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

It cost me just over 5mill to move a Trutter half way across the bubble, doubt I'll be using this again for anything larger than a Asp. I really thought when the voter's went for a delay that it would be cheaper than this.

It is cheap... I don't get the issue here. If you've got a ruddy big Cutter, making 5mil is easy. I'd imagine by this point, you should have some good relations somewhere in the galaxy where you can make 5mil very fast. Otherwise, nothing stopping you taking that across the Bubble and calling your cheaper ship across. If you have one of the top ships in the game, can't be expecting it to be mega cheap to move that baby, otherwise you render FSD's a waste of space - everything essentially can travel very fast with little but the time to have some lunch to limit it.

Bottomline, these limits create decisions, forward thinking, and daily strategy. I've got an Anaconda sitting in dock, I need to fit it up to move it safely, so I've been going around souping up an Asp so it can do the legwork to get the credits I want. That in itself becomes a strategy, as I don't want to pay the money to shift the Anaconda through ship transfer. I could pay it in theory, but the ship transfer fee gives me a deterrant, and as such, more gameplay. My Asp has been soup'd up, giving me new directions to go in (just popped by to the ruins, now just sorting some shields, then a few 4mil passenger runs). This may not be your sort of game, but if ship transfer was cheap on a big ship, I'd be probably running a simpler gameplay.

Limits aren't there to be a pain, they are there to create avenues of choice where otherwise you'd simply do one thing.
 
My point was that the op is complaining when they literally asked for it to be this way.

I stopped giving feedback and trying to get this changed ages ago. It's not worth the effort. Even if it was instant, I'd not use it if the costs were higher than now.

I've accepted that ship transfer was never going to be useful for me. The op needs to do the same.

I read your first post and was going to chip in with my opinion of how I use the feature frequently and like the delay and cost etc...

Then I read your clarification and realised you where simply a reasonable person who had a different opinion than I and had voted appropriately at the time, had seen the outcome go against you, an had accepted that result without any malice. You are a rare beast on the Internet and I salute you.
 
Ooooh, the fanboy base. Folks, if you like to waste your time in a useless game loop, fine. This game sucks. Gameplay sucks. Jumping for ages and gigantic grind loops are not gameplay. It s simply a bad game.

Then go play something else? Why subject yourself to something which is unenjoyable?

TL;DR bye!
 
If you don't like the speed and cost of the most expensive slowest ship in the game, what might possibly be a solution?

Nope, whining online is not correct. Try again.

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Then go play something else? Why subject yourself to something which is unenjoyable?

TL;DR bye!

He can't help himself.
 
If you don't like the speed and cost.

Using an aspx or an anaconda as your main ship like.. (figuratively) everybody, is not a valid solution. Some ships are hardly used, if they are that unpopular then regardless of what their paper stats say they are not actually that useful to players in the game overall, and they should be buffed. Many of these ships are unpopular because their range limits their ability to just get around and do day to day activities within the bubble.

My feeling is that people are able to get some ships to go a lot further than FD intended because they probably did some simple oversight like assuming people wouldnt be stripping down for range or something, thus setting the bar higher than was intended, but there it sits regardless.

Ship transfer should never have been a thing. Jump ranges need to be tweaked to help some of the slower ships.
 
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Ship transfer damages my immersion.

It does not take 44 minutes for my engineered combat ship with 20+ LY, good fuel scoop and extra fuel tanks for 4 consecutive jumps to reach my location. And there's no way that it can cost several millions, since I'm even getting the fuel free. And yet the game seems to think that it does.
 
Ship transfer damages my immersion.

It does not take 44 minutes for my engineered combat ship with 20+ LY, good fuel scoop and extra fuel tanks for 4 consecutive jumps to reach my location. And there's no way that it can cost several millions, since I'm even getting the fuel free. And yet the game seems to think that it does.

You're not flying the ship yourself when it's transferred. You're hiring somebody to take your ship apart, shove it into the back of a transport ship, or in the case of larger vessels probably several transport ships, and then reassemble it all at the destination station.

So that's why it takes longer than manually jumping and is why you're paying for it.

If the price and time are an issue then maybe you should consider doing it for free by yourself!
 
Using an aspx or an anaconda as your main ship like.. (figuratively) everybody, is not a valid solution. Some ships are hardly used, if they are that unpopular then regardless of what their paper stats say they are not actually that useful to players in the game overall, and they should be buffed. Many of these ships are unpopular because their range limits their ability to just get around and do day to day activities within the bubble.

My feeling is that people are able to get some ships to go a lot further than FD intended because they probably did some simple oversight like assuming people wouldnt be stripping down for range or something, thus setting the bar higher than was intended, but there it sits regardless.

Ship transfer should never have been a thing. Jump ranges need to be tweaked to help some of the slower ships.

Transfer was a thing before the game launched. Apart from that I don't quite get your point? Unless you are arguing Corvettes are rarely used and need to be buffed (which would be ludicrous), what are you talking about?

OP wants to go do combat. He thinks a corvette jumps too slow, he doesn't want to pay for the transfer of a massive battleship. Fine, use another combat ship. This "I want to be everywhere, always, and for cheap in my massive battleship" is silly. And even if that would happen, his next topic would be "I am just teleporting between combat zones where I farm NPCs, this game is a grind!". Add better AI? "Taking down a conda takes longer than 20sec, this game is a stupid grind!".

Everyone here knows that. The OP has complained about how stupid ED is since forever. He will continue to play and continue to whine it's all stupid and crap. Fine, his call.
 
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Transfer was a thing before the game launched.
That doesnt change whether or not its a good idea. In fact that makes it even potentially a worse idea since the time between launch and its implementation had a game world where things were by necessity initially balanced around it not being there.

Apart from that I don't quite get your point? Unless you are arguing Corvettes are rarely used and need to be buffed (which would be ludicrous), what are you talking about?
Im talking in general terms about moving ships around and travel time, not about the OP specifically. Ship transfer gives a kind-of-fix to a problem that still exists and is ultimately harmful to balance overall because it placates some people who would otherwise be complaining.

This is a specific complaint of mine (the lowest jump ranges are too low, the highest too high) so im going to bring it up any time i see an applicable threat i can wiggle it into.
 
Ship and module transfer is one of the best things implemented in the game since launch.

Relocating my ships around the bubble for all sorts of reasons became a breeze. Before I spent months in the same area, dreading having to taxi all my ships one by one every single time I moved to another area.

Repurposing ships is much better and easier thanks to module transfer.

Relocating, taking parts in multiple CGs, engineering ships, etc, all are far less of a pain thanks to ship transfer.

One of the best quality of life improvements, if not the best of all.
 
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The initial idea of ship transfer was to make the game more "playable", erasing the need to taxi between stations and seeing endless jump screens (=waste of time).

I went to the CG on Monday with my Conda and wanted to transfer my Corvette to get into action. It would have take more than 45 (!) minutes in my Corvette just to GET to the action becore I could actually do what I wanted to. So I took my Conda and it still took a lot of time and I literally was exhausted jumping dozens of times. I simply was not in the mood to play anymore as this useless and frustrating jumping bored me to death and the evening I planed to play this game was actually not about playing but more navigating my ship to the action. Then at least I wanted to get my Corvette to be shipped there for the next evening so I can start an Elite session with actually playing the game. The costs were around 18 (!!!!!!!) million credits. That's insane. And the time was ridiculously long.

So, what was planned to make the game more playable finally turned into a cash barrier (and time). I voted for a bit of a time gap but HELL NO! Not for a time and cash intensiv cash transfer. Another GREAT example of a total failure. Good initial though and approach by FDev, then totally crushed by the community and FDev itself.

AWESOME! This game sucks so hardcore.

I find ship transfer very useful and have used it a number of times. Maybe you need a break from the game.
 

Robert Maynard

Volunteer Moderator
Im talking in general terms about moving ships around and travel time, not about the OP specifically. Ship transfer gives a kind-of-fix to a problem that still exists and is ultimately harmful to balance overall because it placates some people who would otherwise be complaining.

This is a specific complaint of mine (the lowest jump ranges are too low, the highest too high) so im going to bring it up any time i see an applicable threat i can wiggle it into.

Frontier chose to limit the jump range of particular ships and, in a 1:1 scale representation of the galaxy where travel is a must to achieve anything, they must have their reasons for doing so.
 
Its an excellent idea.

Relocating my ships around the bubble for all sorts of reasons became a breeze. Before I spent months in the same area, dreading having to taxi all my ships one by one every single time I moved to another area.

Relocating, taking parts in multiple CGs , engineering ships, etc, all are far less of a pain thanks to ship transfer.

One of the best quality of life improvements since launch.

You are missing the criticism. You say its a good idea because it was a pain to exist in game with out it. My answer is that the reasons it was a pain to exist without are problems and are still problems and that this is essentially just serving to hide those problems from many people.

There is nothing inherently wrong with the concept of ship transfer, but when it obfuscates other problems to most peoples eyes then it becomes a hinderance to the game actually becoming balanced properly.

Its like if i were to stand around with a piece of paper and give everyone papercuts as they walked past me, and then started doing it near a medical supply room with free bandaids. "That supply room was always supposed to be stocked with bandaids!" people say.

That you feel like you need a massive fleet of ships to do all the stuff in the game is itself indication of a problem.
 
There is much good that has come from the current, and deeply flawed, Ship/Module Transfer mechanism. This shows that the feature was a good idea, and needed to be added. What happened to the feature is our own darned fault. Some knee jerk reactions and a wave of emotional energy crushed the practicality and intent of the original plan.

The way I see it, the "Transfer" episode should be viewed as a cautionary tale. "Look at what happens when you follow the mob." The moral derived should, solidly, be: Trust FD to develop the game, not the players.
 
Frontier chose to limit the jump range of particular ships and, in a 1:1 scale representation of the galaxy where travel is a must to achieve anything, they must have their reasons for doing so.

Their reasoning is obvious, they want to use jump range as a balancing factor. The issue is they have not done it very well.

Game developers are not the ideal people to judge game design. Just like artists are not the ideal art critics, cheffs are not the ideal food tasters, etc. People who make something think in terms of implementation, not in terms of what actually is. They will be impressed by novelty or things that most people will not even notice, not the real experience as a layman will have it. Part of our responsibility as consumers is to be critical and act as a reference to what the creations real manifestation in actual reality is, because its the only way they are going to know.
 
Ship transfer is ridiculously Long & Expensive. Cut one or the other. There is no need to wait. THIS IS A VIDEO GAME IMMERSION MY FOOT. Seriously cut the time or the price.
 
You are missing the criticism. You say its a good idea because it was a pain to exist in game with out it. My answer is that the reasons it was a pain to exist without are problems and are still problems and that this is essentially just serving to hide those problems from many people.

There is nothing inherently wrong with the concept of ship transfer, but when it obfuscates other problems to most peoples eyes then it becomes a hinderance to the game actually becoming balanced properly.

Its like if i were to stand around with a piece of paper and give everyone papercuts as they walked past me, and then started doing it near a medical supply room with free bandaids. "That supply room was always supposed to be stocked with bandaids!" people say.

That you feel like you need a massive fleet of ships to do all the stuff in the game is itself indication of a problem.

You're supposed to have multiple ships, it's the reason why there are so many and they're all balanced for different things. As a rule larger ships are more capable of doing what it is that they're designed for be it combat, trading or exploration but are worse in other areas, usually in jump range.

There's a sci-fi justification for this too since it's more energy intensive to shift the spacetime curvature around more massive objects with the frameshift drive.

With large ships you can still get some fairly long jump ranges on them, but it involves stripping them down and specialising them around jump ranges.

This is fair because it means that smaller ships still have a use.

Point is that you were never supposed to have one ship and one ship only to do everything in the game and for things like trading the balance is that a larger cargo hold translates to a significantly decreased jump range. This allows the Hauler to still find some great usage as a rare trader while it's quickly surpassed in bulk trading by other ships.
 
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