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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No...
I backed the game because it sounded like it was going to be immersive.

They talked about loading cargo in real time in the vlogs ! what happened?

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But it dumbs down the game for us all , thus making it more casual like NMS and less like the game david braben talked about in the vlogs

The don't use it, I won't be and it won't effect my game at all.
 
But it dumbs down the game for us all , thus making it more casual like NMS and less like the game david braben talked about in the vlogs

Not everyone agrees, or this'd be a thread of 2000 posts going 'Me too!'. I don't feel the game's dumbed down at all by this.
 
Hey guys, I think I've figured out what the big surprise is with 2.4! It's going to be the ability to enter the atmosphere at full throttle....and not hit the ground no matter how hard we try!!! Instead, we'll just be able to fly along about 50 meters above the surface, and when we want to land, wait for it, waaaiiitt for it....we'll just press a button and the ship will land itself!!!!

Oh darn, is this the wrong thread for 2.4 speculation? I'll go away now...
 
Love it? Hate it? Use it or don't use it. If it increases the player base and brings in more earnings for FD. Then thats a good thing for all of us.

You can just as easily claim that the breakdown of immersion will drive people away from the game. I only play this game because it is currently an immersive space sim. The more magic they introduce, the less I want to play it.
 
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I think we should have ship transfer but it shouldn't be instant. The time should be based on distance and jump range of the ship being transported. Likewise if a ship has a really small jump range it shouldn't be able to be transferred. This would not be game breaking and would fit with the lore of the game whilst still allowing flexibility and benefits.
 
Not everyone agrees, or this'd be a thread of 2000 posts going 'Me too!'. I don't feel the game's dumbed down at all by this.

It would make an interesting question for a poll. I'm with those who think it's an immersion breaking, balance shattering bit of stupidity catered to a crowd that is arguably not into the main selling points of the game (actually flying your ships, looking around in supercruise, taking your time to get places etc) but would rather just hop about between the feeding troughs (predefined action content like CGs, large ship grinding and long range mission CR hoarding). Soon as they get that done and acquire their cutter/corvette and engineer it with the appropriate thermal meta weapons and kill a few players in open will be bored and leave while the rest of us are stuck with a game that has some parts immersive, some parts painfully arcade.
 
No sense in half measures.

Everything else happens at the speed of click - refuel, rearm, repair, new outfitting, so why bother trying to institute some delay for the sake of immersion. Click the transfer button, and go get a donut. There's your delay.

You want immersion? Every passenger mission should have a chance for the one who doesn't know how to make it to the ship on time and you need to sit around and wait for his tardy carcass to show up so you can leave.

Yeah great, and while we're at it let's stop all this nonsense with spaceships fighting, we're really just mashing a button when a pixel is in the middle of our screen. Let's chase the pixel. And trading? HA! Just show me the spreadsheets. Exploration? Just let me shuffle through systems like a pack of cards.

/endsarc

Arguing that because some things are already gamey, therefore everything might as well be gamey, leads you to this conclusion at the end of the tunnel. A game like this is nothing without immersion.
 
You're going to trade and fly missions in that hauler?

All of it except the jumps I need to carry the cargo.
Think of an extraordinarily profitable trade run that is 3 jumps in your trade ship, but the return trip isn't worth it.
3 jumps, sell, swap ship, 1 jump, swap ship, buy, 3 jumps, etc.
No need to compromise for that 3 jump return leg, just skip it altogether.
 
I think we should have ship transfer but it shouldn't be instant. The time should be based on distance and jump range of the ship being transported. Likewise if a ship has a really small jump range it shouldn't be able to be transferred. This would not be game breaking and would fit with the lore of the game whilst still allowing flexibility and benefits.

I cannot fathom why this wasn't the main option they went with. Two reasons: 1. They honestly believe that the players want a cheap experience and prefer instant gratification. 2. They can't be bothered to write down a few more pages of code.
 
If the ship was transferred (on the server) instantly when the player confirmed the transfer but had an "arrival" date/time stamped in the ship record then a simple "is server time greater than ship arrival time" test would indicate whether the ship had arrived yet....

Fails the "Stateless" test. Would need a scheduler (the missions are stateless until you actually complete them, interestingly enough, they're just a countdown timer and a set of conditions which you need to fulfill, the countdown timer can be run by a simple date() check client-side of all things), whereas player bound assets would be tied to a server arbitrated scheduler as you've already paid out for the service, that's an order of magnitude trickier.
 
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