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

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I'm torn with the issue. For one, making a person wait is the way to do it, however, not everyone has 4 kids, a job, other things that prevent someone from playing as much as they would like. Years ago, I would easily say wait but in my situation, I really want my ship now vs. later. Besides, in this advanced tech world, once would think there would be a way to "beam a ship over." :p

But at the moment you don't have any choice. You want to change ships without buying a new one, you have to fly back and forth. With a new (realistically delayed) transport option, u can order your ship and go about your business in your current ship instead of having to traipse back to the other star port. So you don't get to use that ship till tomorrow.....still beats wasting a night or two travelling just cos you want to swap ships surely?
 
I agree with the original though behind the Instant Transfer. They dont want to interrupt the players game by waiting hours for a ship to show up. I also understand peoples want for "Immersion". I LOVE the immersion this game provides. Ive bought an x55 just for THIS game and have spent countless hours playing and love this game. It was my first goal to get the best jump range so i didnt have to spend 90% of my time doing jump after jump after jump. I have 4 other friends who play and I am, by and far the richest of my friends. I also have the most time to be able to play. That being said, just YESTERDAY i was 400lys away when my best friend logged on wanting to play. He has limited time and we wanted to get together which caused me to eat up 45mins of my time haullin butt back to where he was. But my longest jump range ship is not my combat ship (which is what he wanted to do) so i had to stop off and pick up my much slower FDL and then spend another 30mins getting to him. After everything was said and done we played together for around 30mins in a High RES and then he had to leave.

Jumping from system to system after hundreds of hours is starting to wear on me when my friends get on and im NOWHERE near them. Anything to speed up that process i would greatly appreciate! I voted for Instant.

Hell, id pay money for a new Tech to come out in game that made 100ly jumps possible. Ive long thought that the jump range curve was not optimal or conducive for multiplayer aspects. One of my friends who stopped playing refers to Elite as "Jump simulator 2015"
 
Aside from fuel ratting, not much. I rarely have an opportunity to use the ships I'd like to fly without travelling for an unproductive amount of time.

Combined this with the mission RNG, RNGneers, and random outfitting from station to station and becomes a recipe for frustration due to the lack of information and tools present to make meaningful decisions.

https://www.youtube.com/watch?v=ea6UuRTjkKs

Instant transfer would solve the issue by allowing access to the tools for the job, lessening the frustration from the randomness.
That's very odd to hear. I don't find it nearly so random or hard to plan even now. Realistic transfers will allow me to do even more but maybe it's a difference of play style. I rarely wander aimlessly. Usually I have some goal or other I'd like to accomplish and depending on what ship and load out Ive got with me I can side track a bit but I rarely get this sudden need to shift roles part way through a task. Sometimes I'll see something, bookmark it and come back to it later. In these instances having a ship shipped over will be great (and no need for instant). I like having a main goal and then filling the gaps with whatever opportunities I can manage. I haven't encountered this unpredictable rng you speak of (aside from with engineers). On a side note, love them fuel rats ;)
 
I've read many (but not all) pages in this fast developing thread. All so often I read about delay being realistic from some, while others oppose this argument by saying, other time sinks (as, for example, haulage loading times) are not in the game either and hence ship delivery times are not needed.

Screw realism! While I agree that delivery times would be way more realistic, this would only be an additional benefit of the 'delay solution'! Realism is not the main point!

The most important issue is game balance and I would love, if people would actually discuss this topic rather than "immersion"!
- Instant delivery would simply obliterate the importance of differnent ship's frame shift drives and their jump capabilities.
- It would eradicate the justification of multi-role ships.
Instant transfer not only kills immersion, but two of the main key features of the game!

Please, discuss this, and not realism or convenience!

Voted on the poll ... guess what!
 
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I voted for delay.

In the first post was given all the rock proof facts why it should _not_ be instant. A delay doesnt kill current gameplay in anyway but adds more realism. More realism in this matter doesn't make arcage gamers life more difficult.

* 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.
 
I've had a change of heart. After seeing all of the ways an instant system could be abused by Explorer vessels I've voted in favour of the delayed version. However I've also got a suggestion about modules that isn't being discussed.

What if you could move your modules as cargo in addition to have a delayed transfer system option? It wouldn't be as game breaking as instant but allow those who want instant to have a constant cost if they want instant.

If you have enough cargo space for it, makes sense to me. [up] I'm not positive on the game balancing aspects of it though, but generally fighters don't have much cargo room and transfer ships aren't as capable in combat, with some exceptions though such as the Python.

It's something to consider, and from an immersion and continuity standpoint and game feature, I like it. :)
 
I've had a change of heart. After seeing all of the ways an instant system could be abused by Explorer vessels I've voted in favour of the delayed version. However I've also got a suggestion about modules that isn't being discussed.

What if you could move your modules as cargo in addition to have a delayed transfer system option? It wouldn't be as game breaking as instant but allow those who want instant to have a constant cost if they want instant.

I'm still a tad confused how the transfer of modules operates, as Sandy hasn't mentioned anything about station storage. So do we assume that the modules still need to be attached to a ship, and if we transfer a module to our ship from a ship 100ly away and it has a delay on the transit does that not render our ship inoperable until the swap completes? If so the best way for a player to transfer a module would be to summon the ship and then when they are both in the same location transfer at 0LY. Anybody know?


Oh yeah all hail the anaconda and all.

I have flown multi-mission ships since I got my Cobra, still not an Anaconda owner and I just don't have the play time to have accrued several ships to be able to have specific builds for specific tasks. This whole instant transfer is for people who don't have much play time seems like a red herring to me.
 
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Yes, this is in fact even worse than what he was saying. Sandro's proposal here undermines the entire feature by making it actually faster to hauler-taxi back and pick the ship up. Rather than making it more fun by having a feature that allows me to spend more time doing the things I want to do in Elite: Dangerous, the proposal here is to actually make it more fun to simply not play Elite: Dangerous, by enforcing long time limits, nearly two hours. So say I want to fly my Vulture because I found a system with a CZ while I was puttering around space, now I can increase the amount of fun I have by requesting my Vulture be transferred to that station, and then logging out for an hour and doing literally anything else with my time, then coming back when I feel like it.

Frontier has managed to make "not playing the game" both more fun and more convenient than playing the game with their alternate proposal, and that is hilarious to me.

I mean, it's not the first time they've done this, back when they were figuring out supercruise mechanics, people said they wanted space to be large, so they arbitrarily decided the time from Sol to Pluto should be 10 minutes. Just completely an arbitrary decision that makes flying to Hudson take 2 hours, which is hilarious once and then simply annoying when you get a mission to a station 100,000 ls away.

Well, it's annoying to me. It's great for my wife, because I get a lot of housework done when I play Elite.

Or......just buy a new vulture from the nearest star port?
 
I'm still a tad confused how the transfer of modules operates, as Sandy hasn't mentioned anything about station storage. So do we assume that the modules still need to be attached to a ship, and if we transfer a module to our ship from a ship 100ly away and it has a delay on the transit does that not render our ship inoperable until the swap completes? If so the best way for a player to transfer a module would be to summon the ship and then when they are both in the same location transfer at 0LY. Anybody know?




I have flown multi-mission ships since I got my Cobra, still not an Anaconda owner and I just don't have the play time to have accrued several ships to be able to have specific builds for specific tasks. This whole instant transfer is for people who don't have much play time seems like a red herring to me.

I'm assuming you have module storage at stations and can have them delivered from one station to another, same as your ships, so you're "waiting" for that delivery.
 
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I agree with the original though behind the Instant Transfer. They dont want to interrupt the players game by waiting hours for a ship to show up. I also understand peoples want for "Immersion". I LOVE the immersion this game provides. Ive bought an x55 just for THIS game and have spent countless hours playing and love this game. It was my first goal to get the best jump range so i didnt have to spend 90% of my time doing jump after jump after jump. I have 4 other friends who play and I am, by and far the richest of my friends. I also have the most time to be able to play. That being said, just YESTERDAY i was 400lys away when my best friend logged on wanting to play. He has limited time and we wanted to get together which caused me to eat up 45mins of my time haullin butt back to where he was. But my longest jump range ship is not my combat ship (which is what he wanted to do) so i had to stop off and pick up my much slower FDL and then spend another 30mins getting to him. After everything was said and done we played together for around 30mins in a High RES and then he had to leave.

Jumping from system to system after hundreds of hours is starting to wear on me when my friends get on and im NOWHERE near them. Anything to speed up that process i would greatly appreciate! I voted for Instant.

Hell, id pay money for a new Tech to come out in game that made 100ly jumps possible. Ive long thought that the jump range curve was not optimal or conducive for multiplayer aspects. One of my friends who stopped playing refers to Elite as "Jump simulator 2015"

Sounds like what would fix your issue is instant player transfer, rather than ship. Multi crew being somewhat around the bend, I wonder what they'll do. Space is supposed to be big in ED. things like physical distance are not a problem, they are a challenge that can be overcome through planning (for the most part as RL physical distance and p2p don't play nice).
 
I've read many (but not all) pages in this fast developing thread. All so often I read about delay being realistic from some, while others oppose this argument by saying, other time sinks (as, for example, haulage loading times) are not in the game either and hence ship delivery times are not needed.

Screw realism! While I agree that delivery times would be way more realistic, this would only be an additional benefit of the 'delay solution'! Realism is not the main point!

The most important issue is game balance and I would love, if people would actually discuss this topic rather than "immersion"!
- Instant delivery would simply obliterate the importance of differnent ship's frame shift drives and their jump capabilities.
- It would eradicate the justification of multi-role ships.
Instant transfer not only kills immersion, but two of the main key features of the game!

Please, discuss this, and not realism or convenience!

Voted on the poll ... guess what!

Been there, done that. I think every possible scenario has been discussed to death.

IMHO, there is no "game balance" to be gained from this because there's no game imbalance of rushing around fetching your ships.

Whether you get your ship in an hour, or get your ship instantly .. either way, you are still benefitting by not having to go fetch your ship.
 
Gotta be a delay. Anything else makes fsd ranges meaningless.

As for the ones saying they will go play another game while waiting.. do you really think fd would make you sit there for an hour with a spinning beachball while your ship gets delivered? lol.

Plenty of other things to do in the ship you're flying while the other one gets sent over.

You've still got to fly at least one ship there in the first place so FSD distance still do mean something.
 
The "galaxy shrinking" argument, for me, is null. You still have to fly a ship to the place you want your other ship, sure you're going to fly your Asp/Hauler and transfer your combat ship but if you own both then don't you deserve that sort of convenience? Haven't you worked for the cr required to do it? All the instant travel feature does is reduce the time it takes, not the act of actually flying from A to B. New players, flying sidewinders, will still get a sense of the scale of the galaxy. Later players have the cr and deserve to have less of the hassle. It's like, I know it's a big galaxy, stop making me fly across every piece of it, it every single time. It's basically functionally equivalent to fast travel in an RPG, except you do still have to fly some of it (with an Asp) and that assumes you have your Asp to hand.

The FSD choice argument is basically the same argument except IMO it's less valid because in practice I have the cr to fit an A rated FSD in all my ships all the time and no good reason at all not to do so. Plus, unless you're solely grinding a RES in the same system as you've parked your ship - vs doing combat related missions - you're still going to need an A fsd in something like a combat fit FDL or it won't even make the next system over. To reiterate, for players like me with plenty of cr I am already in a situation where FSD choice does not matter at all (just fit A all the time), making the argument null and void. For new players, cr are still the balancing factor in the choice, and they will only become more crucial when the transfer feature also costs cr.

In short, we don't need the time delay, the cr will balance things just fine. The time delay only punishes experienced players, and for no good reason.
 

- Instant delivery would simply obliterate the importance of differnent ship's frame shift drives and their jump capabilities.
- It would eradicate the justification of multi-role ships.

I don't think instant ship transfer would make different jump ranges of FSDs unimportant. The player still has to get to the system and for everything other than combat the jump-range will still be important. But getting a combat ship quickly and easily to a system without having to worry about the jump-range does indeed affect the game in a very noticeable way.

I do agree with you that multi-role ships with multi-role load outs are indeed probably going the way of the Dodo with instant ship transfer. It would make min/max even more effective and in the end more mandatory as I assume that the developers will take this into account for future decisions.
 
When our ship explodes we are instantly returned to a station
When we buy/sell commodities they are instantly loaded/off-loaded from our ships

Outfitting
Tuning
Restock
Repairs
And the best part: I can buy ships more or less instantly in case of emergancy.

I just don't see why Ship/Module-Transfer should be delayed.

But maybe there should be an option in the settings for the people who like the delay?
 
Instant. Because mistaking padding for quality and acting like you are some kind of champion of "realism" is just poor design and a flawed viewpoint.

If realism actually mattered, asteroids with multiple chunks of metal larger than condas would not run dry after after a few scrapings.

We'd have parts storage, instead of having to shoehorn fake it by parking more ships than an outpost's landing pads count to awkwardly shuffle around.

Etc.

"Realism" in gaming, sadly, is 90% of the time only rolled out as a claim adds some kind of tedium, problem, or already fits a developer's game design preferences. While Quality Of Life realism is much more often outright dismissed.

See also: The frequent requests for tractor beams.

"Oh, Tractor beams aren't realistic! And don't fit the series lore! Realism and Lore are what matter most!... What? Use the previous game's Set and Forget mining devices for a realism lore friendly option? We're sorry, that doesn't fit the gameplay we want. Why would realism or lore matter?"

Realism, should be (and in truth, always is) a secondary pleasant bonus if it fits with quality game design. Even the most "Realistic" of simulationist games, are only as realistic as the gameplay their developers still wanted over it.

"Look how realistic our design and opinions are!" is relegated to free PR to gameplay players and developers already wanted in the first place, basically. It adds a nice polish for the easily swayed. "Oh, my game design viewpoint is better than your game design viewpoint, because of REALISM!... Now pay no attention to how often I will shout down the realistic touches you want which I don't agree with."
 
That's very odd to hear. I don't find it nearly so random or hard to plan even now. Realistic transfers will allow me to do even more but maybe it's a difference of play style. I rarely wander aimlessly. Usually I have some goal or other I'd like to accomplish and depending on what ship and load out Ive got with me I can side track a bit but I rarely get this sudden need to shift roles part way through a task. Sometimes I'll see something, bookmark it and come back to it later. In these instances having a ship shipped over will be great (and no need for instant). I like having a main goal and then filling the gaps with whatever opportunities I can manage. I haven't encountered this unpredictable rng you speak of (aside from with engineers). On a side note, love them fuel rats ;)

could be the ratting, as I'm flung around the bubble from Lave to Maia on a regular basis. But still, I've always been much more a wanderer when it comes to missions. I'd string a few smuggling runs in before encountering a lucrative assassination contract---only to find my assassin ship has been left 150LY away. No payout is worth shuttling back to grab it then or waiting for the better part of an hour. The RNG is the mission board, really. If I knew there was a lucrative mission opportunity, I could have planned accordingly and grabbed the combat-vulture to start. But as of now there isn't any way to tell right, so grabbing the combat ship is too much of a time-sink for a risk of minimal payoff. I feel like I need one or the other: a way to tell if it'll be *worth it* on the front-end, or access to my ships on the back-end when I run across something worth it. The faction states and triggers are good start, info-wise, but it's a far-cry from what's needed if ship transfer times are prohibitive.

So it's been a lightly-armed 'conda for transport/ratting/light combat duty for the last six months now. And the way things are going, that's not likely to change.

It's a shame, really, when I had a "home base" early on I really used my combat ships much more, and I'd love to fly that eagle again.

Anyway thanks for engaging in discussion for a few posts!
 
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Is there an option to have a delay in ship transfer, but instant module transfer?

Sandro says in the opening post that the two go hand in hand, meaning firstly that they're not willing to code differently for ships and modules, and secondly, ship delayed transfer could be easily bypassed by just buying your empty hull then instantly transferring all your modules.

Basically the ship is just a collection of modules along with a hull. Having different mechanics for hull and modules would devolve into players stripping their ship of all modules, storing them, then storing the hull, then being able to buy the hull and instantly transfer all the modules at another location, as long as the hull is available there. A compromise, but still a bypass of what the delayed transfer is meaning to achieve.
 
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