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.

Yaffle

Volunteer Moderator
I guess it is what it is, and we will have it. If it's expensive then there will be moans about how it's impossible to earn enough from combat bonds to recoup, so it should be cheaper. If it's cheap then nobody will go very far in anything but a stripped out explorer ship and just transport what they need.

Farewell to balance of range vs kill strength. Farewell to effort and planning in getting that combat ship to Jaques or wherever.

It's another cut, another nick, another thing to ignore. Each and every time it weakens the experience, even more so when the devs say its' simply gamey magic because, well, we want if for some reason.

Speaking of gamey magic, can I have a button that turns off interdictions please? I mean, I could just teleport to my destination, right? They just add time to the game. What a waste. It's awful.
 
I've been thinking about this since yesterday.

I don't think instant transfers will be removed or changed. That said, I do hope that there will be some choices for the player...

Instant Transfer = Instant, but very, very costly. Insane expensive and on the other end of the spectrum of choices are Realtime = The time it would take, in realtime, based on jumprange. The price for this would be significantly lower compared to Instant. Between these two we could have some other options (2x Realtime, 5x Realtime 10x Realtime etc).

Having the choice would be very good; if the ship is close enough, Realtime could mean 1-2 minutes of "waiting", and since you are about to visit the lue and fetch a new drink, it will be done by the time you get back to the computer, and, you saved quite a lot of money by not choosing Instant.

I hope Frontier will think about adding such options to the Ship transfer mechanic.
 
I think the best middle-ground would be instant transfer of ships to stations that actually HAVE the ship you want to transfer in their shipyard. That way (lore-wise) you can actually take one of their ships and they just toil away your original. This will make "magic" transfers impossible, and you still need to put some effort into finding the right station.
 
I'd much prefer a model where you hire an NPC to fly your ship to the new destination and you can actually see it making the journey on the galaxy map. Maybe even watch it arrive and dock in-game. I think that was how it used to be in the X3 games and it did make you feel like you were starting to amass a fleet.

I fear that it FD implement instant travel regardless of the ship's jump range, we will see people fitting their combat ships with 1D FSDs and minimal fuel tanks, then abusing ship transfer to insta-jump them across the bubble after zipping over in their lightweight Asp or Anaconda.
 
It's another cut, another nick, another thing to ignore. Each and every time it weakens the experience, even more so when the devs say its' simply gamey magic because, well, we want if for some reason.

Speaking of gamey magic, can I have a button that turns off interdictions please? I mean, I could just teleport to my destination, right? They just add time to the game. What a waste. It's awful.

Exactly my thoughts... with that an the - suddenly - remote controlled fighters and - apparently also - SRV's, a big part of immersion and "realism" goes bye bye - sacrificed to the gods of mass market appeal.

...at least we get SRV skins now. *snort*
 
I guess it is what it is, and we will have it. If it's expensive then there will be moans about how it's impossible to earn enough from combat bonds to recoup, so it should be cheaper. If it's cheap then nobody will go very far in anything but a stripped out explorer ship and just transport what they need.

Farewell to balance of range vs kill strength. Farewell to effort and planning in getting that combat ship to Jaques or wherever.

It's another cut, another nick, another thing to ignore. Each and every time it weakens the experience, even more so when the devs say its' simply gamey magic because, well, we want if for some reason.

Speaking of gamey magic, can I have a button that turns off interdictions please? I mean, I could just teleport to my destination, right? They just add time to the game. What a waste. It's awful.

The funny thing is, I was sooo excited about 2.2 and Elite in general prior to this announcement. I've been saving up for a Warthog & Slaw pedals, gleefully imagining setting up my chair to utilize the new hardware, anticipating the new features with a mix of happiness and excitement. After the announcement of insta travel, a feature that I'm beginning to feel will at the very least tarnish the heart and soul of ED in my eyes, I found myself sorting through video's of SC's presentation at Gamescom, wondering if I should just give that game a go.

Everybody who's a regular on this forum knows that I'm a full on, raging white knight for ED. I think that might be dying with this feature.
 
Last edited:
As a funny aside: Anyone noticed the change in tune when FD talks about ships? We went from "we don't want people to assemble fleets" and "it's all about one pilot and one ship" to "we want people to awn lots of ships"... that's what cash shop cosmetics can do to your game, I guess.
 
Exactly my thoughts... with that an the - suddenly - remote controlled fighters and - apparently also - SRV's, a big part of immersion and "realism" goes bye bye - sacrificed to the gods of mass market appeal.

...at least we get SRV skins now. *snort*
How remotely controlled fighters is against immersion and realism? Also FD said they want to have real pilots to pilot these things too in game at some point (*cough* military missions *cough*).

- - - - - Additional Content Posted / Auto Merge - - - - -

As a funny aside: Anyone noticed the change in tune when FD talks about ships? We went from "we don't want people to assemble fleets" and "it's all about one pilot and one ship" to "we want people to awn lots of ships"... that's what cash shop cosmetics can do to your game, I guess.
Where they said that? Please reference.

- - - - - Additional Content Posted / Auto Merge - - - - -

The funny thing is, I was sooo excited about 2.2 and Elite in general prior to this announcement. I've been saving up for a Warthog & Slaw pedals, gleefully imagining setting up my chair to utilize the new hardware, anticipating the new features with a mix of happiness and excitement. After the announcement of insta travel, a feature that I'm beginning to feel will at the very least tarnish the heart and soul of ED in my eyes, I found myself sorting through video's of SC's presentation at Gamescom, wondering if I should just give that game a go.

Everybody who's a regular on this forum knows that I'm a full on, raging white knight for ED. I think that might be dying with this feature.
You should give SC if you feel so. But that's some overblown statement if I have seen one.
 
I've been playing ED for over a year and have no intention of "hanging it up when the new shiny comes along".
So am I the 'instagratification crowd' only after a years worth of playing do I have my Conda. I don't like doing things over and over again ad nauseum (I.e Robigo runs - I've done a few but not to the point I'm a billionaire) <=1
I'm not going to be constantly throwing money at ship transfer. I like that it's instant. It's a thing people will use from time to time.
People are just diving off the deep end 'instant ship transfer will break the game, break the imersion. The sky is falling...'
Why am I gona fly my DBX around the bubble and every time I want my Conda pay for transfer? It's expensive. Why am I gona fork out every time I want my Python? It'll be expensive. <=2
What it does allow for is people using small fighters to ship them to CGs o CZs and utilise things like the faster FSD boot time upgrade or shielded FSD instead of using 'cookie cutter' builds that folks also complain about. <=3
If folk don't like it: don't use it.<=4) Your imersion stays in tact and folks who want a bit of convenience in a game can have it.
It's not gona ruin the game, the sky is not falling. People will play how they want and I look forward to participating with all the Commanders (whether they agree with me on this topic or not) for years to come in the ED universe.
o7

1: nobody is forcing you to become a chineese gold farmer ... the game is suppose to be a space sim you have tons of other things to do.
And you are acting the same way as someone playing the sims who think playing the game a grind and just want unlimited money to build his house... exept that the sims is a single player game.

2: you must also have a chance to lose your ship, just like you can be assaulted by pirate while your are traveling.and the time for sending the ship MUST BE realistic! not shorter nor longer. If the system pack your ship (by disassembling it) into a freighter then yea, it will travel at the speed of a freighter, but if your ship will be piloted by the NPC (have your ship no security at all?:p)and let s say, its a vulture: It will take a LONG TIME to reach its destination... but hey! at least you can do somethign else while you wait. (i prefer the 1st choice because it will be faster AND that also mean we could do it ourself if we have a ship with enouth cargo space)

3:the point of having different type of ship, some made for combat and combat only (like vulture and its awfully small jump range) and other more balanced like the asp or anaconda who can do great in both world (well conda is even better than type9 but well ...) is for you to make choice. or setting up logistic. (ex: i saw a reddit post where the guys made many vulture fully fit all across the bubble and used a special long range asp explorer to cross the different front in the bubble when doing powerplay.)
combat ship aren t suppose to be multipurpose, that s why they are so good in what they do. if you dislike a ship because he is short range and you dont want to fly it: don t buy it.


4: your argument is invalid. you know why ?because it s an multiplayer ONLINE game. i m already kind of mad to see that the powerplay can be done in solo (doing something while nobody can counter you effectivly is basically cheating imo thus it should be deactivate in solo mode). but the fact that you are in an online and multiplayer game mean that if you want to stay "competitive" you must use what other do, that s why exploit are bans and fixed in online game unlike solo game. that s why you can t simply open the save fille and add 100000000000 credits like i do in starpoint gemini.
 
Last edited:
As a funny aside: Anyone noticed the change in tune when FD talks about ships? We went from "we don't want people to assemble fleets" and "it's all about one pilot and one ship" to "we want people to awn lots of ships"... that's what cash shop cosmetics can do to your game, I guess.

Fleets and guild support are important for a deep multiplayer experience which is currently lacking.
 
Last edited:
Just watched the live stream seems Instant transfer is here to stay.
FD want to turn ED into Skyrim with fast travel mechanics.
It makes me sad :(

Just on that, you may recall that Frontier had 'fast travel mechanics' via use of the time acceleration feature, so it's not as if it's entirely without precedent. Even back then there was clearly an attempt to balance the focus of the game between elements that have a semblance of realism and ones which encourage play.

It's no kind of gamebreaker to me whatever they decide to do and that takes in every option from no ship transfers at all (I've played the game so far without them) up to fully instantaneous transfer.

My own preference (just in terms of how it would feel most 'realistic' within the game) would be for some form of delay and I actually like this concept the most out of the ones I've seen suggested:

My suggestion/preference: do it via the new NPC crew lounge as an order to collect the ship. (They would travel to it by passenger liner).
Time taken could be optionally compressed, perhaps proportionally to the rank of the NPC crew eg. Harmless = real time/cheapest; Elite = eg 20% of real time & most expensive

It still takes the jump range of the ship you're transferring as a factor because that's what calculates the base time, but allows players to influence that and does so by applying one of the new mechanics to be introduced in 2.2 anyway.

<Sandro hat on> Is it gamey? Yeah. But it's a game. <Sandro hat off>

It's gamey in the sense that we all know no matter how good a pilot you are you can't make your jump range 5x as long but I cannot stress this enough - this is not a sim. It's a space trading and combat game which has considerably more elements of realism than many entries in the genre have, but that does not make it a sim. The developers have been abundantly clear that they are not tring to make a pure sim because for a start there simply isn't the market for such a game to sustain the levels of ongoing development that people want.

(Don't anybody pipe up with 'You're wrong, I'd play it' here - I'm sure you would but even if every single player who has posted in this thread said it, that's not enough people to fund the ongoing development of a 5 man indie game, let alone this game.)

I can't see any way at all that FD are just going to drop ship transfer no matter how much people say it trashes their immersion (nor do I think they should if they want to include it in what is after all their game) so the issue is balancing it.

I'd much prefer a balancing mechanic that doesn't simply involve paying out vast sums of money because that doesn't actually balance anything at all, what it does is lock the newer players and those whose play style is not based around acquiring vast wealth out of the content; particularly important here because the playerswho are likely to benefit the most from ship tansfers are those who don't have vast wealth and ships strewn all over the bubble just three jumps away in a Hauler taxi to begin with.
 
Last edited:

Slopey

Volunteer Moderator
Aside from the game balance issues it introduces, it's a slippery slope.

Throughout the DDF and even up until now, we've had FD resolutely sticking to their guns on what ED was supposed to be - backed by DBOBE and Sandro in statements/videos etc waxing lyrical about the supposed tennets of the universe ED was set in and why some things couldn't exist.

You can go back and read the DDF archive post where Sandro and others flat out state that they wanted people to identify with their ships, and didn't envisage players owning many ships, they should be expensive, and difficult to obtain to build a sense of ownership - hence, transfer wasn't needed, hell even multiple ship ownership was dismissed for the longest time.

But in a single gamescom video - *poof* all that has gone - Sandro now wants people to own lots of ships and move them around the galaxy instantly. It's the U-turn I find most disaapointing. What's next, AI? And there's not supposed to be artificial gravity in ED - but if it's open season on design decisions - why not just have it?

If they can U-Turn on ship teleporting which has been so staunchly dismissed until now, where's our market data for stations other than the one we're at? I can teleport a ship across the galaxy, I can communicate with others over infinite distances, but I can't see what price commodities are at in different stations? Not even in the same system?

It would seem to me that if they implement insta-transfer as described, they can't hide behind any plausible "because that's how it is in the universe" decision any more, as they've just contradicted their own design for "gameplay reasons".

imho, being able to see market data from other stations before you set out would add more gamplay than insta-ship warp. But at least now all you need is an AspX, and then only summon your Condie/Cutter when you find something worth buying :(
 
Last edited:
I guess it is what it is, and we will have it. If it's expensive then there will be moans about how it's impossible to earn enough from combat bonds to recoup, so it should be cheaper. If it's cheap then nobody will go very far in anything but a stripped out explorer ship and just transport what they need.

Farewell to balance of range vs kill strength. Farewell to effort and planning in getting that combat ship to Jaques or wherever.

It's another cut, another nick, another thing to ignore. Each and every time it weakens the experience, even more so when the devs say its' simply gamey magic because, well, we want if for some reason.

Speaking of gamey magic, can I have a button that turns off interdictions please? I mean, I could just teleport to my destination, right? They just add time to the game. What a waste. It's awful.

I agree. Engineers has already removed the point of ships with different characteristics. This has taken it too far. I don't think I can go to the effort of fitting out an explorer ship spending weeks traversing the galaxy to some remote beauty spot only to find Kanja Club already parked up in their shiny combat ships having a BBQ with the music blaring. Lager cans all over the place.

No thanks.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom