, you're the only one who keeps using the idea of egg timers. It's been repeated by me and others earlier in this thread. We are not asking for an egg timer when we ask that ship transfers not be instant.

Timers are the current leading concept to "solve" logic loops of instant travel by "pretending" the delay accounts for the travel, when the travel is in fact still instant, it's just the commander is now prevented fo 10 minutes or half a day or something from using that ship at all because it's locked.

If you want to ask Fdev to do all the extra work and coding it would take to show the ship actually moving through space and to allow it to be attacked and whatever else during that transit period, you go right ahead. I, however, think it's more reasonable that we ask for the believable illusion of the transfer taking place, which would take much less time and effort.

I have an FDL, I decide to transfer it to me from another station. This will take just over an hour.

Where do you get the idea of a full hour?

Do you know how far you can get in an hour if you just start jumping without stopping to scan and only minimal time given to scoop fuel?

Pretty damn far!

I highly doubt you would see ship transfers ever taking a full hour in actual practice, excluding transfers to Jaques! Let alone the frightening figures of 18-24 hours or days...haven't I said multiple times that transfers to Jaques ought to take half a day at most? Where on earth are you getting the idea for these numbers?

I'm not against alternatives; I'm just against adding garbage timers as a "solution" to some "RP" over ship travel. As a group, I think people can be a bit smarter than that, no?

I'm against adding instant space magic gimmicks as a "solution" to "accessibility" over ship travel. As a group, I think people can be a bit smarter than that, no?

[noob]
 
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.... and how would having ships "lost" (not really, but let's go with that) in transit and therefore unavailable for use, by choice, really any different from having them at a remote location that would take days to return to (without FreeWindering)?

It's arbitrarily removing assets from the game for the purposes of pretending they are moving. Ships don't move. People want to believe they are. So a timer somehow solves this, but in fact just pulls ships out of availability for X period and then *poof* they are somewhere else.

This is the entire thrust of this thread; instant is too fast, so make it slower and thus lock ships out with a timer - are you intentionally trying to be obtuse?

Which means people will mostly ignore the feature for the vast majority of the time because it's not practical. It matters little if it's 15 minutes or 3 days (as in, whether the timer is just make believe, or based on ship capability; the latter also seems to be a thing).

But I'm not going to keep going Robert; I don't disrespect your opinion. On the contrary. I just don't agree that an egg timer solves anything and in fact it will introduce a whole new raft of issues that have ramifications people are happy to throw under the bus (how ironic) to preserve "reality". :)

Again, it doesn't really matter if the timer is 5 minutes or 5 days. Because it's ultimately saying that reality isn't important, just the pretense that anything is better than zero time.

People get hung up (I see this above no less) on the minutia - "I am not saying 5 days guy, it could just be a few hours or something?!" - ignoring that this is still just instant travel, with a clock deciding when the rabbit appears.

I am not against alternatives, where a realistic theory is backed by workable in-game mechanics. It's just that an artificial timer won't lead to the outcomes people pretend it will.

Fly safe, dude.
 
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Robert Maynard

Volunteer Moderator
This is the entire thrust of this thread; instant is too fast, so make it slower and thus lock ships out with a timer - are you intentionally trying to be obtuse?

Even if Frontier were to use the existing route planner to plot the route and calculate the time it would take a hired pilot to negotiate the route required to travel from the ship's stored location to the player's current location (including scooping, if fitted, or docking for fuel as necessary), the result would be a timer. However this approach would probably result in a "Sorry Dave, you can't summon that ship to this location because its jump range is just too low / it lacks a fuel scoop" response for some transfer requests - which would fail the barrier removal test.

NPCs do not exist in locations where players are not present - and even where there are players and NPCs do exist, those NPCs are client side entities - so the option to actually have the NPC fly the ship from stored location to player location is a no-go - unless, of course, Frontier would want to simulate the whole journey for each ship just on the off-chance that a player might be in one of the systems en-route and spot a random NPC in a random ship, close to the main star, while the FSD cool-down passes, fuel was (possibly) scooped and Hyper-Drive spooled up for the jump to the next system in the route.
 
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Have some of you lose your sense?

The #1 design flaw in E:D so far has been the inability to quickly and easily transfer your ships and modules to where you want them to be. It's the single greatest criticism of the game.

Instant transfer of your ships and modules from one location to another is by far the biggest improvement they're making to the game since its release.

There is no sensible argument against it, no argument that actually makes any sense.

I have no issue with people suggesting instant transport is the way to go. Infact I've been in that camp myself.

However, the more I think about it, the more I believe delayed transport is the better solution:-
1) It risks less of a negative effect in OPEN.
2) It actually creates "chompier" gameplay where you have to weigh up and consider things.
 
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