I love my hauler! Don't diss my baby!
D'ffrent strokes, bro...
I love my hauler! Don't diss my baby!
D'ffrent strokes, bro...
If they just increase the jump range of a handful of ships (Corvette, FDL, Vulture, Viper, etc) and then give us a real usable Neutron/WD Highway, then the solution to an open galaxy will be well in hand.
But, I painted my hauler yellow! And there's Joni Mitchell on the 8-track!The ships I like:
FGS, FAS, iEagle, Cobrak MkIV, Keelback, Beluga.
The ship I'm in 99% of the time if I'm not exploring: My Corvette.
No room for a hauler in my life =D
Down with haulers!
But, I painted my hauler yellow! And there's Joni Mitchell on the 8-track!
*launches all da nukes at you*But, I painted my hauler yellow! And there's Joni Mitchell on the 8-track!
You're advocating using this as a taxi feature for large ships. Yet you do not see the next domino?
I look forward to your complaint posts about waiting for your big ship to arrive. In exactly 3, 2, 1...
Please prove me wrong.
One year from now....This is such a NON-ISSUE, I don't have the words to express how wrong the OP is about this. It would almost be worth saving his post and reposting it a year from now when NONE of his predictions have come to pass.
I noted this 50% reduction.You are encouraging taxis as the default transport mode now. Ergo encouraging people to sit around waiting for their ships, until they're bored and complain that ED = a waiting game.
You are setting up ED for bad reviews going forward. And this direction of change is difficult to roll back, and will lead to increasing cries to make ship transfer times shorter and shorter, until they're irrelevant. Then the 30/70 ratio is going to increase to 50/50 and there will be larger scale unrest. So you're painting yourselves into a corner where more and more players will become unhappy about a QoL enhancement.
Please think this through, and consider your next step very carefully.
The cheaper it is, the more people will use it, the more people will fly otherwise-useless fast taxis, and wait for their main ships rather than play the game... Then complaints about waiting will follow.
Its a domino effect. People look at the first domino fall like they won something, but don't think about that last domino.
the poorer folk
One year from now....
Long I pondered my Ziljan's cryptic talk of dominoes. But time has proven him wise, for from free cmdr to free cmdr the word was spread that bold Ziljan and his Asp, so far from home, laid down their credits, not just for modules, but for all ships and the promise insta-transfer holds. Now, here on this ragged patch of earth called Colonia, Transfer delays face obliteration! Just there the 70% gather, sheer terror gripping tight their hearts with icy fingers....
Odds are people will be flying a stripped down taxi that is good for 1 purpose: travel. So the amount of waiting around in the game will increase. It's an inevitable consequence of incentivizing fast travel, and the basis of the argument for making transfers instant. => Undermining the popular support for delays.
OP has a point, but I think it's more of a symptom that the game mechanic is at odds with itself.
If it's intended as a QoL feature than it should promote a QoL experience. I.E., little delay, little cost, with the purpose of getting rid of hauler taxi-ing.
If it's intended to convey scope and reward planning around the BGS then delays and costs should remain substantial.
Trying to do both satisfies neither. I made this point in the transfer megathread when I suggested instant is the way to go.
The problem is, Fdev have conflicting goals here, and the way they are using this timed-transfer mechanic cannot satisfy both goals. They want to encourage commanders to use multiple ships, but they also don't want to cheapen the scale or encourage taxi ships. They want to reward planning, but they also want to allow a specialized ship to be ready to go to take on a mission regardless of where it is in the galaxy.
Keeping it instant and balancing around cost may have satisfied both goals, as it would have allowed multiple ships but encouraged planning by saving credits. Throwing the, quite significant time cost in there forces commanders to plan around time, a resource that can't be earned in-game and actively managed and is often conflicts with IRL activities and cannot be managed to the extent that credits are. Furthermore, there's no magic number, formula, or rate that time transfer should take and cost that commanders will magically agree on and feel comfortable with.
So which is it fdev? Choose a design goal and commit at the cost of the other. Fully. I don't care which. QoL or Galactic Sim? You're past the point of no return on this.