Robert Maynard
Volunteer Moderator
I have 3 accounts. So three commanders active; one is for newbie streams, so I have two commanders in play.
So for me? Timers mean I now pinball between commanders because it's about all I can do, because how often am I going to go mining or trading or whatever before I eventually end up just sitting there waiting for some microwave to go *ding* and pop a ship out?
So yah, instead of having some time in one, some in the other and having flexibility and choice I'd be pinballing backwards and forwards to basically bypass what is ostensible a "hold queue" for my ship(s).
I really don't want to have to do this because how is that fun? And what does that achieve? We're now bypassing the delay by using another commander to fill in the time.
And for anyone (which is most) who only have one account, they can start a transfer, but must then either forcibly do other things, or sit and wait.
I think that that instead won't create a meaningful mechanic that's useful but instead create frustration as that delay starts getting old and people gravitate to idling, or just not using the mechanic at all because at least if you drive you are actively engaged in the game.
Compared to stopping what one is doing to travel to retrieve the desired ship (if it can even travel to the player's current location), a delay comparable to a one way trip by the ship in question would be a time saving. I find the idea that the player would sit doing nothing at all in their current location rather an amusing prospect - why was the player in that location in the first place? Presumably they were in another ship to engage in another role - the notion that they must stop doing that just because they plan to do something else when they receive their desired ship is a little strange to me.
Jump scooping at pace between two locations is not the most engaging of gameplay options - I'd prefer to be doing something else in-game while the summoned ship was in transit.
As a possible solution to the "lost in transit" ship, there could be an option, during the time when the ship is "in transit" for the player to request that the ship dock at the nearest station (determined by the game estimating the distance travelled in relation to transit time elapsed then picking the nearest station with a shipyard - but only requiring to make that estimate when specifically requested by the player) - then the player could travel to that station to pick up the ship - this would remove, in my opinion, any limitation relating to the ship's inaccessibility when in transit - and would add a compromise to the feature, i.e. stop short sooner but require to fetch it from there instead.
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