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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Agreed - this new emphasis on "playability" appears to be nothing more than an excuse to dumb the game down for the pew-pew brigade. [sour]

The pew pew brigade? Nope. You'll find that the vast majority of the "pew pew" brigade are the ones that don't want transfer ti be instant. It would be nice if it didn't take as long as it woukd to do it yourself (otherwise what's the point?) but most of us are people that have enjoyed the game, warts, grind and all.
 
Not sure if everyone here has tried the SRV gameplay but the switching from ship/dismissing to orbit has timers which seem ok. Your ship even flies itself into orbit and can land again in realtime which is imo nice to see. Could just extend this mechanic.

I still advocate working with the 1:1 galaxy design. It is a huge gameplay area, so traversing it should be an enjoyable experience. You will be doing it most of the time ! Now that credits are easier to gain why not just have multiple bases of operation with small fleets stationed at key locations and shuttle between them ?
 
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.

What? I am at location A. I have a ship at A. I send this to B. I am heading to location B. Other ship is at C. I also want this at B. I fly to C. I send the next ship to B. I then chase both ships to B. I can now immediately do stuff.

This is still saving time.

I have five ships at C, I am already at C, I want to move house to B. I send everything to B. I then chase them to B. I can now immediately do stuff.

This is still saving time.

I am now at B. I have done some stuff. Oh look, a CG has started at A. Well no problem. I sign up. I send the the ship or ships I need at B, then I chase them.

This is still saving time.

The difference is, flying is still relevant and required. Planning is required. However suspension of belief, and of timers are not. Because I am synergising the delay with commander movement.

Yes it's not as "easy" as just lazily pulling everything to me, but we've already established the instant easy option isn't palatable because it has to take time and apparently people are supposed to keep flying.

I have litterally provided an example where people still have to keep flying, yet can save appreciable time, and we don't even need fake timers.

And yet here's that hilarious response again of it needing people to fly around still. You don't say? Isn't that an intentional part of the game.

I actually get the impression people do not know what they want, they just don't want "instant".
 
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It seems to me you could as easily say that flying from the star to the station should be cut out of the game by adding an instant dock option when you arrive in a system. And some people would prefer that. But flying to the station is the gameplay, and it allows other factors to crop up and produce more. Similarly, by making the player plan his decisions and adding some consequence to them you are opening up gameplay avenues.

Instant ship transport does not add gameplay, it actually reduces it by removing player involvement and potential for greater depth.
Flying to the station is gameplay because you are playing the game. I'll counter your argument by pointing out that a timer delay also does not add gameplay. You don't play the timer and neither does anyone else. I am all for an implementation of transfers that adds gameplay such as player-missions for ship transfers or ships vulnerable to players during transit but that isn't on the table it seems, too much potential for griefing most likely. So between the options of no gameplay with a pointless timer because it's immersive for some and no gameplay with no timer, I wish for no timer. I don't like pointless delays. It adds nothing for me, and I doubt it would be as glorious as you all imagine it once its part of the game. You'll end up waiting in a station watching a timer count down at some point, because what you actually want is the ship you're transferring, you've already read the Galnet articles, you don't feel like doing something other than you intended, etc... So you sit and wait and watch a pointless timer and think "maybe this was a mistake"
 
We like the potential effects this could have on interactions in the galaxy, and the benefit comes from instant transfer. We'll see in beta how it pans out.

Michael
We're still discussing that - currently the idea is to limit it on cost, but a hard cap on distance cap on it is being discussed - say 10 light years ;-)

Michael
Now you're just trying to score points. If we didn't think the addition was worthwhile in its current form then we wouldn't have added it.

Michael
Not really - you still need to travel - and the availability of shipyards are a relatively small part of the galaxy. Yes it will shake things up in colonised space (it's meant to), but there's lots going elsewhere which require the usual travel mechanics.

Michael
But would have complicated development for a low priority feature, this way we were able to slip it into 2.2 - otherwise it might have been further into the future. Besides delay impacts the point of the feature and that is to allow greater use of people's ships.

Michael


It has been thought out, and discussed at length, and we believe that it provides more benefit to the game in its current form - it will certainly be interesting to see how things progress in beta :)

Michael

You guys are going around and around in circles and you'll never stop.

The devs have spoken. The feature is in. It will be tested and adjusted during beta. It is (assuming from comments) not a limitless / effortless / costless feature.

No matter how many people you argue with or bring around to your point of view or even collude with to come up with some lore / immersion satisfying middle ground, it will not change a thing.

Just stop.
 
You guys are going around and around in circles and you'll never stop.

The devs have spoken. The feature is in. It will be tested and adjusted during beta. It is (assuming from comments) not a limitless / effortless / costless feature.

No matter how many people you argue with or bring around to your point of view or even collude with to come up with some lore / immersion satisfying middle ground, it will not change a thing.

Just stop.

I'd rep that for a dollar.

maxresdefault.jpg
 
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What? I am at location A. I have a ship at A. I send this to B. I am heading to location B. Other ship is at C. I also want this at B. I fly to C. I send the next ship to B. I then chase both ships to B. I can now immediately do stuff.

This is still saving time.

I have five ships at C, I am already at C, I want to move house to B. I send everything to B. I then chase them to B. I can now immediately do stuff.

This is still saving time.

I am now at B. I have done some stuff. Oh look, a CG has started at A. Well no problem. I sign up. I send the the ship or ships I need at B, then I chase them.

This is still saving time.

The difference is, flying is still relevant and required. Planning is required. However suspension of belief, and of timers are not. Because I am synergising the delay with commander movement.

Yes it's not as "easy" as just lazily pulling everything to me, but we've already established the instant easy option isn't palatable because it has to take time and apparently people are supposed to keep flying.

I have litterally provided an example where people still have to keep flying, yet can save appreciable time, and we don't even need fake timers.

And yet here's that hilarious response again of it needing people to fly around still. You don't say? Isn't that an intentional part of the game.

I actually get the impression people do not know what they want, they just don't want "instant".

I can't see how anyone can disagree with you. They will and I'll be interested to see if they actually listen to what you have said.
 
Just stop.

I get it and agree. I've only been scanning the thread for several days now...but if they want to keep chasing their own tails, that's their deal. You can always ignore this thread....it's not like a Rickroll or anything.
 
I get it and agree. I've only been scanning the thread for several days now...but if they want to keep chasing their own tails, that's their deal. You can always ignore this thread....it's not like a Rickroll or anything.

Have you ever tried to look away from a train wreck?
 
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.

Let's try and pin down your POV/comments?

1) You want delayed transport where it takes a realistic time for a ship you request to come to X.

2) You suggest while a ship is in transit it would be nice to be able to reassign it to system Y instead.

3) You suggest it might be nice to request a ship can go to a different system. ie: Ahead of you to your destination.


I would suggest (3) might open up a "faff loop" - Where you'd be tempted to constantly be sending ships ahead of you in the hope this tactic saves you time. And once you get bored of doing it, and stop, you then hit cases where you'll be frustrated you didn't.

So I'm all over (1). And like (2). But (3) not so much.

EDIT: I see you've covered (3) in #7803... and it seems to promote "faff" don't you think?

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. :)
Why are you having a go at other people on this thread though? If you think the idea needs parking take your "issue" to FD... Explain your issues here and you'll find some people agree, and some disagree. That's the way it works generally..

Getting needlessly defensive is needless ;)
 
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Robert Maynard

Volunteer Moderator
Sandy just said on the Livestream they're still considering stuff as regards ship transfer...

Interesting.... Very interesting. (maybe)

Link to relevant portion of tonight's stream: https://www.youtube.com/watch?v=g_C2U-PRJI4;t=22m22s

Sandro Sammarco on live stream said:
My favourite feature is Module and Ship Transfer and Storage, I've said that before I think on streams.

It's maybe not the sexiest headline feature but it's a really good quality of life, I know there's lots of concern about ship transfer and we are listening and we are still looking at it and debating various things, so if we get any updates we'll let you know - but regardless of what happens, the concept of transferring ships and modules and storing them is really cool.
 
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I suspect its merely how to limit transfers in a reasonable way so as to make transferring something out to the likes of Jacques maybe a one off or impossible thing while still keeping transfers within the bubble at a reasonable cost to the player so that people are not barred out by some arbitrary number.

Not a redesign of the entire mechanic in an effort to appease a vocal minority.
 
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.

In the example I posted how instant can be used to hurt the game

Without instant Xfer: 70 million in 1.5-2 hours or 35 million every 45 mins to an hour
With instant Xfer: 70 million every 45 mins to an hour

In order to balance that it would have to be so expensive that the casuals will cry that they don't play enough to use the feature and then what. Like others have said if FD makes it instant to start adding a timer later will bring a maelstrom of crap down on them of people complaining. They need the timer for ship transfer from the beginning to balance it so money is not the deciding factor to use it. This is a dcision on their part that I rank as one of the worst feature decisions they have made yet (and with things like powerplay that is saying alot)
 
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.

Good? Might that not get people to, you know, interact more with eachother?

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It's just shocking to me that there would be such a display over something meant to save you time, something that you don't even have to use if you don't want to.

It's absolute madness.
 
Good? Might that not get people to, you know, interact more with eachother?

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It's just shocking to me that there would be such a display over something meant to save you time, something that you don't even have to use if you don't want to.

It's absolute madness.


The reaction has nothing to do with whether you use it or not but this QoL feature as it is being called is a complete game changing feature and many believe as I do that it will not be a good change
 
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