Ability to Send Ships to Stations You Aren't Currently At

I'd be in favor of it but it's a much more complicated thing to build an interface for looking up a system and station to send your ship to, than it is to display a list of all the ships you own with the option to select "bring it to me".

It's also worth noting that a "send" option gives players a lot more opportunity to screw themselves over than a "retrieve" option does. With "send" you could send your key ships and modules off to Colonia and then be trapped in a station with no outfitting and not enough jump range to get out of the system. Plus you could send your ships/modules to a station which gets taken down by Thargoids while it's in transit, or send it to a system you're permit-locked out of, or where you're wanted, as a few examples.

None of these are reasons why the feature shouldn't exist so much as they are possible explanations for why it doesn't exist.

I guess another thing I'd like to know is whether or not proponents of this idea think that you should be able to send your ship to a system or station you've never been to before?
 
This sort of mechanic instantly makes jump ranges irrelevant. You use your one long range jumper to go everywhere and move into the nice low range combat ship at destination. May as well just remove the jump drives from combat ships altogether and save the weight.

No thanks. :)
 
This sort of mechanic instantly makes jump ranges irrelevant. You use your one long range jumper to go everywhere and move into the nice low range combat ship at destination. May as well just remove the jump drives from combat ships altogether and save the weight.

No thanks. :)
Would you like to see the existing ship transfer system removed from the game as well? Why or why not, and if not, what does a "push" feature do that is worse than the existing "pull" feature?
 
Would you like to see the existing ship transfer system removed from the game as well? Why or why not, and if not, what does a "push" feature do that is worse than the existing "pull" feature?

It's quite simple really. With the pull feature you pay a time penalty, just like you would by flying there in a low range ship. With push,you don't.

How often would you actually jump anywhere in a low range fighter with this system in place? Never. Hence making jump range irrelevant.
 
It's quite simple really. With the pull feature you pay a time penalty, just like you would by flying there in a low range ship. With push,you don't.

How often would you actually jump anywhere in a low range fighter with this system in place? Never. Hence making jump range irrelevant.

Which sounds fantastic, honestly.

Other people’s mersion is the last thing on my mind when it comes to getting ‘chores’ done in game.

Who, beyond new players, actually wants to travel in a ship with 12ly and no fuel scoop? What does it matter to anyone else if someone ships their stored vessels anywhere? If I can call for ships to come to me, why couldn’t I have them sent beforehand?

Don’t even say griefing, ‘cause there are people following DW2 around in combat ships and causing trouble lol. If someone wants to shoot other players, they’re gonna do so.

Even if you got to the destination super quick, you’d still have to wait for your transferred ships to arrive, it would just shave off some time. The ‘penalty’ is long enough as it is.

Ask mostly anyone, who jumps around in a low range fighter anyways? Who enjoys it?

As for jump range being irrelevant, it already is for those ships that we have sent over via ship transfers.

I couldn’t tell you the last time I travelled more than a couple jumps in a Vulture or FDL. Equipping a fuel scoop on those just means you have to wait for your other parts to transfer when you get there lol.

Jump range remains plenty relevant for other reasons.
 
It's quite simple really. With the pull feature you pay a time penalty, just like you would by flying there in a low range ship. With push,you don't.

How often would you actually jump anywhere in a low range fighter with this system in place? Never. Hence making jump range irrelevant.

I still don't get how this is different from what we already have now. You would pay a "time penalty" with "push" just as much as you would with "pull". If you send your FDL ahead of you to destination X, and the wait time is two hours, it doesn't really matter that your DBX can make the trip in two hops; you still have to wait 2 hours for the FDL regardless of how quickly you get there in your other ship.
 
Well, one exploit would be to Send the ship to Colonia from the bubble. Wait a few days. Then kill yourself, but pick the Colonia ship for respawn.

You can by now select, on which ship you respawn? Seems like I haven't lost a ship for too long. I still remember that I had two options: rebuying my current ship and returning to the station I was last docked at. Or taking a sidewinder and returning to the starting system.

I wasn't aware of the feature you describe.
 
I think it could work if it cost A LOT - so you couldn't just fly in your fast ship and have your combat ship delivered without incurring a high cost - so it becomes an occasional convenience rather than a game changer
 
I still don't get how this is different from what we already have now. You would pay a "time penalty" with "push" just as much as you would with "pull". If you send your FDL ahead of you to destination X, and the wait time is two hours, it doesn't really matter that your DBX can make the trip in two hops; you still have to wait 2 hours for the FDL regardless of how quickly you get there in your other ship.


Well, if you now have to spend 20 minutes minutes jumping to the destination system, and then waiting another 40 minutes to have you ship transported to your location, you have to plan out this...

With this suggestion, we assume you have already been to the destination, so you can "push" your ship there, 40 minutes transfer. then you make the 20minutes to get yourself there, now there is only 20 minutes left to waif for your ship...


So this would give time bonus, compared to how it works currently. And it promotes more of the instant action options, instead of planning ahead to adjust your activities for the fact that the galaxy is still a very BIG place, and that travel is a factor.
 
Well, if you now have to spend 20 minutes minutes jumping to the destination system, and then waiting another 40 minutes to have you ship transported to your location, you have to plan out this...

With this suggestion, we assume you have already been to the destination, so you can "push" your ship there, 40 minutes transfer. then you make the 20minutes to get yourself there, now there is only 20 minutes left to waif for your ship...


So this would give time bonus, compared to how it works currently. And it promotes more of the instant action options, instead of planning ahead to adjust your activities for the fact that the galaxy is still a very BIG place, and that travel is a factor.
Look - I’m broadly in favor of the feature regardless; but the benefit you’re touting is just so minor compared to the amount of work that would have to go into making the feature function properly. The big benefits of ship transfer are already taken care of with “pull”. The addition of “push” opens up so many more problems of implementation and doesn’t really enable you to DO anything much differently or better. There has to be a more compelling argument for the feature than “hey with proper planning you might save 20 minutes wait time on the margins”. If the argument were fundamentally about wait times we would be back to arguing about instant ship transfer, which we as a community agreed was not a good idea. So there has to be a better reason to do this than that, and the best thing I can come up with, unfortunately, is “uh well it just makes sense”.
 
So this would give time bonus, compared to how it works currently. And it promotes more of the instant action options, instead of planning ahead to adjust your activities for the fact that the galaxy is still a very BIG place, and that travel is a factor.

This. And that's before even considering how it would change how you do the traveling.

Current system: you travel as fast as possible. Then you recall the ship. Then you wait. Or do something different. Or log off and play another game. The last thing seems to happen very often. And any game pointing people to leave and play another game, according to general understanding, is badly designed.

Proposed system: you send your ship there in advance. Then you travel there. You can still hurry there, then wait. While the waiting time will be less, it's effectively still the same. But it would also open new options. Why hurry to the destination as quickly as possible, if you know that your ship won't be there yet? You can just as well take your time, bumble around a bit, scan some systems, map some planets.

Till you're done with that, your ship will be there. A much more organic flow of gameplay. You can make use of the transport time, without the game showing you the door and telling you to come back later.

This would be a much better experience, while immersion (transport time and fee) would still be completely intact.

The addition of “push” opens up so many more problems of implementation and doesn’t really enable you to DO anything much differently or better. There has to be a more compelling argument for the feature than “hey with proper planning you might save 20 minutes wait time on the margins”.

I understand your considerations. But i think you worry wrongly here. We recently got some "addressing mode". Check the new upgrades to the trading system. You now can go out of the trading menu, select another system and station, then return to the trading screen and have the price comparison there.

This is much more complex than the whole "send" thing. The function itself is basically the same, just instead of triggering "store system for trade comparison" you trigger "send database command for ship transfer". And you could go that far and even recycle more things there. After all, it internally would just be "selected station internally triggers the 'transfer to me' routine".

All the puzzle pieces we already have for this. They just would need to be put together.
 
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Even if you haven't been there yet: why not? You still have to travel there to actually use it, after all.

This. This is the primary reason why the mechanic of sending ships between stations - visited or not, to be honest - shouldn't be an issue. It's literally a credit sink that provides a QoL improvement. You still have to travel in this game. Doesn't matter where your ships are, only where you are. If you want to pay the fees (which get pricey for larger ships)...knock yourself out! What's the point of credits if all you do is spend them A-rating ships you'll hardly use. If I could move ships around, even over a few days, I would use far more of my fleet for the sake of novelty.

But I'll be damned if I'm gonna swap out my Crusader for my FDS when the darn thing is 350 ly away from where I want to use it.

'But then you could just ship your T-9 or trade ship around for rares, and use a DBX to save time jumping...that's not fair!'
1) I have to pay a lot to move that fat cow around if this feature existed.
2) If shipping times were balanced appropriately with costs, shipping is NEVER more efficient than flying the ship itself in terms of time...which means profit gains, when factoring time, are also not better...before we even bring up point #1: that it eats into my cost of business a lot.
3) The shipping mechanic could easily factor time in 'ranges', with inside 1000ly being fairly normal but outside 1000ly (Colonia, Sag A*) exponentially taking longer - as in potentially a week...which is still faster than most of us bother to fly out there anyways because most of us aren't in that big of a hurry and exclusively neutron-jumping.

+1....thousand

It doesn't take out play-time, it adds a natural and unobtrusive credit sink you don't have to use if you don't want to, it in no way negatively affects the economy or creates advantages outside of QoL.
 
  • add express mode (faster, expensive) and bulk mode (slower, cheaper)
  • the price should be kind of logarithmic, not linear ... it shouldn't be more expensive to send ship to Colonia than the ship itself (or use bulk mode that should be still cheaper)
 
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