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

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No. Instant Ship Transfer bad. Instant Respawn and replacement of unique engineer mods barely tolerable and only because no one was given the choice.

Agreed, given the choice I'd have voted for non-instant respawn perhaps having to fight to stay alive, try to fix your pod, or whatever and then fall unconcious or asleep as a ship warps in .. ( then perhaps waking up in hospital and having to head down to SHIP INSURANCE CO. and make a claim to get a new ship (or money) ).

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No more posts about the "other" game please - they are off topic, and it has its very own threadnaught elsewhere.
Gotcha.
 
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Hello Commander Lunchmunny!



Perhaps I was not making mysyelf clear: we will be directly contacting active players in methods *other* than this forum over the next few days, so yes, we hope to capture the attention of a significant, active portion of the user base.


Thanks for listening to us Sandro, this is one of the things i love the most about Elite : the way FD listen to player and "play" with them and make the game evolve taking into account the player response to features and game mechanics :)
One of the most important examples of this being the Canonn threadnaught : lots of lurkers, few posting "pillars" of the topic, and yet one of the biggest thread/topic in the forums :)

Anyway, thanks [heart]
 
Hello Commanders!

A second, friendly reminder! I know that everyone is very passionate about the game (which is lovely, by the way), but debate the options, please. Not targeting anyone, just want to make sure we don't have to close this thread. Sometimes, just re-reading a post before pulling the pin can reveal a more friendly phrase without weakening your point.

Also worth noting, we're looking to directly target active players over the next day or so to encourage them to get involved and vote.

Assuming this goes to plan, the potential voting pool should be the biggest one we've had, giving a chance for any silent majority to speak up and be heard.

The bottom line is, this is a hard choice, with valid opinions on both side of the fence, for us as developers as much as you the Commanders. I can assure you that neither side can claim to have objectively the "correct" viewpoint.

We feel that now is a great time to take a snapshot of sentiment, to help reinforce and confront our internal development choices.

In the end, it will be a decision we make and are accountable for - but there's nothing like having a broad set of opinions to consider! :)

Sending in-game messages to players is a GREAT IDEA! Glad you can actually do something like that!

And if the DELAY option does end up being the choice you make, then PLEASE follow that up with a fully fleshed out feature including actually modeling the transport ships in-game so we can see them doing their thing. A poll asking for input on how these in-game aspects could be created would also be cool.

I must say... This feature for me has gone from a "Cool! I don't care how they do it" to really wanting to see this integrated into the gameplay in a more indepth way than simply having your ship appear on a menu after a timer has counted down.
 
Very good choice by FD. We as a community will decide !

Thank you FD team.

I think this will take some of the heat off of Frontier too, hopefully. There are people that feel strongly on both sides here.

Either way, I won't be using instant ship transfer and have made and said my peace about it.
 
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INSTANT! INSTANT! INSTANT!

My play time with a newborn and a job is already at a premium, maybe 30 minutes a day. If you are going to add ship transfer then add it.

Otherwise, rebuy should be adjusted to take just as long as ship transfer. For the roleplay\sim folks, give everyone a sidewinder for 100 minutes on destruction.

I'm not telling you how to manage your life but you might want to consider a different game for when you don't have much free time. When I don't have much free time I play Destiny, I login, go to the tower, grab some bounties, head to a planet and kill some aliens. It is much fun, requires little time and it can easily be completed in 30 minutes. If you find you need to cut it short the bounties don't have timers or expire. There are bigger activities like strikes and raids but you usually need to set-aside time for these.

I had cleared my save on the Xbox a few weeks ago, didn't think I'd have time to play on the Xbox and PC. The PC is more immersive and the Xbox is more arcade feeling, maybe that's just me, but I got my starter Sidewinder with SRV and blasted off into space. I took the initial mission that gives you 10,000 credits. The contact game me a mission 22 ly away that I couldn't actually get to as the final jump from any location was greater than the ships max jump. So I ditched the SRV to save weight and looked at outfitting but found no upgrades for the FSD. I bought a fuel scoop and got as close as I could to the mission target system. I finally found a system with a 2D FSD and with the weight savings I got around 9 ly jump range, just a bit more than I needed to make the last jump. I made it to the mission outpost and got my 22,000 credits. All that took over 90 minutes and I went to bed late. It was tonnes of fun, that's gameplay to me.

Truth is, in a game like ED, with only 30 minutes, Arena is probably the best choice. I can't imagine doing much in 30 minutes, even getting to another shipyard to do a transfer will take time, then if it's instant, you'll still need more time to travel to an activity.

I like your idea of the loaner Sidewinder, assuming the player doesn't already have a stored ship at that station, it would add some variety to the game. Would be fun to take some missions or try to bounty hunt with a loaner vessel, although the shipyard might get mad if you destroyed that one too.
 
I'm baffled by people saying they are have a very limited amount of time to play but are voting for a delay. This is pretty irrational to me. You are voting for realism at the expensive of your limited play time to have fun. So how much time are you willing to give up now and in the future for realism. if you have 2-3 hrs a week will you give up 50%? How about 100%? You would then have a very realistic game, but have no time to play it and will have to make do with minecraft or tetris. This is a zero sum game, if it is introduced then you will see a reduction your game time, unless you do things the old fashioned way. FD will likely use this decision to as a landmark where they opt for delays in other future features.

I know this will get buried, but even delayed transfer WILL REDUCE TIME OVER WHAT WE HAVE NOW. There is no "giving up" time. Any kind of automated transfer saves time over what we have now...at the very least, it allows for multi tasking...run a few missions while the other ship is in transit is better than spending that time travelling to swap out ships.
 
If we add a timer am I at least going to be able to organize ship movements from any station so I can get things moving before I leave when I want several things moved to a target destination, or will I absolutely have to fly out there AND THEN try to organize fleet movement like only an idiot would really do? I mean, if we're thinking about adding a timer in the name of realism, lets add some useful parts of realism that will help compensate while we're at it.
 
NPC should fly it in destination in shortest fastest route, and in real game, so it could be interdicted even. Maybe transfer cost same like coming pilot hiring, more talented pilot delivering you ship, more less to get in trouble.
In other words, instant. NPCs can teleport from any point in the galaxy to any other point, in any ship regardless of what the maximum FSD range is. Again, an exploration build and engineer tuned Anaconda was beaten to it's destination by a NPC piloted FDL with no fuelscoop. And that's not the most ridiculous NPC interdiction I've had. A mostly harmless shieldless sidewinder once chased me for 1000ly to try and get at my Anaconda's 8 limpets.
 
Sending in-game messages to players is a GREAT IDEA! Glad you can actually do something like that!
If FRONTIER could make a poll and use this method for the 2.1 RNGineer update and see what community says, I'd love to see the results.
 
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Hello Commander SWABteam!

We are talking about the ability to have a ship stored at a distant location transported to your current location. The same for stored modules.

At no point are you (the Commander) able to fast travel - you must always manually fly a ship.

Yes - you chose the wrong option that will totally change the game we've had for 2 years.

You intro PASSENGERS in 2.2 - but a CMDR can't be one to travel to a Station where he has a ship stored.

I guess you guys must have decided that going that way wouldn't create as much furor and division within the player base.

Well done - objective achieved.
 
If we add a timer am I at least going to be able to organize ship movements from any station so I can get things moving before I leave when I want several things moved to a target destination, or will I absolutely have to fly out there AND THEN try to organize fleet movement like only an idiot would really do? I mean, if we're thinking about adding a timer in the name of realism, lets add some useful parts of realism that will help compensate while we're at it.

At current it sounds like you will have to travel there but in future a remote "move" may be possible.
 
I don't have an issue with having a delay, especially one that is realistic.
I can always find something to do in any system, in any ship, while I wait for something else to be hauled to my current location.
 
It would be great if FDEV could have made it so the poll was pushed out to CMDRs via their cockpit messaging system. CMDRs could then just vote from within the game. These forums are probably *not* representative of the playerbase as a whole.
 
I am not satisfied with the options given. I think it should take time, but not more time than it would take just to go get it yourself. I withhold my vote.
 
Hello Commander SWABteam!

We are talking about the ability to have a ship stored at a distant location transported to your current location. The same for stored modules.

At no point are you (the Commander) able to fast travel - you must always manually fly a ship.

Thanks to Fdev team for giving community this opportunity.

In my opinion instant trasfer doesn't give the player anything more which is already in the game.

Every thing you can do with insta trasfer it is already covered by game, except the fact you have to sink time on it.

Time you can spend to enjoy the different activieties of the game.

Also: insta trasfer is an option.

It doesn't remove anything: meaning that you still can travel you ships manually.

At the opposite, bringing 10 ships to maya for increasing their thruster isn't my idea of fun...
 
Main points in bold for the TL;DR and skimmer crowd, elaboration on each for the rest of us :)

1. WE NEED SHIP TRANSFER.
I think we all agree on that one :)

2. We should be able to move ships remotely as we desire.
Ship is already capable of short jumping around and landing unmanned (SRV dispatch/recall ship). Not only that, its a great opportunity to create additional content in game, and can be a future building block on a huge thing like planning and running fleets and commander to commander/npc missions. Put that NPC crew of yours to use! X3 games had that since ages. You hire a captain and give them orders, they follow them - be it hauling cargo, relocating ships or attacking an enemy commander station (yeah, that's Season 7 allright). It was already mentioned here as a push mechanics - start a journey to Jacques and actually send your mining ship there too, or just order that slow vulture or fer-de-lance to be transported by a bulk carrier doing XX LYs per jump with its huge drive to a heated region of the bubble, where XX(X) is dependent on the carrier class (think airmail vs sea shipping) which is dependent on price per transfer.

3. Ship transfer can't take longer than taking an A-rated taxi and piloting the ship to your destination - otherwise it will rarely be useful, save moving large fleets long distance.
Because plain and simple if its faster to fit a hauler or a cobra with A-rated FSD and jump it manually, ditch the cobra and take the ship here - why pay for ship transfer at all? Timesaver? Yes, but at what price vs other gameplay elements? Some were mentioned here already, like the traffic metric, other I explain below. Also, my FAS with engineered FSD can almost reach Cobra jumpranges. so 100min for 300LYs is a complete and utter bull...

4. Instant ship transfer will cripple Powerplay/gameplay in numerous ways.
Response/oposition to PP operations would be similar to "godly" police spawning 5s after first shots are fired (which is already happening in game). But now it would be players with heat meta weapons spawning all over the place almost instantly: guys guys there is an enemy comander in our HQ! No worries, lets just all take this taxi hauler, jump there and teleport our frigates and cutters from all over the bubble and gank him all over Milky Way.

We're getting undermined? No worries, I will quickly teleport my Cutter from Jacques or whatever and we will have forting power in no time. Money is no object.

A ganker getting ganked by you in a fair battle? No worries, he probably has a ship which is better suited to your particular build, let's just teleport that here.

Reasonable delay is reasonable. Ship is more inconvenient to transfer than cargo. Be it loading / unloading times or just the departure and arrival of a bulk carrier ship.

PS: Notice that no "immersion" was used or abused during creation of this post.
 
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