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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You can now fit your combat ship with the most basic FSD and gain the advantage of less power use. Unless balanced properly potentially this could mean you can fit better weapons or run your beams for longer before they cut out. If you fight someone who elected not to use the transfer feature, as you suggest, you now have a combat advantage over them, which means if they want to stay competitve they will be forced to use the feature even if they don't want to.
That's huge assumption knowing all good pilots use power management cascade to use more powerful weapons while turning FSD off during combat.

But you knew that. You just needed dramatic example. Like seriously guys, cut the drama and stop snipping to each other.
 
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Are you arguing that there's no winning? I agree.

Are you arguing that it won't happen the way I describe anyway? I disagree, and so would you if you were being honest. That's exactly what happened to the tough AI after engineers was released and it got nerfed to nothing, and it'll happen again this time.

You're not even making sense at all now.
 
I would like to add my voice to those not wanting instant transfers.

For the reasons often repeated in thread. With the engineered FSDs even moving combat FDLs around the bubble only takes minutes.

Instant module moving I can cope with but would rather it was not instant either.
 
Ship and module transfer is great. Instantaneous transfer is a definite no for me.

I imagine Ships get loaded in to a shipping container and transferred on some sort of freight carrier, capable of 50ly per jump.
The time to transfer is then calculated on this jump range, so a transfer from SOL to Jaques would take roughly 8 hours.
 
You're (intetionally) ignoring that not everyone does combat. Tell me you can't see how instant transfer wouldn't radically benefit robrigo style long distance cargo gaming?

BECAUSE YOU DON'T UNDERSTAND THE FEATURE. YOU CAN'T TELEPORT YOURSELF OR A SHIP THAT HAS CARGO IN IT. YOU CAN ONLY MOVE A SHIP TO YOUR CURRENT LOCATION.

Sorry for the caps but you seem to have reading comprehension problems with normal text... so I'm trying something new.
 
Sorry, my appologies, I overreacted here.

Still, I have friends not playing ED because when you have 1 1/2h game session, spending
half of it moving arround to get the right ship to play in wing is not fun. Especially when there
are other games offering instant teamplay gameplay. Like most multiplayer games in fact.

This is why I think that :

  • Instant transfer to a range is good. Like 300 lyr.
  • Instant transfer at long range is questionnable, like Jacques.
  • I think you should be able to transfer to your friends location in the same way, if the distance is < 300 lyr.

Having ED as a viable quick-play team game option would be a positive outweighting the negative (loss of realism*)

*Transfering 700 tons of cargo in/from you bay is instant too, so is refueling and repairs ;)
Should cargo loading take 5min, repair 1min / 1K credit ? Watching paint dry / timers going to zero does not make for interesting gameplay.

These are instant because otherwise the game pacing would be an horrendous slog. Ship transfer is the same.

Sorry I disagree. I have not got the time to explain why though as i have a ship to move, which I quite enjoy.
 
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You're not even making sense at all now.

Your inability to follow a logical argument does not reflect on my ability to ake the argument.

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BECAUSE YOU DON'T UNDERSTAND THE FEATURE. YOU CAN'T TELEPORT YOURSELF OR A SHIP THAT HAS CARGO IN IT. YOU CAN ONLY MOVE A SHIP TO YOUR CURRENT LOCATION.

Sorry for the caps but you seem to have reading comprehension problems with normal text... so I'm trying something new.

Sorry for the caps but you're being deliberatly obtuse... DOES THE TIME THE TRADER SPENDS GOING BACK TO DO IT AGAIN WITH AN EMPTY SHIP NOT COUNT?
 
BECAUSE YOU DON'T UNDERSTAND THE FEATURE. YOU CAN'T TELEPORT YOURSELF OR A SHIP THAT HAS CARGO IN IT. YOU CAN ONLY MOVE A SHIP TO YOUR CURRENT LOCATION.

Sorry for the caps but you seem to have reading comprehension problems with normal text... so I'm trying something new.
Yeah it seems some people got it completely wrong. Also to be fair it's oftopic - subject is *instant* transfer, not transfer by definition. Lot of arguments - not strong ones - are made against transfer as whole.
 
I'm concerned that an important safety aspect may have been overlooked.

If any disease breaks out at the far station, what protections are in place for importing ships? This presents a potential BIOHAZARD, surely a brief period of quarantine is prudent?!

$_35.JPG


This might sound over cautious, but the last thing we need is an ebola outbreak imported to high population systems! Quarantines allow the authorites to bring wildfire infection under control when, in standard travel, the pilot might die at the controls, never making it to station to transmit the toxin .. (may they RIP, o7).

I'm concerned that the last thing we need, with unconfirmed alien sightings (potentially with hostile intent!) coming in lately, is to risk the operational health of station staff and pilot federation members, unnecessarily .. by failing to carry out basic bio health checks.

Accident waiting to happen, now wash your hands! :D
 
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You can now fit your combat ship with the most basic FSD and gain the advantage of less power use. Unless balanced properly potentially this could mean you can fit better weapons or run your beams for longer before they cut out. If you fight someone who elected not to use the transfer feature, as you suggest, you now have a combat advantage over them, which means if they want to stay competitve they will be forced to use the feature even if they don't want to.

False.

There is nothing preventing anyone from downgrading FSD with or without this feature.

You also grossly overestimate the impact of doing so. It's almost negligible, and using power priorities it's not even a requirement to have power to FSD during combat. In fact, on power demanding builds, I sometimes will outfit an A-rated life support with 25 minutes of air so I can turn it off automatically with hardpoints deployed to save power, while still having plenty of time to battle. Where there's a will, there's a way. Your argument has many holes in it as well because what about the inequity created by Engineers? Are you against Engineers because they put anyone who doesn't play that element of the game at a combat disadvantage? What about players with more money simply to upgrade their ships vs players that can't? Is that unfair? This is absurd. Your point is moot for multiple reason. You're merely grasping for straws like many people here that want to conjure up any possible argument that might convince Frontier to change the feature. You don't really care if it makes sense or not.
 
So... do you plan to ask for realistic cargo loading times, realistic repair times and so one too ?

Not perhaps "realistic", because these timesinks would actually hold you up with nothing else to do. But a minor delay, yes! I sit and watch my AFMU repair modules in my ship, would be just as happy to watch that happen at a station.
 
It would still save time tho even if it wasnt instant . I find it equally disheartening that many do not understand how having a believable game which sticks to its own ingame rules is essential. Personally I would add repair times and loading times as well btw before you use those examples that are instant..... with the small print of we have stuff to do whilst this is happening.

If this was what FD really want In their game I wish they had been more honest about it when asking the old elite fans on kickstarter to fund it instead of talking about creating a believable galaxy

Yeah ship and module transfer would save lots of time even if it took 1 hour. That's still more believable than instant delivery.

Instant delivery breaks the Elite lore and in-game rules. Waiting for a short while makes things more rewarding than if you can get it in a snap of your fingers.

Don't sacrifice realism for the sake of instant gratification of players without patience.
 
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Typical evolution of player wishes:
"Do you want a QOL feature like ship transfer?"

Crowd:" Yes! Yes! Must have!"

" O.K. here you go!"

Crowd:" No! Why?! You can't be serious, this is game breaking..."

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As long as we lack the ability to dictate the location a ship is transfered to,
other than our current station we are docked at,
i do not see the trump in realism.
I simpy don't enjoy myself waiting at the destination for 40 minutes, just
to carry on.

If you can send the ship in beforehand you can do other stuff and eventually do the trip to the
destination to change into your ship waiting for you, which did the trip,
in the same simulated time, you would have needed.

I see setting the final destination to transfer to as a necessity for the simulation aspect,
keeping the immersion of a pilot travelling there, but unless that is implemented,
i simply do not wish to sit and wait and play skyrim, because i simply could play skyrim beforehand...

100% agreed!
Hey, ED is NO SIMULATION! It is a Space-GAME!
Let us have fun!
 
I really want to hear Sandro's response to the overwhelming criticism of this idea of instant transfer. If such a large majority are concerned that they are throwing much of the game design under a bus, I'd like to know what Frontier's logic is behind this move?

Clearly we don't want an Arcade game. We want to feel like we're living in the advertised 1:1 galaxy. We also want system economies and local module availability to have meaning. And for there to be a reason to own, fly, and upgrade a fleet of ships in every aspect, not for RP reasons, but because there is a believable gameplay reason to do so.

What say you Sandro? Really want to know :S
 
Your inability to follow a logical argument does not reflect on my ability to ake the argument.

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Sorry for the caps but you're being deliberatly obtuse... DOES THE TIME THE TRADER SPENDS GOING BACK TO DO IT AGAIN WITH AN EMPTY SHIP NOT COUNT?

It hardly makes a difference, especially in the example you made in which the player is using an Asp ANYWAY (unless you don't know much about smuggling)... and in the case that they're not, this doesn't hurt anyone except maybe the player attempting to exploit-- because it's easier and more profitable to just plot a circuit using EDDB.

Your point is moot and poorly thought out.
 
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