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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Regarding Sandro's comment that transfer was "stateless" - all missions have timers that run in real time....

This is what I've been thinking about but felt like I was missing something critical and would sound stupid bringing it up. If there are technical limitations to having your ship disappear off the grid and appear again sometime later, then as far as the coding goes sure instantly transfer the ship - but add a lockout timer that says "IN TRANSIT" or some such.
 
They said they will but a max price. it will never be ''too expensive''

Transfering your multimillion ship for let's say 20 - 50M credits? Ok, maybe few people are ready to burn so much. I think you really underestimate importance of cost here.

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Money is not an issue in ED, we all know that, 10 - 20 million are peanut's.
That's really not an strong argument - people moan about things costing way less.
 
WOW!! It really hurts. Deep in my stomach...

First time in two years I have the impreasion my favorite developer IS MAKING SO LAZY AND CHEAP SHORTCUT!!:((

It feels almost like both David Braben and Michael Brookes went for annual leave and this feature was implemented into the game without even consulting a word with them about it.

I feel a bit cheated, kicked in the crouch..., dunno..., but this is really odd feeling... I SO LOVE FRONTIER CREW..., WHY THEY ARE DOING THIS???:(

Someone hug me please...............

I got you...

Bear-Hug-.jpg
 
Module Storage: YAY

Instant Ship Transfer: YAYYYYYY!!!!

There is no reason to complain about instant ship transfers. The feature does not affect anyone who does not want to use it. Further, anyone who feels the lack of timesink ruins their "immersion" when they do make use of the feature can easily pretend it's taking time by self-imposing their own wait time.

Calling the feature unrealistic because it *should* realistically take time is a bit of a fallacy, considering that:

-cargo loads and unloads instantly when trading-- never heard a complaint about that.

-refueling is instant

-repairing is instant

-refitting and ship building are instant

-Engineer upgrade rolls are instant

-transit from ship death to station is instant

-rebuy ship claim and construction are instant.

Why are these gameplay mechanics instant? The answer lies within the question: this is a game. Adding timesink to these mechanics for the sake of realism would be detrimental to the playing experience for most players because sitting and waiting is not fun or practical for the player and the real demands on their time. Ferrying ships to different systems can take an hour or more depending on the distance and fuel scooping ability. Why should people be forced to do this? There have been plenty of nights where I chose not to play Elite when I wanted to because I knew all I had time for was moving my ship, so I played other games instead. This is not good for the game when players are forced to make that decision. Mechanics that do nothing for the game besides adding tedious waiting periods are bad, regardless of realism.

I am very pleased that Frontier is releasing this instant transfer feature. It now means I and many other players like me will have the freedom to enjoy Elite Dangerous on our busy schedules. This will widen the appeal of the game and increase its success as a product. This is a wise decision Frontier. Thank you.

Non instant ship transfer isnt a timesink. When I follow your logic why you need to WALK in Star citizen to board your ship? Also the argument about already in game instant mechanics doesnt count for me, since most of them.are there from the beginning and dont rise so much problems.
In comparison to now it would be even a time saver to have someone transport your ship while you can be doing stuff in the current ship. And dont forget the influence on gameplay, the loss of the sense of scale of the galaxy, etc. Just read the posts, it was already explained a few times now. For players who want all insta gratification FD made the Arena.
 
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Transfering your multimillion ship for let's say 20 - 50M credits? Ok, maybe few people are ready to burn so much. I think you really underestimate importance of cost here.
Well , I cant give any opinion on price yet.
I will give feedback once the beta is here.

It just think its something thats going in the wrong direction. however thats just my opinion and if someone else love it , good on them. I wish I could feel the same.

It just feels like so many ships are going to become pointless
 
Module Storage: YAY

Instant Ship Transfer: YAYYYYYY!!!!

There is no reason to complain about instant ship transfers. The feature does not affect anyone who does not want to use it. Further, anyone who feels the lack of timesink ruins their "immersion" when they do make use of the feature can easily pretend it's taking time by self-imposing their own wait time.

Calling the feature unrealistic because it *should* realistically take time is a bit of a fallacy, considering that:

-cargo loads and unloads instantly when trading-- never heard a complaint about that.

-refueling is instant

-repairing is instant

-refitting and ship building are instant

-Engineer upgrade rolls are instant

-transit from ship death to station is instant

-rebuy ship claim and construction are instant.

Why are these gameplay mechanics instant? The answer lies within the question: this is a game. Adding timesink to these mechanics for the sake of realism would be detrimental to the playing experience for most players because sitting and waiting is not fun or practical for the player and the real demands on their time. Ferrying ships to different systems can take an hour or more depending on the distance and fuel scooping ability. Why should people be forced to do this? There have been plenty of nights where I chose not to play Elite when I wanted to because I knew all I had time for was moving my ship, so I played other games instead. This is not good for the game when players are forced to make that decision. Mechanics that do nothing for the game besides adding tedious waiting periods are bad, regardless of realism.

I am very pleased that Frontier is releasing this instant transfer feature. It now means I and many other players like me will have the freedom to enjoy Elite Dangerous on our busy schedules. This will widen the appeal of the game and increase its success as a product. This is a wise decision Frontier. Thank you.

Hey if anyone wants to start a chat asking for loading , repair and outfitting wait times as I have said before it would get my vote. Taking in a knackered ship and getting told it would take 30m to put right in the mean time take out a mining rig or a police patrol to pass the time in a supplied ship
 
Most of all issues mentioned against *instant* ship transfer are basically issue with ship transfer in general.
Not really. The "instant transfer" thing is problematic for RPers, granted, but it's not the end of the world. What's more concerning is that it looks as though ships normally incapable of making journeys on their own will be able to go wherever the player's longest-range ship can go. And while there might be in-game precedents for that (they could be hitching a ride on a capital ship) it eliminates the need to balance jump range against other aspects when outfitting. It makes combat-oriented builds incrementally more powerful, especially against trade ships that (rightfully) can't take advantage of the transfer mechanism while laden.

Now if FD could make it so that no ship can be transferred anywhere that it couldn't be flown manually, I'll be a lot more forgiving on the "instant" issue. And they could do this; they could use a modified route-planner routine to verify that there's a valid route from A to B that passes by enough refuelling stations (or scoopable stars if a scoop is fitted) before allowing the transfer*. Except that would require client or server resources, possibly both, and it looks very likely that all FD are interested in is providing a quick fix that uses as few extra resources as possible. :(


[SUP]*This would put Jaques out of range for transfers, which I personally wouldn't have
issue with as it seems like a ridiculously powerful mechanism anyway. But YMMV.[/SUP]​
 
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I for one am glad for this change as it is. I still have to travel wherever I am going to go, to do whatever I was going to do, but it frees up a lot more of my rather limited play time, and makes it more "play time".

Big one is what they mentioned in the stream. I always check for CZs when hauling things around, mark them, and then when hauling is done, go get my combat ship, then get back to the CZ... Sometimes the act of doing that alone accounts for the majority of my game time for a night... It's like "oh ya! I actually get 20 mins to do what I just spent the last hr jumping for".

I understand why some people may not like this however. At least you still need to get yourself to your destination though, just without the need to do it multiple times back & forth just to do a wider range of things while there.
 
instant travel completely breaks the meta game by making jump distance irrelevant. You will be able to gimp the FSD and fuel tank on your combat ship

Then we also cannot have module storage implemented, you can swap out your modules upon arrival in the system you want to fight in. Same effect right?
+1 for instatravel or a real short delay.
 
Hey if anyone wants to start a chat asking for loading , repair and outfitting wait times as I have said before it would get my vote. Taking in a knackered ship and getting told it would take 30m to put right in the mean time take out a mining rig or a police patrol to pass the time in a supplied ship
Well david braben did say
''You WILL be able to see gold be loaded to your ship...

But I dont think it will happen , or at least it will be on NPCs only...
 
Your logic is completely flawed, sorry to say.


try understanding what i wrote first. "it has been said to boredom" may not be proper or common english but can be easily understood as "it has been said zillions of times, and then some". has nothing to do with combat ships being boring :D

logic: if you can travel 200ly in an asp with 40ly jump range and then immediately teleport your fdl, that's the same as having a 40ly jump range full combat fdl in my book. such a beauty should be around 14ly unmodded.

besides, when was the last time you saw someone 'pursuing' someone else in supercruise more than 2 jumps?
 
Hey if anyone wants to start a chat asking for loading , repair and outfitting wait times as I have said before it would get my vote. Taking in a knackered ship and getting told it would take 30m to put right in the mean time take out a mining rig or a police patrol to pass the time in a supplied ship

Indeed... besides: There are good gameplay choices and there are dumb ones. Waiting for your ship to be repaired or to re spawn after death, bars you from playing the game - "realtime" ship transfer doesn't.
 
This is incorrect. The reason for disparity in jump ranges isn't to add boredom for fighters. That's a really dumb reason anyway.

The reason is so that exploration vessels, which cannot be outfitted with the resilience and firepower of a fighter, remain useful. The balance is so all ships have a role. Otherwise everyone would just explore in combat ships and while they're at it, trade in them too.

This instant transfer feature does not undermine any balance. Combat ships still won't be able to pursue ships with greater jump ranges, and they still won't be practical for exploration. The only difference is that inter-station travel will no longer needlessly take so much time when the only objective is to move a ship. That's amazing.

Your logic is completely flawed, sorry to say.

It undermines balance by voiding the jump range ecosystem altogether, because no one with money will ever travel by any other means then by "explorer" taxi. They're supposed to be scouts and adventurers, but now they just transit buses. It's a silly way to address jump range boredom, and one that undermines the sense of immersion in a 1:1 scale galaxy. And voids all of the effort put into modding combat ship jump range.
 
I thought more on this. The biggest break for me is the value of the FSD jump range mechanics, the fuel range/duration mechanics.

Maybe just do a route calculation, and fail the ship move if the ship can't complete a jump leg distance, or the ship fuel could not be replenished (no system stations to refuel, no fuel scoop, no scoopable stars)... Then fail/deny the move. At least that would make the FSD sizes still relevant. It would make fitting a fuel scoop still relevant. Even a lowly Class 1 scoop. Fine.

Even if the route took 25 jumps to make it work. A player could *actually* complete the trip in the ship as outfitted from the cockpit. Fine. Save the player that time and effort. But at least those core ship mechanics would still matter. I still have to care about ship jump range, about ship mass, about fuel concerns before I do a move. Actually care about the core mechanics of our ship gameplay.

And that could be done all client side. Just like my own route plotting now. No server loads, etc.
 
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Well , I cant give any opinion on price yet.
I will give feedback once the beta is here.

It just think its something thats going in the wrong direction. however thats just my opinion and if someone else love it , good on them. I wish I could feel the same.

It just feels like so many ships are going to become pointless


About credit cost for insta transfer: I wonder if the people interested in that abomination realize that paying 50M is paying with the time it took them to make those 50M. It becomes really expensive then. Shooting their own foot, maybe?

Could i just choose to wait for my ship instead of paying any sort of ridiculous amount of credits, as some are suggesting?
 
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Posted this in another thread, then realised it was the wrong one (although still related)

Personally, I was not expecting instant transfer, even as a somewhat casual player, I would prefer it to take time and be affordable.

IMO, it should be something like:

* (Distance / Ship Range) x 2, so (400 / 16) x 2 = 50 mins or (400 / 35) x 2 = 22 mins.
* Only be possible if the ship has a fuel scoop... unless we are gonna see huge transport ships carrying anaconda's etc.
* Also, as with everything else, using the in-game clock, so you don't need to be logged in for it to happen.
 
I understand why some people may not like this however. At least you still need to get yourself to your destination though, just without the need to do it multiple times back & forth just to do a wider range of things while there.

Agreed .. whatever the solution the time MUST end up truncated .. to some, probably a large, degree.

But instant? Can't be the end goal, surely. In any case hundreds of thousands of tons of metal (and hydrogen reactors) traversing the galaxy by quantum tunnel .. that's likely to collapse the space-tine continuum entirely isn't it??

All that gravitational wave noise is probably what's attracting the aliens!! .. noooooo
 
in poll on reddit, 78% said they're fine with instant transfers (out of 2000 people). So I guess it's just the other 22% on this forum that don't like it lmao (I like it, faster the better imo)
 
Now if FD could make it so that no ship can be transferred anywhere that it couldn't be flown manually, I'll be a lot more forgiving on the "instant" issue. And they could do this; they could use a modified route-planner routine to verify that there's a valid route from A to B that passes by enough refuelling stations (or scoopable stars if a scoop is fitted) before allowing the transfer*.

that's exactly how i think it should be implemented, not only to figure out if the trip is at all possible, but to compute travel time and eta. actually seeing the ship's progression in the galaxy map would be a nice plus. :)

Except that would require client or server resources, possibly both, and it looks very likely that all FD are interested in is providing a quick fix that uses as few extra resources as possible. :(

it looks exactly like that. that's why we all are making happy noise! so they reconsider! :D
 
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