Am I the only one who thinks the price of shipping ships is far too high?

Am I the only person who outfits a single ship at a time and sells it off when I'm done using it?

I have a core fleet of ships for general purposes but if I come across a CZ or something & don't fancy taking my current ride into a fight I'll buy a ship locally (could be an Eagle, could be a FAS, whatever they have) and then usually sell it when I'm done. If the ship pays for itself I may just leave it there, I have T-6s & Cobras dotted around where I found a brief trade or smuggling run that ran dry but may come good again in the future.

I have paid to ship my trade Cutter out to a station once, but then flew it home. I have a Cobra MkIV set up for small time mining that I will ship to a new location, then leave it there when I'm done (I don't ship it home again), ready to be shipped elsewhere when required, but mostly that's because I hate flying it ;)
 
I have a core fleet of ships for general purposes but if I come across a CZ or something & don't fancy taking my current ride into a fight I'll buy a ship locally (could be an Eagle, could be a FAS, whatever they have) and then usually sell it when I'm done. If the ship pays for itself I may just leave it there, I have T-6s & Cobras dotted around where I found a brief trade or smuggling run that ran dry but may come good again in the future.

I have paid to ship my trade Cutter out to a station once, but then flew it home. I have a Cobra MkIV set up for small time mining that I will ship to a new location, then leave it there when I'm done (I don't ship it home again), ready to be shipped elsewhere when required, but mostly that's because I hate flying it ;)

Funny. That's exactly how I treat my CM4. Goes where it is needed then stays there until it's needed again. I originally kept everything central but have found that unnessessary at this point. Every once in a great while I'll consolidate things but mostly my ships are scattered. New combat CG out eh? I might fly over and call in some of my more focussed combat ships.
 
And I repeat, I have yet to see anyone use the feature who doesn't just have money to burn or has to spend an absurd amount of time saving up to use it.

I used ship transfer just 2 nights ago. I certainly do not have money to burn.

I used it because I lost my Type-9 and didn't have enough credits to fly it again (with a 8 million cr rebuy), so I transported my Asp to my current location (41 min, ~400K cr) and quit for the night. The next night, my Asp (with only a 1.4 m cr rebuy) was waiting for me and I mothballed my T9 until I can earn some more credits.

I felt that the time and cost were reasonable. I can easily earn 400K cr with a few missions in ~30 minutes. (That's not "an absurd amount of time".) And in fact, I was able to earn it back with only a single 15 min mission.

I've only used the ship transfer feature a few times, mostly when I want more than 1 ship at a particular location. That's a real pain w/o transfers. In this particular case, it saved me from risking my most expensive ship, by flying w/o a rebuy. (That's never a good idea, even though I occasionally do it).

It's a feature you should use when it makes sense. It's not designed to let you move your entire fleet to Colonia.
 
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New combat CG out eh? I might fly over and call in some of my more focussed combat ships.

Planning ahead. You have a combat ship parked up at home & ready to go, you find an opportunity (that justifies the shipping cost, however large or small) and you bring it over. If the opportunity isn't that great you don't ship it over, you use what you are in, or what's available locally.

Choices, dilemmas, whatever, that gives the game a little more depth than simply finding a CG & having the next step obviously be to just ship your biggest, most effective ship over for combat, trading, mining, whatever.

The gameplay isn't just in the activity, it's in preparing & anticipating it too. For me, anyway ;)
 
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Planning ahead. You have a combat ship parked up at home & ready to go, you find an opportunity (that justifies the shipping cost, however large or small) and you bring it over. If the opportunity isn't that great you don't ship it over, you use what you are in, or what's available locally.

Choices, dilemmas, whatever, that gives the game a little more depth than simply finding a CG & having the next step obviously be to just ship your biggest, most effective ship over for combat, trading, mining, whatever.

The gameplay isn't just in the activity, it's in preparing & anticipating it too. For me, anyway ;)

Precisely! I'm 16 jumps away in my Vulture. I have enough time to get there before going to pick up my girl at crèche. Once there, I'll call in the fdl and FGS (all slightly tweaked builds I want to do further testing in) and head to nearest haz Res. The Vulture is perfectly capable, but the fdl and FGS both kill things faster. Looking forward to this CG. Also, I'm going to bring in my FAS. It's pretty hollowed out ATM but it has a large cannon I want to place in e Vulture. I want to see how it goes with a single gimballed rapid fire pulse and a fixed HY cannon. Twin pulse works pretty well but I find it somewhat boring and rapid fire jitter (though G5 and low) is enough to keep it from being too effective as a module sniper.
 
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I'll admit that shipping prices can feel rather inflated but as I am well off that's just an annoyance. I'm rather more peeved when it comes to transfer TIMES, but this was voted on and the "start the transfer and log off till tomorrow" crowd won.
 
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Normally, I'd just run a mission or 2 while I waited for the transfer to complete. In this case, I'd have "just had to wait", but after losing 8 million cr for a rebuy, I'd had more than enough Elite for one night.
 
I'll admit that shipping prices can feel rather inflated but as I am well off that's just an annoyance. I'm rather more peeved when it comes to transfer TIMES, but this was voted on and the "start the transfer and log off till tomorrow" crowd won.

Well, while I do use shipping that way sometimes it is by no means my go to strategy. More often then not I have in game things to do while my ships transfer which is why I choose ships appropriate to tasks I wish to undergo when I get to a spot. For example, my DBE would have been much faster at getting to the current CG than my Vulture, but it can't fight and I don't happen to be in the mood for data runs or SRV material hunting. I've hit the ground running in the Vulture, but when the more powerful ships arrive I'll swap to them.
 
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I think the balance is pretty close to pitch perfect. It's a resource that the player has to carefully consider the use of before employing it willy nilly. Even as a billionaire I hardly rely on it, and I'm not sure it's only because it seems needlessly wasteful in terms of credits. Mostly I don't use it often because I like flying my ship(s) and I'm literally never in a ship I don't feel like being in, or can't keep myself busy with. Strangely enough, 99% of the time I do all of my flying in my FdL and sometimes I'll call in my AspX if I need to make a quick run to go to some far off system to gather rare materials.
 
I don't care about immersion or lore here, I'm just talking gaming. This is a game. Fdev is literally punishing players for having FUN in the game, vs. boring hour-long travel in some of the more limited ships (typically combat ships).

The point as I see it is that combat ships shouldn't be able to keep up with/chase down non-combat (lighter) ships. Transferring ships is obviously not going to break that intention. So why is fdev charging us millions, sometimes tens of millions to transfer a ship 30-40 jumps (what is about 10 or 11 in an engineered ASP or light 'conda build).

The only reason I can see for it is to punish players for not having the time or wanting to spend the time doing boring stuff.


I earned money when wanted to transfer anna to founders world. I sold it remotley and bought it in jameson so i earned 50mil
 
Again, you throw the term "couple million" out like it's a triviality. Do you even remember what it was like in a starter sidewinder with 1,000 credits to your name?

If anything this goes to show just how skewed perspectives can be by issues like Hi-Res killsteal-farming....

A person in a starter sidewinder with 1,000 credits to their name, doesn't need to use the ship transfer feature. If somebody is that broke, they probably only have the one ship.

I just used it earlier today. I jumped in my Cobra Mk III to run to a system ~200 ly away, then paid 55,000 credits to ship my mining spec Cobra Mk IV there. It took 26 minutes, so I logged off and cooked dinner. Then logged back on and commenced to the mining.
 
Am I the only person who outfits a single ship at a time and sells it off when I'm done using it?

I used to do that, but it can sometimes be a pain to find the modules you want. At this point, I've settled on 3 ships: My favorite is my engineered Asp Ex (with a 50+ lyr jump range), then my Type-9 for hauling (I love the cockpit view compared to an Annaconda), and a Python (which I may sell, since I haven't been using it lately). I sometimes use a temporary ship, like a Vulture, and then sell it when I'm done. It depends on the situation.

Your approach means you'll never have to pay transport costs, which is a plus, but it also means that you may be flying a sub-optimal ship for the task at hand, plus you lose 10% of the cost each time you sell a ship. Like everything, it's a trade-off.
 
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It all comes down to cost/benefit optimisation. A new player might scrape 100k in an hour's gameplay doing some courier missions, which makes a delivery cost of 100k to bring their Eagle with them pretty good if it saves them an hour's work outfitting a Hauler to fetch their Eagle themselves.

I don't think anyone should have to play for a full hour to make up the cost of ship transfer...that's not my idea of 'convenience'.

I see this the other way around, ship transfer is the easy option, the credit sink. If I want to move a ship & can't be bothered, I transfer it, just as I might pay for someone to put up a shelf when I could do it myself.
If it's too expensive (or I can't afford it) then I'll do it myself. Much of your argument seems to be in favour of it being free or trivial cost rather than focused on balancing gameplay V'larr.

I'm not arguing for 'free or trivial', I'm arguing for 'convenience'. Especially with the time involved.

Well, I don't do exploits and even by that yardstick I'm still possibly more than a year away from having access to either of the two big ships. Either way, existing in the elite universe is the game and it's ongoing. There is not an endgame. My anaconda will not always be a better choice to take than my Cobra.
There is another discrepancy here, which is you require very particular interpretations and theorycrafting in order to push your point of view. Again, when I say the prices of ship transfers are well balanced and not restrictive, I am talking from direct experience. It is a feature I use often. Do you?

I didn't claim you do exploits. You're taking "endgame" out of the context of comparing your progress to that of players who haven't been around since beta. Your experience differs highly from my own, even though I too have made quite a bit of progress and would say I'm close to endgame myself. And I've already answered your final question many times in this thread, and I repeat:

I do not use ship transfer currently because it is too expensive.

Am I the only person who outfits a single ship at a time and sells it off when I'm done using it?

You're not alone, that's how I generally approach any game. With Elite, there's the caveat of dedicated trade/combat/exploration roles, but I have yet to permanently keep a combat or exploration ship, though I did retool my Anaconda to make a Jaques expedition during the CG to restore power there. Trading's been my main focus.

That said, I do have a small fleet now...a Python I intend to use for outpost-CGs and mission running, my Imperial Cutter, and the Anaconda that I'm debating about using for exploring unless the Beluga gets room for a fighter bay in addition to shields and a fuel scoop, along with a swathe of bookmark-sidewinders (yes, I could just use the bookmarks, but it helps sort 'interesting systems' from other stuff I use the new bookmarks for) and the Asp Explorer I made my first exploration voyage in, which I stripped and turned into a bit of a museum piece. And someday I'll add the Federal Corvette to the list.

I used ship transfer just 2 nights ago. I certainly do not have money to burn.
I used it because I lost my Type-9 and didn't have enough credits to fly it again (with a 8 million cr rebuy), so I transported my Asp to my current location (41 min, ~400K cr) and quit for the night. The next night, my Asp (with only a 1.4 m cr rebuy) was waiting for me and I mothballed my T9 until I can earn some more credits.
I felt that the time and cost were reasonable. I can easily earn 400K cr with a few missions in ~30 minutes. (That's not "an absurd amount of time".) And in fact, I was able to earn it back with only a single 15 min mission.
I've only used the ship transfer feature a few times, mostly when I want more than 1 ship at a particular location. That's a real pain w/o transfers. In this particular case, it saved me from risking my most expensive ship, by flying w/o a rebuy. (That's never a good idea, even though I occasionally do it).
It's a feature you should use when it makes sense. It's not designed to let you move your entire fleet to Colonia.

That 400k is a sizable, non-trivial portion of your Asp-Ex rebuy, and given that you're already clearly limited in cash with your inability to pay a Type 9 rebuy, you're definitely in a sort of cash-critical situation. In your shoes I would never pay that kind of price, I'd rather just get a taxi ship that I can sell on the other end for minimal loss to get into another ship with which to build up credits. (This is why I also just always make sure I have credits to spare when going into a bigger ship.)

And I think it *should* be a feature that allows you to move your fleet to Colonia, if you want to, for a fair price and the notable time delay of 2 weeks (at least I believe it's 2 weeks?). CMDRs who want to leave the human bubble behind to start a new life out in Colonia should be embraced, rather than be made to face a high-price barrier to entry. Let's remember you have to make the journey yourself first to even move anything out there....

I'll admit that shipping prices can feel rather inflated but as I am well off that's just an annoyance. I'm rather more peeved when it comes to transfer TIMES, but this was voted on and the "start the transfer and log off till tomorrow" crowd won.

Oh, you mean putting down the idea that you have a Pokeball collection of interstellar spaceships?

Yeah, not sorry about that.

Still, *given* that there is now a believable amount of time required, it shouldn't be so pricey. What's scary is that Fdev were considering even higher figures for instant transfer...still makes me shake my head.

I think the balance is pretty close to pitch perfect. It's a resource that the player has to carefully consider the use of before employing it willy nilly. Even as a billionaire I hardly rely on it, and I'm not sure it's only because it seems needlessly wasteful in terms of credits. Mostly I don't use it often because I like flying my ship(s) and I'm literally never in a ship I don't feel like being in, or can't keep myself busy with. Strangely enough, 99% of the time I do all of my flying in my FdL and sometimes I'll call in my AspX if I need to make a quick run to go to some far off system to gather rare materials.

"balance pretty close to pitch perfect"
"even as a billionaire"
*facepalm*

Sounds to me like you've got exactly the ships you want to have and thus have no reason to worry over money anymore?

A person in a starter sidewinder with 1,000 credits to their name, doesn't need to use the ship transfer feature. If somebody is that broke, they probably only have the one ship.
I just used it earlier today. I jumped in my Cobra Mk III to run to a system ~200 ly away, then paid 55,000 credits to ship my mining spec Cobra Mk IV there. It took 26 minutes, so I logged off and cooked dinner. Then logged back on and commenced to the mining.

Only 55,000 credits? May I ask how bare-bones your Cobra IV mining rig is? I know it's a cheap ship, but...I could swear I've seen similar figures for about that distance using a Sidewinder.

Even then, I'll admit that *sounds* like a reasonable price figure. But...it scales up quite a bit as ships get more expensive, past the point of 'convenience' into "Be prepared to play for an hour or two to recuperate the loss in credits".
 
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I don't think anyone should have to play for a full hour to make up the cost of ship transfer...that's not my idea of 'convenience'.

I'm not arguing for 'free or trivial', I'm arguing for 'convenience'. Especially with the time involved.



I didn't claim you do exploits. You're taking "endgame" out of the context of comparing your progress to that of players who haven't been around since beta. Your experience differs highly from my own, even though I too have made quite a bit of progress and would say I'm close to endgame myself. And I've already answered your final question many times in this thread, and I repeat:

I do not use ship transfer currently because it is too expensive.



You're not alone, that's how I generally approach any game. With Elite, there's the caveat of dedicated trade/combat/exploration roles, but I have yet to permanently keep a combat or exploration ship, though I did retool my Anaconda to make a Jaques expedition during the CG to restore power there. Trading's been my main focus.

That said, I do have a small fleet now...a Python I intend to use for outpost-CGs and mission running, my Imperial Cutter, and the Anaconda that I'm debating about using for exploring unless the Beluga gets room for a fighter bay in addition to shields and a fuel scoop, along with a swathe of bookmark-sidewinders (yes, I could just use the bookmarks, but it helps sort 'interesting systems' from other stuff I use the new bookmarks for) and the Asp Explorer I made my first exploration voyage in, which I stripped and turned into a bit of a museum piece. And someday I'll add the Federal Corvette to the list.



That 400k is a sizable, non-trivial portion of your Asp-Ex rebuy, and given that you're already clearly limited in cash with your inability to pay a Type 9 rebuy, you're definitely in a sort of cash-critical situation. In your shoes I would never pay that kind of price, I'd rather just get a taxi ship that I can sell on the other end for minimal loss to get into another ship with which to build up credits. (This is why I also just always make sure I have credits to spare when going into a bigger ship.)

And I think it *should* be a feature that allows you to move your fleet to Colonia, if you want to, for a fair price and the notable time delay of 2 weeks (at least I believe it's 2 weeks?). CMDRs who want to leave the human bubble behind to start a new life out in Colonia should be embraced, rather than be made to face a high-price barrier to entry. Let's remember you have to make the journey yourself first to even move anything out there....



Oh, you mean putting down the idea that you have a Pokeball collection of interstellar spaceships?

Yeah, not sorry about that.

Still, *given* that there is now a believable amount of time required, it shouldn't be so pricey. What's scary is that Fdev were considering even higher figures for instant transfer...still makes me shake my head.



"balance pretty close to pitch perfect"
"even as a billionaire"
*facepalm*

Sounds to me like you've got exactly the ships you want to have and thus have no reason to worry over money anymore?

Only 55,000 credits? May I ask how bare-bones your Cobra IV mining rig is? I know it's a cheap ship, but...I could swear I've seen similar figures for about that distance using a Sidewinder.

Even then, I'll admit that *sounds* like a reasonable price figure. But...it scales up quite a bit as ships get more expensive, past the point of 'convenience' into "Be prepared to play for an hour or two to recuperate the loss in credits".

I suppose we will just have to agree to disagree then. Our definitions of endgame are very different (though I'll argue mine is closer to the standard definition while yours is a very "unique" take on the term) and so is what we consider to be "too expensive". The big difference there is I speak from a point of experience, as I use the feature regularly and can use in game examples of how it is an equitable and well balanced mechanic. You do not.
 
"balance pretty close to pitch perfect"
"even as a billionaire"
*facepalm*

Sounds to me like you've got exactly the ships you want to have and thus have no reason to worry over money anymore?

Go ahead and facepalm all you want, V'larr. It doesn't change the validity of my opinion one iota. I've noticed a trend where you like to attribute qualities/motivations/playstyles to various posters that you're basically fabricating from whole cloth with the power of your imagination. I suspect this is because you are desperate to prove your imaginary agenda. Have you noticed that almost no one is chiming in in agreement with you? You haven't? Well, you might want to go back and re-read the thread because I don't see a lot of people sharing your position.

I don't use the ship transfer mechanic because it seems like a needless waste of money, and I would have this opinion regardless of my bank account. As a new player I would just fly my ship, and as a very experienced player I prefer to just fly my ship. It's my opinion that the transfer mechanic was never intended to be spammed by players due to insignificant cost, but always a feature where the pro's and con's needed to be carefully weighed before employing it. And on balance, it IS a very handy feature on occasion which is how I believe the dev's intended it to be.

Though I don't mean to discourage you from beating your dead horse or to desist on yelling from the rafters to the wrong group of people about a feature that you would like to see altered; please continue as much as you like:)
 
I don't think anyone should have to play for a full hour to make up the cost of ship transfer...that's not my idea of 'convenience'. I'm not arguing for 'free or trivial', I'm arguing for 'convenience'. Especially with the time involved. I do not use ship transfer currently because it is too expensive.

That 400k is a sizable, non-trivial portion of your Asp-Ex rebuy, and given that you're already clearly limited in cash with your inability to pay a Type 9 rebuy, you're definitely in a sort of cash-critical situation. In your shoes I would never pay that kind of price, I'd rather just get a taxi ship that I can sell on the other end for minimal loss to get into another ship with which to build up credits. (This is why I also just always make sure I have credits to spare when going into a bigger ship.)

And I think it *should* be a feature that allows you to move your fleet to Colonia, if you want to, for a fair price and the notable time delay of 2 weeks (at least I believe it's 2 weeks?). CMDRs who want to leave the human bubble behind to start a new life out in Colonia should be embraced, rather than be made to face a high-price barrier to entry. Let's remember you have to make the journey yourself first to even move anything out there....

My playtime is limited. I didn't have to spend more than 15 min to earn back the shipping cost for my Asp. That's a lot faster than the time it would have taken me to go collect it in a temporary ship. I considered the transfer cost to be reasonable and it was convenient to have it delivered.

I did have credits to spare, initially enough for 1.5 rebuys of my Type-9, but I chose to not risk a second loss. I spent a LOT of credits to A-rate most of the modules and I'd hate to lose it. I'm happy with my decision; I've already earned enough (thanks to a CG) to be flying the T9 again (for yet another CG).

We'll have to agree to disagree on the Colonia topic. I've flown out there and back in a Type-6 with an unengineered jump range in the 17+ lyr range. I was laden down for the trip out, since I was transporting cargo for a CG. It was a tedious journey, but it was enough to finally earn Elite Explorer rank, so it was worth it (especially considering all the explorer data and first-found systems I gathered). I'm not ready to move to Colonia for the long term (and it will be a while before I make that journey again).
 
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I suppose we will just have to agree to disagree then. Our definitions of endgame are very different (though I'll argue mine is closer to the standard definition while yours is a very "unique" take on the term) and so is what we consider to be "too expensive". The big difference there is I speak from a point of experience, as I use the feature regularly and can use in game examples of how it is an equitable and well balanced mechanic. You do not.

Out of the context of this thread, the endgame you described make sense. In the context of this thread, I've been using it to compare where you are at, compared to most other players who aren't as far in the game as you or I are.

I've had just as much experience you've had using it, in me playing and regularly *not* using this feature - therefore I could name just as many in-game examples of situations where I decided against using ship transfer because it's not equitable or balanced for me.

As you say, at some point we may as well agree to disagree.

Go ahead and facepalm all you want, V'larr. It doesn't change the validity of my opinion one iota. I've noticed a trend where you like to attribute qualities/motivations/playstyles to various posters that you're basically fabricating from whole cloth with the power of your imagination. I suspect this is because you are desperate to prove your imaginary agenda. Have you noticed that almost no one is chiming in in agreement with you? You haven't? Well, you might want to go back and re-read the thread because I don't see a lot of people sharing your position.

First, imaginary agenda? There's nothing imaginary about not using this feature because it costs too much.

Second, even in this particular thread there's been many other posters who have came in and said, "Yeah, it's too much."

They're just not as vocal as Ozram, myself, and you, presumably thinking this is a simple issue....

I don't use the ship transfer mechanic because it seems like a needless waste of money, and I would have this opinion regardless of my bank account. As a new player I would just fly my ship, and as a very experienced player I prefer to just fly my ship.

So you're happy simply ignoring a quality of life addition to the game. Real successful feature, that....

It's my opinion that the transfer mechanic was never intended to be spammed by players due to insignificant cost, but always a feature where the pro's and con's needed to be carefully weighed before employing it. And on balance, it IS a very handy feature on occasion which is how I believe the dev's intended it to be.

I'm not asking for it to be spammed or insignificant. Just less than it is right now.

The devs also described being in a Type 9 and wanting to participate in a CZ. Given the costs involved and the risk of insurance payouts from that CZ unless one is very self-assured in their combat ability (or are just using Engineered ships...urgh), it's not altogether wise to do that in many situations, unless your definition of a CZ-worthy combat ship happens to be a Viper III, I guess, or you just really have enough credits to take the risks.

Though I don't mean to discourage you from beating your dead horse or to desist on yelling from the rafters to the wrong group of people about a feature that you would like to see altered; please continue as much as you like:)

"Dead horse" and "yelling from the rafters", you say? Who's pushing agendas now?
 
Nice cherry picking sound bites to fit your agenda, V'larr. I went on to clarify a few lines later that it occasionally is quite useful to me, so I actually use it occasionally...as I perceive its intended. My primary reason for using it on a limited basis is that I actually prefer to just fly my ship, not because the feature is inherently useless.

I know plenty of people who are constantly having their warships moved to new theatres of operation on a weekly basis, btw. It isn't prohibitively expensive unless we're talking something extreme like moving a big ship to Colonia. It's just too expensive for you. If you don't agree, perhaps you should start a poll?
 
My playtime is limited. I didn't have to spend more than 15 min to earn back the shipping cost for my Asp. That's a lot faster than the time it would have taken me to go collect it in a temporary ship. I considered the transfer cost to be reasonable and it was convenient to have it delivered.

I did have credits to spare, initially enough for 1.5 rebuys of my Type-9, but I chose to not risk a second loss. I spent a LOT of credits to A-rate most of the modules and I'd hate to lose it. I'm happy with my decision; I've already earned enough (thanks to a CG) to be flying the T9 again (for yet another CG).

We'll have to agree to disagree on the Colonia topic. I've flown out there and back in a Type 6 with an unengineered jump range in the 17+ lyr range. I was laden down for the trip out, since I was transporting cargo for a CG. It was a tedious journey, but it was enough to finally earn Elite Explorer rank, so it was worth it (especially considering all the explorer data and first-found systems I gathered).

That mission's payout could have gone toward your rebuy amount, then, and you wouldn't have even needed your Asp Explorer if you kept finding more of those good payouts, surely?

Bottom line, you're out 400k that you could have kept in-pocket. (I once had an A-rated Type 9 myself [pre-engineers] so I can appreciate the costs and effort involved.)

CGs are definitely super profitable...sometimes I question whether they should be *so* profitable, like that one Imperial CG where players got something like a 200-300 million prize at the end of it...different topic that, I suppose. I'll at least acknowledge that for CGs, the price of ship transfer is more than made up for by the bonus (assuming the CG succeeds), so it does make sense in the context of doing CGs - if that's all the official intent was by Fdev, I'd even say that makes sense.
__

My trip to Jaques was heavily cargo-laden too, and my Anaconda wasn't engineered; I made a similar journey to Sag. A in my Asp Explorer - so I get wanting to keep the feel and effort of deep space expeditions and wanting to avoid trivializing the distance between.

In fact, that's why I argued for a while on ensuring that the boost from Neutron star FSD-charging is limited...and I'm still unsure how I feel about the "Neutron Highways" that have cropped up, with even third party websites now around to help you use them....

On the other hand, there are now official 'waypoint' systems on the way to Jaques and a significant 'explosion' of colonization out that way, so I feel it makes sense that shipping-megaships would start making their way out there as a regular service - one without exorbitant prices, since those waypoint systems provide a measure of security and predictability in making such a long journey.

And I've also seen, in the past at least, many commanders express interest in the idea of just moving out to Colonia and making that their new permanent area of habitation - a sort of romantic idea that appeals to me, even though I myself feel no desire to do that.

In some cases, maybe the price for Colonia transfers aren't horridly prohibitive, but I'd rather open up the opportunity than close it off to the overly wealthy.

In the end, again, maybe we'll agree to disagree, because I too have seen other players express a want to keep Colonia 'exclusive'...which I do indeed disagree with. So long as CMDRs have to make the initial journey themselves, at least.
 
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