***POLL NOW CLOSED*** IMPORTANT, OFFICIAL SHIP TRANSFER POLL

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What ever the outcome I must just say a hearty thanks for at least considering the stick in the muds who want a more realistic game even if it makes the gameplay more considered. Fingers crossed
 
Thank you Sandy,

This is a very important issue to a lot of the community not just because of it being instant. But more about the groups of people that exist in the game and their abuse of mechanics to ruin everyone else's fun. This instant transfer specifically caters to them and will cause more division along the lines of open/private.
 
...and yet again I'm baffled as to how the insta-crowd managed to play this game up until now. -->>Even.With.A.Delay.You.Will.Still.Get.An.Improvement.To.Gameplay.<<--

Yes, that is true. Not as much of an improvement. It's like if someone offers you dessert, and is like "you're gonna get a dope ice cream sundae, super delicious, all with a cherry," and your younger brother's weird vegan girlfriend is like "oh no that is too many calories." Then they go into the kitchen and they come back with three Fig Newtons and a half a glass of milk and are like "actually I just have these." Then your brother is in the corner over there going "it's still a dessert you dumb guy!"

But mostly I'm more concerned that Frontier listened to my brother's weirdo vegan girlfriend and made the entire family have lame dessert as a result. It's not that I might get less dessert than I expected, because hey, it's still more than I had. But it's really concerning that Frontier are professional dessert makers who are listening to the weirdo vegan girlfriend instead of making delicious desserts. I know they know how to make good desserts because they had that really good idea about the ice cream sundae. It's just that they can't help but listen to the wrong people.


Make the game you want to make, Frontier. Don't listen to forums posters about game design. Even me.
 
It would be just awesome if FD enhanced ship transfer mechanics, by allowing us to transfer our ships to anywhere in bubble. For example you are sitting at Sirius, your combat ship sits at LFT 333. You order ship delivery to Ruchbah, and you start moving to there on your current ship. By the time you get there, your ship will be delivered. This way both realism and gameplay stays well. You will just need to plan your trips and order ship delivery beforehand.
 
LOL. It isn't and no one is arguing with you. All you're doing is arguing for delay to be added to the rebuy screen.
Thanks for the suggestion, but it may surprise you to learn that I know what argument I was making better than someone who is not sharing my brain with me.

I'm arguing no such thing, because a similar delay in the rebuy screen will never happen. Full stop.

And it will never happen for most of the exact same reasons that ship transfer delay should not happen. Which was the point of mentioning it in the first place.
 
Have you actually done the maths on the example? Because you'd have realised that a 1200 LY transport request would take ~7 hours. Good chance to catch up on some Netflix or grind out that engineer upgrade for hours, then.

Then it will be faster for to go and get your ship yourself if you have nothing else to do, as you seem to think that is the case.
 
Choose delay, and create a new mission type: Ship Ferrying!

Hi Sandro,

Thank you so much for this consideration. I, for one, voted in favor of the delay.

I'd also like to point out an opportunity that the delay introduces: ship-ferrying missions. When someone requests a ship transfer, provided it's a certain minimum distance that makes the mission viable, a mission pops up for the controlling faction at the source station for players to transport the ship to its destination, with a time window to complete it equal to the default transfer time.

If the pilot transferring the ship succeeds in less time than the default transfer time, as a bonus for the player requesting the transfer, their transfer is done early! Meanwhile, if the chauffeur pilot is at a port where they themselves have a ship docked, or the port equipped with a shipyard and they have enough money to buy one, they are given a choice to stay at the target system and board their ship or buy a new ship. Otherwise, they are taken back to the starting system (this can be instant - no real game mechanic impact here).

Partial success: if the ship is damaged, cost of repairs is taken out of the mission reward. They shouldn't exceed the reward (see reward vs. transfer cost below), but if they did, there could be some rep penalty.

Mission failure carries a severe rep penalty. On failure, the player requesting the transfer just gets it in the default time. Failure scenarios:

  1. If the chauffeur gets blown up in the ship, they respawn at their starting point. No rebuy for either player (in-game lore: you'd expect the transporting service itself to be fully insured and replace the ship as it was - suspend disbelief re: mods).
  2. If the chauffeur abandons the mission or runs out of time and is docked, they are removed from the ship, and given the same stay-or-board/buy-a-ship-here-if-possible choice as on mission success, but from their current location.
  3. If they abandon or run out of time while undocked, they receive a bounty of <some amount, possibly proportional to the value of the ship> for every <pick a time period> they are undocked. System authority would come after them (think stealing a tank in GTA...). Additionally, you could implement a self-destruct sequence to impose a time limit. If they succeed in docking, see #2, if they blow up, see #1.

Joyriding and/or using the ship for other purposes, such as combat or trade, is at the discretion of the chauffeur, provided they're willing to take on the costs/risks. Disembarking from the ship is not allowed until the mission is done, and obviously no changes to the ship are allowed either.

Ideally, the mission reward should be proportional to the transfer cost. (Realistically, it should be less than the transfer cost, but here you'd probably want to pick whatever makes most sense from a game mechanic perspective rather than realism, much like other costs in the game.)

Perhaps not the easiest mission type to implement, but... what do you think?
 
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I'd like to see bulk freighters, in game, plying the stars. Ideally, they will take as long as a bulk freighter would take to jump the route, plus a bit for overhead. But they'd be relatively cheap. I'd like the option to hire a pilot to fly my ship (NPC or CMDR), that would cost quite a bit more, but would be as fast as my ship, which could be a lot faster if it was a long range exploration ship or had some nice rngineer upgrades. That's my 2-cents.
 
Or buy another ship until your other ship arrives. No problems apart from the ones you create for yourself.

So applying that logic to instant transfer whilst you want a delay, why not set an arbitrary time of your own and set an alarm for yourself before you collect your transported ship. Then everyone can have what they want and we can all go dance together in the land of Lavian Brandy? Not having a delay is only a problem if you let it be one for yourself ;)
 
Dingdingdingdingding! Someone gets it.

The people who are screaming for a delay to ship transfer should, if their concerns are logically consistent, also be screaming for a similar delay for your escape pod to travel after your rebuy screen. "You must wait 57 more minutes for your escape pod to reach your last station."

No? No one? But surely realism and immersion requires that delay, because it's completely ridiculous and lore-breaking that you can be at Beagle Point, die, and literally instantly find yourself safe and sound back in the bubble with a new ship.

Oh, right: that wouldn't be fun at all. Surely someone can explain how this is different, despite breaking the exact same aspects of lore and scientific realism.

Good gameplay trumps realism. Forcing players to just sit around and wait isn't even gameplay at all.

You do understand the difference between "waiting and not being able to do anything" and "waiting and still having an entire game to play" right?
 
Big FSD's will be obsolete with instant transfer. There will never be a need to have a good hyperdrive in a battleship. You would just go there in an explorer with a massive jump-range.. then SUMMON (like in a fantasy RPG) your large ship. Well done FDEV :/

But -Ship transfer only happens between stations with shipyards. It would be a shame if your battleship couldn't reach where you want it 'cos it can only jump 5LY.
 
I can see it now..with ED out of the picture...... A commander calls... needs a ship transferred... from point a to point B...... give estimate... commander can accept or refuse estimate. There can be offers including escort services from local wings. (extra charge of course) .... while enroute.. company can keep commander informed of progress along the way. Once delivered.... open to more calls... Franchises all over the bubble doing the same thing with me getting a cut from the franchises..... This is a GREAT idea.
 
Instant travel on death is there because sitting in your pod 65,000ly from sol waiting to be rescued by no one, is simply not gameplay.

Ship transfer is not the same, and can not be compared, unless FD make you stare at a loading screen for the entire duration of the transportation process.
But, you will be able to do other things.
You can order a transfer on one ship, and fly the other, or go bounty hunting, mining, trading, or do nothing.

I do think 100 minutes for end to end transport is too long though.
No arguments there!
 
It would be just awesome if FD enhanced ship transfer mechanics, by allowing us to transfer our ships to anywhere in bubble. For example you are sitting at Sirius, your combat ship sits at LFT 333. You order ship delivery to Ruchbah, and you start moving to there on your current ship. By the time you get there, your ship will be delivered. This way both realism and gameplay stays well. You will just need to plan your trips and order ship delivery beforehand.

Perfect.
 
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