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 .
Status
Thread Closed: Not open for further replies.
The sad thing about all of this is that FD at no point put any thought into "how could it be explained" at all. Sure, lots of stuff that doens't make sense in the game, 2.1 brought a lot too but I always got the impression that while they not always can go for realism they at least try. Like David Braben talking about that Mechanik in Vietnam doing stuff with choppers when talking about engineers. While it didn't end up being anything realistic, I still always had the impression they try making sense where possible and try making the galaxy feel believable. Here its just "Teleoport, cause its fun teleporting stuff".

When I first knew about ED, one month prior to the official launch, I was happy to find lots of info about the sci(fi)ence behind most of the concepts-mechanics of this universe. I was eager to dive into a world that made some kind of sense. Witchspace is explained in the lore as being conquered after some hidden contact with thargoid tech, for example

Now instamagic comes to break all the previously established rules and opens the door to unexplainable questions like: why does trade exist at all
 
Last edited:
i like the idea although there should be to options. instant should be a high cost. cheaper would be it flies to your destination at some reducedvtime based on distance. that way us cmdr that are low on cash can get ships to where we are but with delay of time.
 
Sadly no, you don't win. As his suggestion allows people to wait if they want to and not if they don't. Where as yours is just restating that people don't have to sit on their hands while waiting. But that's not their problem, their problem is that they want instant transfer to do something then and there. Right or wrong you can't give them what they want by your method. But folks taking the game rules into their own hands and RPing a wait for delivery works just fine. So, I'm afraid, in this context he wins.

I don't understand this
 
Now instamagic comes to break all the previously established rules and opens the door to unexplainable questions like: why does trade exist at all

I am as against instant transfers as much as the other 76.31%, but let's be real about throwing around the word magic in terms of the fiction/lore. Just because the ship transfers instantly in game doesn't mean the ship was teleported any more than you teleport when your ship blows up.

The problem is how it affects gameplay, not lore.
 
Introducing instar-ship to elite irrespective of the consequences to the core game balance because you might miss a fight somewhere, is like shooting your dog because it has an iron deficiency.

But lets entertain that idea you could make small ships cheap to move but large Freighters and battle-wagons prohibitively expensive that might keep a lid on the exploiting.
The second reason for allowing is fleet management and organization well having a real time system would not be a problem if that is what your really doing.

I think a lot of players are just seeing the exploit value therefore going against these commonsense solutions for there own selfish and misguided reasons. If you truly do want this for the genuine reasons stated above you would not have a problem with these solutions.
 
Last edited:
The autoPilot as suggested in the DDF didn't bring anything new to the table, to code it, I'm not a programmer, so please correct me if wrong, would not be a huge task, there are already hacks you can apply in ED that will do just that and more.

What I ask is a simple automation of the rotate press (J) before you warp to the next star. Anything the interrupts the NAV computer will disengage it and you're on you own. if we can have instant ship transfer, I can't see why we can't have the AP, and even if we can't have the IST, I can't see any logical reason not to have the simple AP.

it could be a crewman you need to hire and pay a salary to keep, just like the fighter pilot.

Hmm.. did you follow the Docking Computer discussions? :)
And the issues with the docking computer and certain ships?
From the outside it might appear trivial. Yet noone did the homework I gave them and rewrote the C++ sourcecode of pong to play top-bottom instead of left-right. That is really *trivial*. No database calls, standard calls for C++ functions, just tiny hand full of variables (here's the link: http://www.cppgameprogramming.com/cgi/nav.cgi?page=pong ... think of ED's variable's alone most likely being the size of a mid-sized town's phonebook when printed)
 
Now instamagic comes to break all the previously established rules and opens the door to unexplainable questions like: why does trade exist at all
Actually given the nature of travel and the Elite galaxy (well the populated bit of it anyway) that question is already absurd. Trade in ED is equivalent to me buying a van, driving 2 mins to the local corner shop buying a few crates of coke, driving round the corner to the local supermarket and trying to flog it to them. It just wouldn't happen because the distance between those two places is tiny, just as with ED tech the distance between two space stations even in different star systems is tiny. Of course there would be distribution but it wouldn't be handled by random passing drivers in their own vans.
Anyway its all somewhat besides the point, I just find it incredible that folks think that this one feature is suddenly going to make ED unbelievable.
 
In my observation FDev are planning to make ship transfer instant but prohibitively expensive. Instead, I think they should make it take some time, and more affordable. Under this system I believe it will be less open to abuse/won't break "immersion," but more players will actually utilize it. No sense in adding a feature and then trying to make it difficult for players to use. Lower cost, increase wait time, and we are golden.

I'm normally all for QOL improvements and, in many cases, putting gameplay over realism, but instant ship transfer crosses the line for me.
 
OK for those that want a set "delay" (or delay based on distance!) in ship transfer. a quick question...

Do you want the same "delay" to happen when you are blown up and you getting past the rebuy screen to the last station you visited in your ship? (or default station)

Because I don't see where you can hate the idea of transporting your ship instantly when it happens, in-game, to the pilots all the time!
 
You went to a lot of effort there just to say nothing of consequence.
Sorry if I'm hard to follow.. it's "logic" .. not everyone's friend.

Here's another picture of the galaxy (not the "universe") .. spot the difference. 5 bonus points if you rewrite the C++ code at the same time.

l2wlLyi.jpg
 
A combination of expense for large ships and distance combined with real time will solve both the exploitation issue and the simulation value of the game.
 
OK for those that want a set "delay" (or delay based on distance!) in ship transfer. a quick question...

Do you want the same "delay" to happen when you are blown up and you getting past the rebuy screen to the last station you visited in your ship? (or default station)

Because I don't see where you can hate the idea of transporting your ship instantly when it happens, in-game, to the pilots all the time!

This would be just fine for me actually!.

Ironman Elite
During commander creation the player may set the "ironman" flag. Ironman commanders can never be grouped with normal commanders. Players can use the same name for both normal and ironman commanders.
Escape pod systems can be damaged and made inoperable (they are still invincible once launched)
Escape pods are disposable: after use, a new pod can be purchased
Escape pods must be manually activated
Failure to use an escape pod permanently kills the commander if the ship suffers catastrophic hull damage (breaks apart)
Permanently killed commanders can be resurrected as a normal commander (no ironman flag), continuing from when they died
Ship warning systems and visual/aural cues activate when the ship nears total operational failure
The commander is not killed by any amount of ship operational failure
Commanders have emergency personal life support which activates in the event of life support failure
Personal life support can only sustain a commander for a limited time, but restocks when the commander is in a breathable atmosphere
If a commander's personal life support runs out the commander is permanently killed
 
OK for those that want a set "delay" (or delay based on distance!) in ship transfer. a quick question...

Do you want the same "delay" to happen when you are blown up and you getting past the rebuy screen to the last station you visited in your ship? (or default station)

Because I don't see where you can hate the idea of transporting your ship instantly when it happens, in-game, to the pilots all the time!

.../sigh, this has been explained many times, you can continue to do whatever the hell you like in your current ship while waiting for your requested ship transfer. There is zero game play to be had when hyperspacing to a station in your escape pod. Also, you seem to be ignoring the effect instant transfer has on CG's, Jaques, gold rush mechanics, feasts, famines, etc etc as well as the rich history and lore of Elite.
 
I felt it was the opposite. They give a reason FOR instant-transport, suggesting if you wanted to participate in a pilot event, but weren't in your Eagle, you could zip it over fast and swap ships. Seems to me, and I could be wrong (this is an assumption afterall), that it is almost a passive defense to the reaction; "this is why we at FD are PRO the instant-teleport: has anyone considered this reason?" sort of vibe.

My answer would be, "yes that's great, if you want Elite to feel like a selection of multi-games to participate in. Hell, on that logic, why not just have them marked on the galactic map and we just click the system and just get insta-transported there? No need to worry about travelling, distance, planning etc - or accepting that you might be in the wrong place at the wrong time, as in life... active-entitlement mode: no risk, big reward!"

... if I was to be horribly tabloid, that is.

FD's justification is so poor, since almost every cmdr, but for the guys just starting, could just buy an A rated eagle anytime.
The second paragraph made me think that, given the direction ED is about to take, I'd rather play Stellaris, really
 
A combination of expense for large ships and distance combined with real time will solve both the exploitation issue and the simulation value of the game.
But will it then achieve the goal the designers are hoping to achieve. Which is presumably about lowering the barrier to gameplay. Make the feature too expensive or time consuming and it stops being a feature which gives you easy access to the gameplay you want and instead becomes just a useful management tool for folks with fleets of ships. Now that's not to say the latter isn't a good thing to have, but it's not why the devs implemented this feature.
 
Last edited:
OK for those that want a set "delay" (or delay based on distance!) in ship transfer. a quick question...

Do you want the same "delay" to happen when you are blown up and you getting past the rebuy screen to the last station you visited in your ship? (or default station)

Because I don't see where you can hate the idea of transporting your ship instantly when it happens, in-game, to the pilots all the time!

If you die and eject, your pod without propulsion or frame-shift sits in space until the unlikely event that someone comes to rescue it, could be days, weeks, never. Simulating this would be idiocy. Even if we assumed that the thing had propulsion, what do I do, sit and look at a blank screen for possibly hours on end until the pod makes it back to safety? Again, idiocy. Why you would even think this is comparable to having a ship moved, while you are still flying about and fully able to interact with the game world is completely beyond understanding.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom