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 .
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This is: Why would I go to the Airport to play a game???? That makes absolutely no sense to me. When I want to go fly, I go to my plane, do a pre-flight inspection, then go...

Are you now suggesting that we should load the game, do a 20 minute pre-flight inspection, file a flight plan (if not VFR), Talk to clearance, talk to ground, taxi, talk to tower, depart area, then transfer over to FSS????

If you are.... I say, don't play a computer game, go get your pilots license and fly a real plane!!!!

I'm not attacking you, just pointing out that Elite Dangerous is a video game.

Yea but ED isn't a video game like Candy crush, created for instant fun, it's a game, right, a game asking for some investment in order to have fun. And you must realize, many of us find fun by this way.
 
Yea but ED isn't a video game like Candy crush, created for instant fun, it's a game, right, a game asking for some investment in order to have fun. And you must realize, many of us find fun by this way.

I understand your point, I honestly do, but, FD has to balance a fine line between video game and simulator.

B
 
Please don't. I said the developer should be able to do better than static timers. Instant is easiest. I never said it's the best or what I want. I'm not a wise man. I just believe adding arbitrary timers to somehow solve the situation, doesn't solve it.

I'd prefer frontier review options. I'm open to alternatives. I just don't see how yet another timer in a game that has a few of them, is somehow improving the situation. I don't even like instant. I just hate it less than interruptive timers.

Don't really see how attacking someone improves the outcomes, either.


I'm not attacking you, I'm attacking your arguments, or lack of them as I see it, but on the subject of attacks you described the people in this thread who disagree with your viewpoint as paranoid, and a panicking mob.

From what I can see, you either have instant ship transport or you have some kind of timer (or arbitrary garbage timer as you refer to them).


You're saying "Hey, we need ship transport and I'm not keen on instant one little bit - but any sort of timer is unacceptable."


This boils down to "I want instant ship transport."

Okay, I've got it. :) That's a perfectly valid viewpoint, there's no shame in it, so say it like it is.
 
That's not my aircraft, it's the airlines.

What do you think people who own the aircraft they fly do? They schedule, check the weather, submit a flight plan, go through customs if it's international and then leave.

If anything, it's send to that would align most. Because people don't ask for an airline air aircraft to come to them. They go to it.

If I was a passenger of a ship, not the pilot, you might have a point. I might be waiting. But the plane won't wait for me. It goes where it is going regardless.

I do get confused by your points... Are we still talking about the fact you'd like to still have some say in where your ship goes, even while in the transition phase?

If so I thought we'd covered that? And it's a valid issue but quite addressable?
 
This is: Why would I go to the Airport to play a game???? That makes absolutely no sense to me. When I want to go fly, I go to my plane, do a pre-flight inspection, then go...

Are you now suggesting that we should load the game, do a 20 minute pre-flight inspection, file a flight plan (if not VFR), Talk to clearance, talk to ground, taxi, talk to tower, depart area, then transfer over to FSS????

If you are.... I say, don't play a computer game, go get your pilots license and fly a real plane!!!!

I'm not attacking you, just pointing out that Elite Dangerous is a video game.

Erm.... I'm not suggesting that we stand in front of timers for entertainment. I'm saying that in the real world we often have a timer of one kind or another describing when an event will occur, so the concept of the timed delivery of our space craft in the game, (ie using a timer) should not in itself, cause a problem.


If it isn't instant, then it is timed - unless the scheduler is on onionhead and time is too abstract a concept for him.
 
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Faster supercruise acceleration/deceleration would be the biggest time saver we could possibly get....)


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!


People are discussing micro jumps, related to the recent GalNet meta drive article.


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.


That assumes you have a ship there to do the thing you want to do. If that's the case, why transfer a ship at all? Instant transfer is a convenience to allow you to get the ship you want where you want, assuming you have the money and shipyard. I can see this really shining in the first contact events, enabling many more players to be involved with community events.


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 )


I think you do see because that was the point of my response.


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.


Barrier, balance, justification, however the devs wish to sort it out. Discussing cost at this point is largely irrelevant, there will be some cost, the devs say it will be based on ship cost and transfer distance. Cost and instant transfer are simple to adjust, as the Michael and Sandro have mentioned. I imagine most of the cost issue will be sorted out on the beta. If 5-15 minutes is such a small time, why have it at all? Sandro makes this point as well.


Instant transfer is a simple economic exchange, money for time. If you have the time but not money, instant transfer doesn't affect you. If you have the money, but not the time, instant transfer makes sense. If you have both time and money, you have to evaluate if the time saved is worth the money spent. If you have neither time nor money, you have to evaluate which is worth more then work to earn it.

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Really i hope too ! I don't want seeing my favorite game since ages being killed by the casual lobby ! ED is about TRAVEL, many core features are designed arround the travels, plz FD don't kill your game ! With any "instant anything" you are just killing all you have created !

Travel is still a serious point of the game, even with instant transfer, and more features are being added to enhance travel. But travel in and of itself isn't gameplay.
 
I'm not attacking you, I'm attacking your arguments, or lack of them as I see it, but on the subject of attacks you described the people in this thread who disagree with your viewpoint as paranoid, and a panicking mob.

From what I can see, you either have instant ship transport or you have some kind of timer (or arbitrary garbage timer as you refer to them).


You're saying "Hey, we need ship transport and I'm not keen on instant one little bit - but any sort of timer is unacceptable."


This boils down to "I want instant ship transport."

Okay, I've got it. :) That's a perfectly valid viewpoint, there's no shame in it, so say it like it is.

I suggested send to, as an example. Multiple times. Apparently it doesn't matter what I say because people will just paraphrase it to suit.

I don't like timers. Instant isn't my preference, but I like instant a lot more than I like interruptive timers. Send-to avoids both, but inserts the concept of time elapsing, without leaving commanders twiddling thumbs at the other end.

It uses existing mechanics and doesn't require suspension of belief. I send a ship, I fly to the same place. There is my ship. Time has elapsed. I don't have to wait. I can go do the things.

I was told this wasn't acceptable, because it's not as useful as pulling ships to me, because it "still requires people fly around".

The irony of that, still gets me, by the way. It's actually hilarious.
 
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I already see 1 way instant ship transfers can hurt the game. I most recently to make serious money used my Cutter to do runs from Sothis and Ceos back to the bubble. With instant ship transfers itwould cut the time required for long range cargo runs like that in half.

1. Take an engineered Hauler which with the right rolls could get 53LY jumps to Sothis.
2. Insta call my Cutter there saving me over 20+ jumps and load it up.
3. Fly the Cutter and make all my deliveries.
4. Call the Hauler and fly back to Sothis
5. Rinse and repeat

Instead of the time it took me for 1 round trip in the neighborhood of 50-60 jumps. I make the same round trip in well under maybe as few as 20-25. I also avoid half the danger of the trip to my big ship

That whole thing can be balanced out with cost, time is money. Of that works out to be more profitable per time them the cost can be adjusted to mitigate profits.
 
If 5-15 minutes is such a small time, why have it at all? Sandro makes this point as well.


Because the game (for many of us) relies on the suspension of disbelief, and 5-15 minutes would help maintain that suspension and instantaneous transfer would help destroy it. Does that answer your question?


Sandro makes this point as well? Well it might carry more weight if we hadn't been told that he fought hard to have a delay.
 
Because the game (for many of us) relies on the suspension of disbelief, and 5-15 minutes would help maintain that suspension and instantaneous transfer would help destroy it. Does that answer your question?


Sandro makes this point as well? Well it might carry more weight if we hadn't been told that he fought hard to have a delay.

So which is less of a suspension; a timer that you wait for, or sending a ship ahead? Just curious.
 
Because the game (for many of us) relies on the suspension of disbelief, and 5-15 minutes would help maintain that suspension and instantaneous transfer would help destroy it. Does that answer your question?

Then continue to suspend your belief. Also, if the 5-15 minute delay is arbitrary, that doesn't help immersion. AnytHing that could take perils away from the game (logging out, stripping away from the computer) isn't a good feature.

Sandro makes this point as well? Well it might carry more weight if we hadn't been told that he fought hard to have a delay.

Fought hard, and was convinced otherwise, doesn't that carry weight as well?
 
So which is less of a suspension; a timer that you wait for, or sending a ship ahead? Just curious.

I don't understand your stance on this? You're talking to people - I believe - who prefer the idea of a delayed delivery system (instead of instant), just like you (?) and yet you're seemingly picking fights/issues over nuances of it.

I fully understand your issue on the issue of also liking the idea of being able to request a ship in transit can be re-routed else where...

And now you're talking about the premise of sending a ship ahead, rather than requesting it. Again, I can understand this... and it would be nice. Indeed it's what I was sort of suggested nearly 2yrs ago (as regards ship + CMDR transportation) - https://forums.frontier.co.uk/showt...ip-Transfers?p=1188301&viewfull=1#post1188301



I don't understand why the arguing? You're making perfectly valid points... Just make them. I agree with the two I've managed to understand so far.
 
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If 5-15 minutes is such a small time, why have it at all? Sandro makes this point as well.

Because the system that decides how long the delay is, is also the system that decides if your requested move is even possible within the constraints of what your ship is capable of, or because the timer is a placeholder for another feature, such as ordering your ships crew to come and meet you, or a precursor to NPC wing mates, or... Instant transfer doesn't lead to any new content, would be impossible to retcon and if the devs had never mentioned it in the first place, nobody would even care if it was even a thing. They would be happy with the massive time saving of not having to move the ship themselves, now though, anything other than instant is worse than what we have now apparently.
 
If 5-15 minutes is such a small time, why have it at all? Sandro makes this point as well.
Why should it be 5-15? It should be something that fits in the game mechanics well, which I'd suggest would strangely be a realistic time for that ship to cover that distance... If it can indeed even cover the jumps involved?

Instant transfer is a simple economic exchange, money for time. If you have the time but not money, instant transfer doesn't affect you. If you have the money, but not the time, instant transfer makes sense. If you have both time and money, you have to evaluate if the time saved is worth the money spent. If you have neither time nor money, you have to evaluate which is worth more then work to earn it.
It's more subtle than that. It changes some of the considerations of the game and might miss the opportunity to reward forward planning. And it might even upset the already almost non-existent CMDR pirate vs CMDR trader balance...
 
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I don't understand your stance on this? You're talking to people - I believe - who prefer the idea of a delayed delivery system (instead of instant), just like you (?) and yet you're seemingly picking fights/issues over nuances of it.

I fully understand your issue on the issue of also liking the idea of being able to request a ship in transit can be re-routed else where...

And now you're talking about the premise of sending a ship ahead, rather than requesting it. Again, I can understand this... and it would be nice. Indeed it's what I was sort of suggested nearly 2yrs ago (as regards ship + CMDR transportation) - https://forums.frontier.co.uk/showt...ip-Transfers?p=1188301&viewfull=1#post1188301



I don't understand why the arguing? You're making perfectly valid points... Just make them. I agree with the two I've managed to understand so far.

Neil it's pretty simple. If I send a ship, then chase it, time elapses, it's not instant from my perspective because I still had to travel; I have no delay at the other end, however, because both events are occurring in parallel.

I am not twiddling my thumbs. I don't have to experience pretend time waiting pretend periods that requires I do stuff or sit at the menu waiting.

I fly to a ship location, I send it where I need it next, I fly to that next location, done. How is this complicated? The difference, if you are still struggling, is that the time elapses while I am travelling. Not afterwards.

It ensures there is consideration for reality, allows time to elapse, without burdening the player with interruption for the sake of the illusion.

My point is that there is already one way to have the cake and eat it; namely some sort of remotely realistic time expectation, and yet have that not consume valuable commander time at the other end.

I am sure there are other ways a similar synergy can be leveraged to bake in time. I am simply asking can we possibly do that first, before all rushing off and nodding heads for interruptive timers. :)
 
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Robert Maynard

Volunteer Moderator
Neil it's pretty simple. If I send a ship, then chase it, time elapses, it's not instant from my perspective, and I have no delay at the other end. I am not twiddling my thumbs. I don't have to experience pretend time waiting pretend periods.

I fly to a ship location, I send it where I need it next, I fly there, done. How is this complicated? The difference, if you are still struggling, is that the time elapses while I am travelling.

It ensures there is consideration for reality, allows time to elapse, without burdening the player with interruption instead.

Which seems to be a distinction between going to the store (and getting them to deliver) then returning home and placing an online order in the first place - one requires some travel, the other does not.
 
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