2.2's Instant Ship and Module Transport - Yay or Nay?

Do you want ship and module transfer, if so how long should it take?

  • Yes, I want ship transfer.

    Votes: 1,869 71.1%
  • No, I don't want ship transfer.

    Votes: 90 3.4%
  • Yes, I want module transfer.

    Votes: 1,522 57.9%
  • No, I don't want module transfer.

    Votes: 137 5.2%
  • Transfer should be instant.

    Votes: 638 24.3%
  • Transfer should take a small fraction of the time it would take manually.

    Votes: 656 25.0%
  • Transfer should take a large fraction of the time it would take manually.

    Votes: 585 22.3%
  • Transfer should take at least as long as it would take manually.

    Votes: 696 26.5%

  • Total voters
    2,629
  • Poll closed .
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I think it's highly likely FD's decision had very little to do with "wanting to improve gameplay", and instead had a lot more to do with "being able to deliver ship transfer with minimal dev effort".

I have been thinking this too. 2.1 didn't exactly go off without a hitch. And that's not just the delay. That and GamesCon... I think they wanted a bagful of "wins".
 
Unless, of course, it's not a timer but a request queue which is actioned at the same time as a galaxy background simulation tick, i.e. once per day. In that case it's a relatively simple set of database transactions, one per ship transfer request, possibly with a message added to the commander's message list.

So in other words you're saying you'd tie the ships arrival time to the ticking of the BGS? o_O Oh boy. I've heard some madness in this threadnaught but you sir, you may have the cake right here. That means someone who sends their ship one min before BGS tick gets near instawarp, but one min AFTER bgs tick gets a 23h 59m wait.

I can't think of a more stupendously -bad- design idea, and that includes RNGineers! :D
 
No I'm just pointing out that you already accept plenty of absurdity in the game, it seems odd to draw the line here and say that this feature, which is so easy to imagine around, would be the one to break you.

Are saying anything goes? Everyone has a line. Just because absurdities exist in the game doesn't mean more absurdities can be piled on with no detrimental effect.
 
Would instant transfer for range below 300 lyr and 1h/2K lyr above it be an acceptable
compromise ?

I mean, no Jacques instant fleet transfer, while still retaining the Coop benefits in the bubble ?

We can roleplay small distance zero time as having ordered the ship before starting the play session.
The famous "Just use your imagination" argument that is so popular arround here. XD
 
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It doesn't really matter on a time delay... I mean we have instant ship repairs and an instant old loadout when our ship gets destroyed regardless if our particular ship or modules is available at the last station we visited. While I like to think of this as a space sim, there's just too many quirky "what the heck?" things in it, but if it was completely realistic, we'd likely be completely bored.
Agreed and that's the thing about Elite: it's a nice blend between simulation and game. I don't think it was ever meant to be placed at either ends of the spectrum but rather be somewhere in the middle leaning towards sim but making concessions for gameplay purposes.
If it was full-on simulator, aside from the time it would take to make realistic repairs it would also take time for other things like refuelling or rearming or simply loading and unloading cargo.
And then there would be managing almost all of the ship systems as if it was one of the DCS modules like A-10C (which I love flying, but that's besides the point and is its own thing :p ).

So your concern is exploits? Which exploits, from this, would affect your gameplay experience? Be specific.

I can't think of any exploits from saving myself the effort of flying around in a Hauler for no reason, taking up my valuable time that I want to spend playing the game doing things other than flying around in a Hauler. If it's by design (players can get in the ship they want faster) then it's not an exploit, it's gameplay.

I fail to see how anyone can exploit this to affect other players. Even if there is some kind of exploit where I myself can benefit, it certainly won't hurt other players, so basically, you want to punish other people and prevent other people from playing the game the way they want to because you yourself . . . I'm actually not sure how you benefit from not having this feature, so I am having a really hard time understanding your angle at all other than some kind of ridiculous attachment of your own.
I have to agree and I'm wondering what "potential exploits" might arise from something like this.
The only one I could think of is not possible since you cannot store cargo on a stashed ship, so you wouldn't be able to load a T-9 with goodies, make the trip in an Asp and then have the T-9 transferred.
 
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And i found sandro et all making a joke about it really rather worrying to be honest. Clearly they disagree with those of us who want a game free of magic, but to mock those worried it was breaking the game was taking it too far imo.

They did that? Wow, just wow. Not sure I even want to watch the livestream any more if that's what happened. How incredibly unprofessional.
 

Robert Maynard

Volunteer Moderator
And this is why I don't like getting into the tech quagmire in public. I'm not going to repeat myself again if you're not paying attention. The mission is stateless, only the transaction at the end hits the servers to any extent. It's not my job to correct your flawed assumptions such as "The misson rewards are player assets", no, no they're not, they're only assets once they're rewarded, up until they are they're only a reference on the mission database and not "owned" by anyone.

Fair enough.

The timed transfer could instead be treated as a sale/purchase combination - selling at the current station and purchasing remotely (not so very different from being able to sell ships remotely) with a "delivery date/time" / "docking date/time" set appropriately.
 
I think it's highly likely FD's decision had very little to do with "wanting to improve gameplay", and instead had a lot more to do with "being able to deliver ship transfer with minimal dev effort".

If they had been coming at it cleanly, they would have drawn up something like this...

- Open Galaxy Map
- Select target star system
- Open System Map
- Select a station (or, for Horizons owners, planetary base)
- Press new TRANSFER SHIP icon
- Choose ship from list of your ships that suit dock size.
- Get presented with cost (and arrival date/time, if implemented).
- OK/CANCEL
- "Mail" arrives when ship is available.


That, unfortunately, loses out to:

- Open Shipyard Transfer Tab
- Select Ship
- Get presented with cost
- OK/CANCEL
- Ship arrives


I'm not kidding myself that this is a big gameplay paradigm shift. No, I reckon this one is all about dev effort required.

Which is very unfortunate, I feel.

If you want to be accurate, CPU and Database overhead on the AWS, your idea would be exponentially more expensive, the second idea costs no CPU and no Database to run (it's stateless). I'm not going to spend all day explaining to people why, because even trying to explain little bits HERE ended up with people not getting what I said right, but suffice to say, it's a lot more complex than just "Calculate herp derp done"
 
I love that weird 'twiddling thumbs' argument. How on earth do you cope with the fact that your favourite TV-show airs at 20:30 but the time is only 13:00? Do you place yourself in the sofa 'twiddling your thumbs' staring at the screen for 7,5 hours?

Comedy gold.

Naturally you do something else, but in this context it would be to watch other programmes until the show you want to see comes on. If you don't want to watch other programmes you go and do something else unrelated to TV. Translate that to playing a game and it means not playing the game, hardly a desirable outcome for a game developer nor a satisfying one for a gamer. Change the term from 7.5 hours to the 1 hour you have free and you may well be forced to do something you don't want to do if you want to play the game. For a good proportion of people that will become not playing the game.

Granted you can't pander to absolutely everyone's whims and restrictions are important but there's a tradeoff somewhere and it is up to the devs to figure out where the balance is.

Whether you think it funny or not it's a concern to players, otherwise you wouldn't have a good proportion of 3000 posts on the broad topic.
 
I haven't been to Jaques in a high-combat ready FdL but that sounds like a lot of fun, especially if I'm not the only one who can do it. Not sure how flying Robigo/Sothis missions would be changed by being able to transfer a ship - I fly out in a long range ship and then slowboat my mission back, or I just use a long range ship the whole time, again, doesn't affect me if others do this.

God, yes, I've done PowerPlay but I wish I hadn't. PowerPlay is an example of really poor game and challenge design that Frontier is becoming very good at finding new and inventive ways to create. Instant ship transfer is a mechanic designed to enable fun and better opportunities.

I would not be opposed to very small delays on ship transfers, but only because right now I have had times where I have gone "oh, I'm gonna have to transfer this ship in order to put this module on it. . . nevermind" and stopped playing, and this would at least let me go "I guess I'll do it tomorrow" when I go to play elsewhere. Some people have to do this game an hour at a time, and putting arbitrary waits on things doesn't increase fun.

It's a game, and for me, all design decisions, every single one, should be based first on whether or not it enables fun or restricts it. If it restricts fun, there has to be a compelling reason (gameplay balance, affecting other players, etc). Because Frontier refuses to implement anything like a real player economy allowing module or money transfer in game, there's very little reason to ever restrict things for affecting "the galaxy" or the economy or something, because the game is designed to remove player agency and ensure that individuals can have little to no effect on the galaxy. So really only balance reasons matter here.

So far as I'm concerned, 2.2 is looking like a perfect update, adding quality of life things (storage of modules, ship transfer, and so on), and even the fighters, which I fully expected Frontier to botch and would have lost money on, are going to be craftable/replaceable on the ship, which was something I felt strongly was absolutely important.

So ship transfer is good, great even. Instant enables the most fun, if there has to be some kind of time limit arbitrarily it's something that should be added later, when exploits present themselves, and not right out the gate. Laws and restrictions should be a response to things that have happened, not preemptive, especially when the stakes are so low.
 
It does keep the need to have at least a little commitment or meaning into the choices you make. I get the reasoning. More fun, more fast. But it's also a short-cut to avoid responsibility for choices you make.

It would be like playing a fantasy-based game, selecting a weak spellcaster type character and then, on a whim, deciding you want to start swinging around a big heavy sword and start lopping heads off. I get that you might want to stop and have some different kind of fun, but it doesn't fit with the choices you've made.

At least with ED you get to go and pick up your other ship and come back without having to restart a whole new character.

Hmm, that's another angle to attack the "I want to do some combat now", same solution as people who want to switch from spellcaster to tank, allow more than one character. Seriously, besides selling more copies, why not let everyone have 2 or 3 commanders? Then people could have a combat focused commander ready at all times. Yea, it takes away some amount of commitment (well, it doesn't, it just makes it an option without multiple accounts) but it'd be a better solution that teleporting ships.
 
Fair enough.

The timed transfer could instead be treated as a sale/purchase combination - selling at the current station and purchasing remotely (not so very different from being able to sell ships remotely) with a "delivery date/time" / "docking date/time" set appropriately.

Except then you're creating multiple database entries, firstly you're creating a ledger for the sale of ship A, moving ship A to the purchase ledger (and both of these will need to reconcile just in case the ship bugs out and loses engineered mods or whatever) with a discrepancy for the "fee" of moving the ship across, along with a timestamp for the sale and a DEFERRED timestamp for the purchase in the future AND then you'll need a server-side scheduler to keep track of when that deferred sale can go live (because again, you don't trust the client at any step along any of this).

Which means we're back to a stateful situation.
 
I haven't been to Jaques in a high-combat ready FdL but that sounds like a lot of fun, especially if I'm not the only one who can do it. Not sure how flying Robigo/Sothis missions would be changed by being able to transfer a ship - I fly out in a long range ship and then slowboat my mission back, or I just use a long range ship the whole time, again, doesn't affect me if others do this.

God, yes, I've done PowerPlay but I wish I hadn't. PowerPlay is an example of really poor game and challenge design that Frontier is becoming very good at finding new and inventive ways to create. Instant ship transfer is a mechanic designed to enable fun and better opportunities.

I would not be opposed to very small delays on ship transfers, but only because right now I have had times where I have gone "oh, I'm gonna have to transfer this ship in order to put this module on it. . . nevermind" and stopped playing, and this would at least let me go "I guess I'll do it tomorrow" when I go to play elsewhere. Some people have to do this game an hour at a time, and putting arbitrary waits on things doesn't increase fun.

It's a game, and for me, all design decisions, every single one, should be based first on whether or not it enables fun or restricts it. If it restricts fun, there has to be a compelling reason (gameplay balance, affecting other players, etc). Because Frontier refuses to implement anything like a real player economy allowing module or money transfer in game, there's very little reason to ever restrict things for affecting "the galaxy" or the economy or something, because the game is designed to remove player agency and ensure that individuals can have little to no effect on the galaxy. So really only balance reasons matter here.

So far as I'm concerned, 2.2 is looking like a perfect update, adding quality of life things (storage of modules, ship transfer, and so on), and even the fighters, which I fully expected Frontier to botch and would have lost money on, are going to be craftable/replaceable on the ship, which was something I felt strongly was absolutely important.

So ship transfer is good, great even. Instant enables the most fun, if there has to be some kind of time limit arbitrarily it's something that should be added later, when exploits present themselves, and not right out the gate. Laws and restrictions should be a response to things that have happened, not preemptive, especially when the stakes are so low.

I'm quoting this so people can read it again, it's that good.
 
A short delay could be "okay, I'll check out Outfitting, or the Mission Board while I wait". A long delay is, "Well, might as well log off and come back tomorrow, because my wife has asked me not to play for long today, and the waiting for my ship will just take up all that time; *sigh* I would have liked to jump into combat straight away and blow off some steam".

You know about the Arena mode, I'm sure. So we dont need to destroy the gameplay just so you can blow off some steam
 
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So in other words you're saying you'd tie the ships arrival time to the ticking of the BGS? o_O Oh boy. I've heard some madness in this threadnaught but you sir, you may have the cake right here. That means someone who sends their ship one min before BGS tick gets near instawarp, but one min AFTER bgs tick gets a 23h 59m wait.

I can't think of a more stupendously -bad- design idea, and that includes RNGineers! :D

If you agree that the instant ship transfer is a stupendously -bad- design idea, I will agree that RNGineers are likewise :D
 
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