SHIP TRANSFER - Way too expensive / Jumping for hours = WASTE of time

careBear1

Banned
Basic question: why do fighters have to have a short jump range anyway.
26 jumps to a CG, with attendant small fuel scoop, scooping. How does that make the CG attractive.

Much of the graphics and label database (aka galaxy) will remain forever invisible to those without the time and inclination to spend hours/days/weeks doing the seemingly endless jumpy, jumpy, dr who screen, fuel scooping, immersive game play.
 
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As usual the delay people are delusional and OP is just as bad.

That's why I voted for instant then everyone could enjoy the game rather than as OP said 45 mins wait for fun, or doing something else you didn't want/feel like doing. I do not like the idea people throw around of go watch TV or netflakes. The point of a game is to keep you playing it and enjoying it.
 
... So I took my Conda and it still took a lot of time and I literally was exhausted jumping dozens of times...

You do know "jumping" is only a term for the hyperspace transition. It's not a literal instruction, you do not actually have to "jump" every time you travel from one system to another. Of course you can if you want to but me personally I play sitting down and find longish journeys quite relaxing :)
 
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Ship and module transfer have been very beneficial for me. It's about the only thing that has been positive about the latest release.
 
I voted for delay aswell, but was expecting short one and not these ridiculous prices for anything bigger than python
Please consider that FD said they LOWERED the ship transfer prices when they added the delay. Then they halved the price, based on player feedback.

This was never intended it to be a cheap feature.

Personally, I'd like a cheaper, slower option. I'm fine if it takes hours; I'll just plan accordingly. I haven't used the feature yet; it's still more expensive than I'd like.

Basic question: why do fighters have to have a short jump range anyway.
26 jumps to a CG, with attendant small fuel scoop, scooping. How does that make the CG attractive.

Much of the graphics and label database (aka galaxy) will remain forever invisible to those without the time and inclination to spend hours/days/weeks doing the seemingly endless jumpy, jumpy, dr who screen, fuel scooping, immersive game play.
Fighters have a short jump range because they need to be nimble and light weight.

You should use a Asp or Anaconda to get to the CG. Transfer costs are fairly reasonable for small ships (or you could simply buy a fighter near your destination and possibly just transfer engineered modules).
 
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I'm 100% behind the op on this. Costs and tranfer times are too high by a factor of 2 I'd say.
Why does it take the computer so long to send my ship? I'm able to make any trip approx 4 times quicker than the ai sending my ship.

And quite frankly the op is right about ftl super cruise, I recently returned from a 45000 ly round trip, which took about 16 hrs of play time and of those 16 hours, 10hours were spent looking at a loading screen.
That is not an exaggeration.
I spent 15-20 seconds scooping and charging ftl per system and 40-45 seconds were spent in ftl waiting for the next system to load.

This. Is a big detractor from the game. It adds to the reasons that I don't recommend it to friends. Right up there with what I have read about the changes by the devs over time, creating more time sink without adding fun. In particular, I am talking about the "balance" changes here.
 
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Some of you need to keep in mind that sometimes a player only has an hour to play. Maybe only that one hour that week. For those people, the time tax that is travel is itself a barrier to them being able to enjoy the game with the time they have available.

Not everyone has 6 hours to play, guys.

In my last mission gathering series of runs, I timed myself for about 4 hours of play. My average experience? 70% of the time spent simply traveling to get to whatever I intended to do. Only 30% of my time was spent actually doing the tasks.

That's a problematic balance by any stretch. We're asking players to spend more of their time on the journey than on what they get to do at the destination in many situations. That leads to fatigue, frustration, etc.
 
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Some of you need to keep in mind that sometimes a player only has an hour to play. Maybe only that one hour that week. For those people, the time tax that is travel is itself a barrier to them being able to enjoy the game with the time they have available.

Not everyone has 6 hours to play, guys.

In my last mission gathering series of runs, I timed myself for about 4 hours of play. My average experience? 70% of the time spent simply traveling to get to whatever I intended to do. Only 30% of my time was spent actually doing the tasks.

That's a problematic balance by any stretch. We're asking players to spend more of their time on the journey than on what they get to do at the destination in many situations. That leads to fatigue, frustration, etc.

I see your point and to an extent sympathise but ultimately, an hour to play? This ain't that kind of game.

Try Doom 2016. Latest Cod, etc.
 
I think it's just fine. It's not a bag of holding to drag around a whole fleet of ships in your virtual pocket.
Time and cost are factors for descision making. Your play style or what you want to do are always choice.

I have a hot rod Viper modded for nothing but speed and maneuvering, with just a D rated drive that's ultra light weight. I use transfer to move this ship to systems I want to fly in. It's not costly and I run missions while waiting. It's fine.
 
Basic question: why do fighters have to have a short jump range anyway.
26 jumps to a CG, with attendant small fuel scoop, scooping. How does that make the CG attractive.

Much of the graphics and label database (aka galaxy) will remain forever invisible to those without the time and inclination to spend hours/days/weeks doing the seemingly endless jumpy, jumpy, dr who screen, fuel scooping, immersive game play.

It was originally intended as a balancing mechanic. The more a ship is geared for combat, the less it is geared for travel and vice versa. These days it is just about the last balancing mechanic left because fd are having difficulty in recognising (or at least admitting) what a gargantuan stuff up Engineers creates for balancing. So the more you can pewpew the longer it will take to move around. Small pew pew can be shipped cheaply but still has jump restrictions. Big pewpew has jump and cr restrictions. This gives other ships value.

Not trying to impose my view or anything, just answering to the best of my ability.
 
I have used it, though I don't use it often, and I don't use it to ferry big ships half way across the galaxy.
So far my only uses for it have been:

1. After the update to gather all my scattered and forgotten ships in one place and decide what I could sell.
2. After unlocking FSD grade 5 upgrades to bring my fleet closer to Farseer to minimize the hours of flying back and forth.

That's been it, really. If I want to use a different ship, it's not a big deal to me to fly back to where I parked them, and there are a few rare commodities along the way I can grab and sell when I get there for extra profit.
 
Erm 'useless and frustrating jumping bored me to death'
Isnt this the means that the game gives us to get around the galaxy?
Without wishing to sound patronising, isnt another game needed here?
 
I think the cost for ship transfer is too low and the delay to short particularly for big ships.
What about all the crew? What about all that fuel and the insurance. Who's gunna pay those wages.
Ferry pilots and crew are exploited and overworked. They should go on strike for better conditions.
 
I think the cost for ship transfer is too low and the delay to short particularly for big ships.
What about all the crew? What about all that fuel and the insurance. Who's gunna pay those wages.
Ferry pilots and crew are exploited and overworked. They should go on strike for better conditions.

First let's start by giving hired crew escape pods.
 
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