We’re very happy and excited to be bringing ship transfer into Elite: Dangerous, as we feel that it offers dramatic improvements to game play, by allowing Commanders more freedom to have the right tools (ships) at the right place...
...Clearly, the benefit of instant transfer is that, assuming you have the credit funds, you always have the appropriate ship to hand at all times.
That is awesome and exactly what people have been looking for!
However, there’s clearly a lot of folk that are not so happy about our choice of implementation: specifically the concept that your ships can be summoned to your current starport instantly. Whilst most folk seem to be on board with the idea of transporting ships to your location, the time transfer takes has raised some concerns.
...WHAT THE EVER LOVING ...?
I will summarise for reference the main concerns that have been raised about having instant ship transfer:
* Instant transfer is likely to have a less plausible/desirable explanation for how the feature works in game lore.
* Instant transfer will lessen the need to have decent frame shift drives in ships other than one, “main” explorer type vessel.
* Instant ship transfer will remove any potential game play from deciding when/if transfer should be initiated.
* Instant ship transfer undermines the scale of the galaxy.
*sighs*
Okay. Honestly I didn't really need to think about which option to choose because it was fairly obvious. I suppose I'll have to tackle this now...
Have people seriously forgotten how the original handled FTL?
Is Witchspace not a thing now?
Are those Capital Ships just magically assembling themselves out of nothing when they 'warp in' because there is no such thing already that allows for instantaneous or near instantaneous travel?
Honestly it's like people have forgotten that Wormholes are a thing and how they work. As far as I'm concerned, the FSD is a recent invention that allows smaller ships the ability to jump since the Witchspace Drive or whatever it's called was too big to be feasible for smaller ships. I'm pretty sure that was the official reasoning so as to allow Sidewinders to work.
Also as far as I'm concerned, the FSD is pretty much a wormhole generator. Given however it's the smaller brother to the Witchspace Drive (which is still in use by larger Capital Ships) there are inherent technical limitations. The trade off or "weakness" everybody demands be in place for 'balance'. It is smaller therefore less powerful and can't just make a ship instantly jump from point A to point B like the older Witchspace Drive allowed.
I remember starting a topic that went largely unnoticed after the August 12th 3302 edition of Galnet in which I questioned the article for possible hints into newer navigational means for E: D.
I was correct on two counts. The revamp to Jump Plotting and Ship Transfer.
So.
That gives us two in-lore options for ship transfer. Ether 3D printing, or there is an unseen SuperHauler type ship capable of hauling all our smaller ships around delivering them to us as needed. Larger ships have a secondary Witchspace drive we don't have access to to facilitate that kind of moment. Possibly again due to inherent technical limitations and necessary safety regulations that require specialized certified personnel who are far and few inbetween. Of which we are not.
Hell people are already clamoring for the release of the Panther Clipper who's wiki page states that the version we are getting is a smaller version of the one that already exists in Elite Lore which is capable of being able to "buy entire planets out of cargo". If they're capable of that. I don't think they'd have much trouble fitting in a dozen various Sidewinders, Eagles, and Vipers while larger ships Python and up would have the secondary Witchspace Drive installed.
So that knocks the argument that there is no lore friendly way to implement it without breaking the immersion out.
Ether get a printer or get an unseen Panther Clipper the size of a capital ship to haul your ship around/secondary trained professional to activate the Witchspace Drive on your ship to push it to the limit and get it there for you.
Hell, there's a Passanger Mission right there. Transfer a Witchspace Drive technician from a station to another station.
Now here's another argument that doesn't make any sense. Frontier encourages us to have multiple ships. Many of which are specialized in different things. This argument to me is saying that those who use it, don't want specialized ships.
Now I'm sure someone here is going to say that I'm taking it out of context but let's look at this.
The complaint is that people will just have one dedicated taxi ship with which to drag the rest of their ships around.
Okay. What's wrong with that?
They'll just drag their combat ships around and fly nothing but a dedicated explore vessel.
I'm not seeing the problem here.
The key strength of multi-role ships is that they allow you to hybridize your ship to handle unexpected situations. This is also their key weakness in that being prepared for anything, they are incapable of doing anything to the degree of a specialized ship. This flexability is best used to specialize a multi-role for what you want to do or just buy a specialized ship.
So if I had no idea what I wanted to do or wanted to change up what I do on a regular basis. I want a multi-role ship. It affords me the flexibility to change it's role without the pain of having to buy, trick out, and get used to flying two different specialized ships with different flight mechanics. So multi-roles are not going anywhere.
Now does that mean specialize ships are bad? No. If anything that's where their strength lies. They have a clear strength and weakness.
Therefore giving rise to two kinds of pilots and both are effective. You have the pilot who flies one ship, and has clear mastery of that ship able to use it however he pleases effectively. Then you have the specialized pilot who know how to fly multiple ships and knows which ship is best for which job.
How does this play into debunking the argument?
Because it doesn't matter which you are. The process of swapping out parts and/or ships is very time consuming and tedious one. And with swapping ships there's the added risk of selling your ship by mistake. I'm willing to bet when 2.2 drops, there's going to be a lot of outrage about people accidentally selling their ships in their haste to swap to the one they wanted to drag around and when they correct their mistake, they're going to be a little gunshy about switching ships. There will always be a reason to have an upgraded FSD on whatever ship you use.
For combat ships, I have always cringed at the low jump range. To make combat ships effective, they need an upgraded FSD to get around so that the mercenary can have a travel range to patrol around looking for trouble to get into. Whenever it gets brought up that combat ships like the oh so cringe worthy low FSD on the Corvette need to have their base jump range increased, people start suddenly screaming about ship balance in that it would ruin the specialization for explorers. Well now that it's possible to more or less increase the jump range through an exploration ship, people are using this argument in that now everybody will have an explorer ship to drag their Corvette around.
I'm not happy but it's a workable solution until FDev correct the misconception that the Corvette is a 'Long Range Patrol Escort' because it's nothing of the sort since it can't keep up with the other ships that would make up it's battlegroup. It would also help Corvette players whos ships are stuck in small dead zones they can't jump out of. I've read at least one topic on here about someone who got stuck because they bought a Corvette in a system that was 13 LY from the nearest next system and they were trapped because the system in question didn't have FSD upgrades to push it's pitiful 7 LY to let them escape into the wider galaxy.
This encourages people to take their fleets and move them around. The tedium and risk of switching ships will keep players upgrading the FSD on all their ships so they will have a small patrol area and when they feel the need to, move everything to another part of the galaxy where things are more active. It encourages people to try specialized ships or to specialize their multi-roles.
The argument that it will cause people to only have one specialized travel ship and whatever they're dragging around to me is speaking in favor of DIScouraging people of having multiple ships. Of having a specialized Taxi and whatever they want to drag around.
I'm not going to pretend I have any idea what the hell people mean by "removing potental gameplay" in that argument. For now I'll dismiss it but if someone wants to tell me what that argument is about, I'll turn around and address it.
Oh lord have mercy, undermine the scale of the galaxy?
By the point you start making enough money to get multiple ships the wonder of warping between systems is going to get old real quick. We only have a small fraction of the galaxy civilized and ship transfer would only be between stations.
You gotta fly out somewhere first before you can drag your ships there. You'll get a good sense of the scale the first time you fly somewhere to drag your ships out there. If we ever start colonizing more of the galaxy it's gonna get real big real quick so this could be the push to Frontier to think about pushing the boundaries of civilized space.