But this is about ship transfers.
Yes, but the delay is being talked about as a realism or immersion factor.
But this is about ship transfers.
So like .. Corvette at 2149.6t (laden) * 65,000 ly = 139,724,000 .. seconds? Dunno how I feel about waiting for a Corv to take 4,43 years to get to me. :>
(Potential) Delay voters, what would you think about having to wait an hour or two for your cargo to load or for your escape pod to be ferried to your respawn point? How about having to manually put in your insurance claim?
Are you sure ? I don't know about how the game code is structured. But, you already have the values in game, you have the ship mass, and you have how many light years away from a position you are. All you gotta do is to multiply the ship mass by the distance on delivered throught the route planner algorithm (which already gives you the correct distance from point A to B) and it gives you the time delay in seconds
timeDelay = playerShipMass * distance;
simple math and it isn't hard to implement once you already have both values(I've done something like that in one of my games
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This makes no sense. Why would you pack a space ship (that can fly through space) onto a bulk freighter to fly it through space at greater cost and a slower speed? That's not how real-life airplanes are transported, and it makes no sense to do it that way in Elite unless you're just trying to add a contrived inconvenience factor for gameplay balancing.I disagree. The limiting factor is the bulk freighter that presumably carries it.I still think it should be by ship mass * distance = time delay.
(Potential) Delay voters, what would you think about having to wait an hour or two for your cargo to load or for your escape pod to be ferried to your respawn point? How about having to manually put in your insurance claim?
This makes no sense. Why would you pack a space ship (that can fly through space) onto a bulk freighter to fly it through space at greater cost and a slower speed? That's not how real-life airplanes are transported, and it makes no sense to do it that way in Elite unless you're just trying to add a contrived inconvenience factor for gameplay balancing.
(Potential) Delay voters, what would you think about having to wait an hour or two for your cargo to load or for your escape pod to be ferried to your respawn point? How about having to manually put in your insurance claim?
I have a slightly different vision (might be totally wrong though) of the initial idea behind ship transfer, as Jaques new soon to come new bubble is just a beginning. In later incarnations of the game we might get the ability to construct our own bases wherever we want in the galaxy. For this to come true some sort of ship transfer is almost a requirement, otherwise big fleet transports over more than 50KLy would lead to the most massive grind ever seen in an online game (and would be completely pointless at that). I also believe we'll find already existing new bubbles sooner or later that will lead to large settlement movements...
So like .. Corvette at 2149.6t (laden) * 65,000 ly = 139,724,000 .. seconds? Dunno how I feel about waiting for a Corv to take 4,43 years to get to me. :>
This makes no sense. Why would you pack a space ship (that can fly through space) onto a bulk freighter to fly it through space at greater cost and a slower speed? That's not how real-life airplanes are transported, and it makes no sense to do it that way in Elite unless you're just trying to add a contrived inconvenience factor for gameplay balancing.
Partially, yes. It is also a balance consideration.Yes, but the delay is being talked about as a realism or immersion factor.
I responded to you earlier and used your calculation to come to a 4.43 year delay to get a heavy Corvette 65,000 ly. Whilst the immersion in my goes "sweet" the gamer is going "no way."
Could you expand on that calculation? The output is in what, seconds? How do you convert n! to a time?
Hello Commander Spiral 0ut!
And although we may finesse the final times to be a little faster or slower, the concept is that these freighters are built to be able to get everywhere, with minimal crew, but not amazingly quickly.
In general, the ability to fly back and pick up a ship has a few issues: that you are doing the journey twice (even if the first journey is in a faster ship) and that you are forced to leave a ship at the pick up location. In addition, your time is completely filled by the logistics task. The ability to have ships delivered, even at non-optimal jump rates, is arguably better.