In game travel - the critical flaw?

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I have to disagree, because it depends on the fluff and rules of the fantasy technology used in the game.
A bigger ship might be able to install vastly superior jumpdrives with a much better jump/mass ratio than smaller ships.
We already see this principle used in the game currently with megaships.

So you want the same technology as megaships, those massive ships that can only jump once per week?
 
Haven't read the whole thread, lookin at the title, I was expecting this to be...

"How does it make sense that it is faster to go to a neighbouring system than it is to a neighbouring planet in the same system?"

e.g. If you take 3 missions and one is to system A and two are to different bodies or stations in system B, it is usually faster to go to system B first, do the first drop, then go to system A and then go back to system B, rather than the more intuitive expectation which would be to do the two in the same system at the same time and then the other (or vice versa).

So let me just leave that there. :)
 
That's why an alternate optional form of travel seems like a good idea to me. I've suggested one before, but it sort of relies on space legs having enough interesting on board activities. @Golgot however has a suggestion for Tether Jumps which just sounds like crazy fun high risk/reward play.

At this point I just have to say that I disagree with you on this and leave it at that. Similarly the Golgot suggestion is also not appealing to me. The idea of ships being transported via megaship is the only non-game-breaker to me as that could have huge cost and time penalties, at least people could relieve their boredom by playing something else (or buying another account :giggle: ) during the enormous transit times.

Your in-system "slipstream" (is that what you called it?) is a different kettle of fish and I have not given it much consideration as the whole "supercruise is boring" subject just annoys the bottom off of me.
 
Some players have an issue with this. To have a Fast ship to get to Colonia in 107 Jumps or less and have a Combat ship waiting for them. I think it better let them wait because some players could have issues on this one. I think the current setup with ship transfer is the best idea.

I think it's not a problem to allow "push" transfers of ships, even from a perspective of keeping Colonia suitably distant.

1) There's not much in Colonia that's that time-critical about whether you "push" the ship or "pull" it. The credit cost is more of a discouragement on larger ships, since you could fly those ships there yourself (even laden down with equipment and armour) faster than you could earn the money to transfer them.

2) If you're not going at record-setting pace (or even if you are, but not all in the same play session), you can do intermediate transfers at Rohini, Gandharvi and Kashyapa, and be waiting much less than 61 hours for the final stage.

3) Once you've been there once and pulled a combat ship there, it's there with zero delay or cost for any future visit anyway. So it's completely irrelevant how it got there once it's been three days since your first arrival.

4) If you get to Colonia and don't have a combat ship, you can build and engineer one locally in a couple of hours anyway that'll be more than capable of any PvE challenge, or even a bit of PvP murder. This is increasingly true as the Colonia engineers develop, but a proper set of pinned blueprints is enough already. Back in the day when there were no local engineers, no remote workshops, and the only local availability was D-rated Vipers, sure, it would have been more important then.

5) If you've got the planning and skill to do a record-setting run - and let's be very clear that you can't get to Colonia in 107 jumps just by taking a reasonably fast travel ship and using the in-game plotter: it takes substantial preparation before departure - you have the planning and skill to work around the transfer delay anyway.
 
It's working as intended. Despite popular opinion to the contrary, games aren't meant to be fun. That is not their sole design consideration. Games are designed for interactive entertainment.

I think the issue, there, is to differentiate between "fun" and "entertainment".
Climbing a mountain isn't "fun" but the challenge of it is entertaining.
Even in video games, there's plenty of things that provide entertainment through challenge rather than "fun".
I guess there are some people who enjoy challenging games and there are others who prefer "fun" (and play games like Peggle).

Also, on a related note, a multiplayer game needs to be "fun" for everybody who's playing.
If I'm flying my 900m/s Viper it's not "fun" for somebody in an FGS who's trying to catch me.
So, what do you do?
To make it "fun" for the FGS jockey the dev's crank up it's speed so it'll do 900m/s.
But what does that do for my "fun"?

If you get your "fun" from shooting at stuff in ED then you have no right to expect to also get "fun" from travelling long distances easily.
Other people get their "fun" from building ships that allow them to travel around easily even though that means they aren't equipped to shoot at stuff.

There's a metaphor which involves cake and eating that applies here.
 
I use to be all for getting the ability to push ships (and modules) forward but starting to have my doubts on it. Going by some of the threads I have read here in DD where Commanders can't even manage the basics then jump here and complain I can see too many dangers with shipping forward. Players would send their ships to the wrong station because they didn't check the spelling, tried to send large ships to platforms, send their ships to the right station then decide they don't want to go there. The result - more complaints to Customer Service demanding FD magically fix a self inflicted problem and more 'FD sucks' threads here.

Shipyards only appear at stations with large pads (there would already be problems with pulling ships to outposts otherwise [1]) so that's okay.

I agree that the interface for "send to any station" would need some work - possibly you'd have to select the system on your map, then would only get stations in that system as options - to make it usable.

People sending their ships ahead and then deciding they don't want to go there? Well, they can pay again to get them back, if so. People can already call ships to them and then realise by the time they arrive that they didn't actually need them. People can already sell ships entirely that they wanted to keep - if they ignore a bunch of warnings.




[1] There's a thread from about two years ago where Frontier accidentally gave an outpost a shipyard, and someone transferred an Anaconda there. It didn't end well.
 
Shipyards only appear at stations with large pads (there would already be problems with pulling ships to outposts otherwise [1]) so that's okay.

I agree that the interface for "send to any station" would need some work - possibly you'd have to select the system on your map, then would only get stations in that system as options - to make it usable.

People sending their ships ahead and then deciding they don't want to go there? Well, they can pay again to get them back, if so. People can already call ships to them and then realise by the time they arrive that they didn't actually need them. People can already sell ships entirely that they wanted to keep - if they ignore a bunch of warnings.




[1] There's a thread from about two years ago where Frontier accidentally gave an outpost a shipyard, and someone transferred an Anaconda there. It didn't end well.
They could use the Interface from the trade menu where you select the starport to gather Import/Export data. It's already there.
 
Shipyards only appear at stations with large pads (there would already be problems with pulling ships to outposts otherwise [1]) so that's okay.

I agree that the interface for "send to any station" would need some work - possibly you'd have to select the system on your map, then would only get stations in that system as options - to make it usable.

People sending their ships ahead and then deciding they don't want to go there? Well, they can pay again to get them back, if so. People can already call ships to them and then realise by the time they arrive that they didn't actually need them. People can already sell ships entirely that they wanted to keep - if they ignore a bunch of warnings.

If it was up to me, I'd set it up so that you could only push-transfer a ship to a station that you've already visited and, perhaps, where you're allied with the controlling faction.

From a lore perpective, the idea would be that stations wouldn't want to deal with looking after random ships that show up on their doorstep but they would do it as a favour for CMDRs who'd proven themselves to be valuable allies.
From a gameplay POV, it'd mean a player would have to plan ahead, scout ahead and put some effort into building up a network of stations where they could transfer ships to.
 
Shipyards only appear at stations with large pads (there would already be problems with pulling ships to outposts otherwise [1]) so that's okay.

I agree that the interface for "send to any station" would need some work - possibly you'd have to select the system on your map, then would only get stations in that system as options - to make it usable.

People sending their ships ahead and then deciding they don't want to go there? Well, they can pay again to get them back, if so. People can already call ships to them and then realise by the time they arrive that they didn't actually need them. People can already sell ships entirely that they wanted to keep - if they ignore a bunch of warnings.




[1] There's a thread from about two years ago where Frontier accidentally gave an outpost a shipyard, and someone transferred an Anaconda there. It didn't end well.

I had honestly forgotten that outposts don't have a shipyard (hangs head in embarrassment lol) but you know as well as I do that someone will complain when they can't push their fleet to Hutton Orbital or some other platform.

What I am concerned about is the additional flooding of worthless, self inflicted problems to Customer Support. They already get inundated with requests for refunds when someone flying without a rebuy or manage to jump into a system that they can't jump out of and demand CS relocate them amongst other totally worthless requests.
 
Oh another Combat ship excuse. Why not pay to have them shipped and use a faster ship? How many ships can we have? And how much money can someone earn in a day?

I mentioned this, I don't because it's ruinously expensive. But to expand slightly: I don't transport heavy combat ships because it costs many many game session's worth of cash to get even close to achieving the one thing I'd like to do over the course of that session. Want to go fight that Thargs? Well it'll either set you back several session's worth of creds, or see you spend half your session doing something repetitive and unskilled to get towards the gameplay you're aiming for. Such larks.
 
I mentioned this, I don't because it's ruinously expensive. But to expand slightly: I don't transport heavy combat ships because it costs many many game session's worth of cash to get even close to achieving the one thing I'd like to do over the course of that session. Want to go fight that Thargs? Well it'll either set you back several session's worth of creds, or see you spend half your session doing something repetitive and unskilled to get towards the gameplay you're aiming for. Such larks.

Or you do a single session of Core Mining and make enough credits for a lot of ship transfers :D
 
When I need a combat ship at a far away place I drive there with an A-class FSD, Guardian FSD Booster and fuel scoop - at least to the nearest outfitter. Then I transfer my combat equipment to that station (can take a while) and replace the optional modules (and possibly a lighter D-class FSD).
The method is a lot cheaper than ferrying a ship. For me the Guardian FSD Booster is nearly a cheat item. Only way to reduce the time further would be the ability to send the modules beforehand.
 
I mentioned this, I don't because it's ruinously expensive. But to expand slightly: I don't transport heavy combat ships because it costs many many game session's worth of cash to get even close to achieving the one thing I'd like to do over the course of that session. Want to go fight that Thargs? Well it'll either set you back several session's worth of creds, or see you spend half your session doing something repetitive and unskilled to get towards the gameplay you're aiming for. Such larks.

I'm sorry but it sounds more and more like you really just want the game changing to suit you.

You want to fly combat ships but you don't want the hassle of making multiple jumps.
You want to be able to move combat ships between locations but you don't want the hassle of earning the credits required.

Tough.
 
Or you do a single session of Core Mining and make enough credits for a lot of ship transfers :D

Yeah see the thing is for me, a credit sink should actually provide some alternate gameplay or additional advantage. Not just allow you access to core gameplay ;)
 
I'm sorry but it sounds more and more like you really just want the game changing to suit you.

You want to fly combat ships but you don't want the hassle of making multiple jumps.
You want to be able to move combat ships between locations but you don't want the hassle of earning the credits required.

Tough.

Reductio ad absurdum only works when accurate my friend.
 
Yeah see the thing is for me, a credit sink should actually provide some alternate gameplay or additional advantage. Not just allow you access to core gameplay ;)

So instead of using the mechanics of the game, in this instance mining to fund the transfer of your combat ship, you want FD to totally change the way the game is played? Yeah that is fair to everyone ….
 
Reductio ad absurdum only works when accurate my friend.

I was providing what I considered to be an accurate reflection of your complaints.
You have specifically complained that combat ships can't jump long distances and that the expense of transferring ships is excessive.
Both of those are the penalties that you pay in return for the advantages of flying a combat ship.
It's a bit silly to say you want the benefits of flying a combat ship without the associated penalties.

No "reductio ad absurdum" required, my friend.
 
When I need a combat ship at a far away place I drive there with an A-class FSD, Guardian FSD Booster and fuel scoop - at least to the nearest outfitter. Then I transfer my combat equipment to that station (can take a while) and replace the optional modules (and possibly a lighter D-class FSD).
The method is a lot cheaper than ferrying a ship. For me the Guardian FSD Booster is nearly a cheat item. Only way to reduce the time further would be the ability to send the modules beforehand.
That's what I do.
 
When I need a combat ship at a far away place I drive there with an A-class FSD, Guardian FSD Booster and fuel scoop - at least to the nearest outfitter. Then I transfer my combat equipment to that station (can take a while) and replace the optional modules (and possibly a lighter D-class FSD).
The method is a lot cheaper than ferrying a ship. For me the Guardian FSD Booster is nearly a cheat item. Only way to reduce the time further would be the ability to send the modules beforehand.

I agree on all aspects here. I do the mostly (*) the same and i also wish it was possible to send stuff ahead of yourself, instead of only being able to call it to you once you arrived.

This would even have clear gameplay advantages: if i could send the stuff ahead, i would not be pressed to travel quickly, then wait. I'd send the stuff, then travel slowly and do a bit of exploration on the way.

*: I never switch to a smaller FSD. There's always the risk that i'd mess up, be wanted or something and need to be able to cover at least some distance.
 
So instead of using the mechanics of the game, in this instance mining to fund the transfer of your combat ship, you want FD to totally change the way the game is played? Yeah that is fair to everyone ….

I am criticising some of the mechanics of the game, yes. Not sure why this is an issue in and of itself, or why you're taking it so personally.

The ship-transfer costs are ludicrously prohibitive. Yes.

Traditionally credit sinks give you something more in return than just the ability to attend an in-game event in one gaming session.

¯\(ツ)

I was providing what I considered to be an accurate reflection of your complaints.
You have specifically complained that combat ships can't jump long distances and that the expense of transferring ships is excessive.
Both of those are the penalties that you pay in return for the advantages of flying a combat ship.
It's a bit silly to say you want the benefits of flying a combat ship without the associated penalties.

No "reductio ad absurdum" required, my friend.

I'm fine with 'a few jumps'. 20+ jumps is where it gets irritating.

I'm fine with earning credits to purchase things of worth. Bare access to core gameplay priced at an extreme premium is what I am criticising.

Ham-strung bubble transit for combat craft is a terrible penalty, and totally fit for critique as well. Not the inability to explore, the inability to access game events without going through a litany of tedious 'non-game-event' motions. I am criticising that. Yes.

And offering potential changes which could address all of the above, without negatively impacting other play styles.

The resistance to critiques here, let alone potential change, is genuinely bizarre.
 
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