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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Funny, people don't want instant transfer because it's too gamey, breaks immersion. But then they don't want autopilot because "you're supposed to play the game", yet not having autopilot is extremely unimmersive...make up your minds people.
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Gameplay wins, waiting for gameplay doesn't. Gameplay is why we have a WWII era flight model, max speed limits, supercruise, voice comms, galnet, CQC, hyperspace jumps, BGS updates, no commodity info, 1Mm dropout distance, etc. Add a wait time that is more than trivial (which adds nothing to the immersion or gameplay) and you'll have people just logging out, which is of course the least immersive thing you can do in any game.
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In this instance gameplay and immersion are irreconcilable. Get over it. Play the game.
Why do you think people who don't want instant transfer also don't want auto pilot? Furthermore why should autopilot not involve any gameplay?

But most importantly, delivery taking time doesn't mean you have to wait not doing anything, you are still in a ship and can do things while the other ship is on the way. If you couldn't I would agree it has to be instant, just like when you end up in the escape pod where you can't do anything. The Idea would be to actualy make ship transport into gameplay with your npc crewmates for example, so more gameplay and not just a button click and done.
 
My idea is that the game mechanic

a) Plots a route (in "economic" mode) to the destination and calculates the time based on that
b) Does not allow transfer if no possible route can be found (e.g. jump range to small).
c) Naturally, this would also mean ship transfer has a maximum range of 1000 Ly, which conveniently means that no, you cannot travel in your empty grade 5 Farseer'ed Anaconda to Jaques and then have your FDL delivered there.

As some others have said, I think friend Mephane wins the Internet for today.

This idea is the WINNER. Add a timer based on Jump Range and Fuel Scoop quality, and it's golden.

Concur, all around.


Yes. This would suffice.
 
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My idea is that the game mechanic

a) Plots a route (in "economic" mode) to the destination and calculates the time based on that
b) Does not allow transfer if no possible route can be found (e.g. jump range to small).
c) Naturally, this would also mean ship transfer has a maximum range of 1000 Ly, which conveniently means that no, you cannot travel in your empty grade 5 Farseer'ed Anaconda to Jaques and then have your FDL delivered there.

+1 to this idea. I'll even drop my objection to auto-pilots for it.
 
At the risk of going Off Topic, this was one of the bullet points of the 3.0 slide show:
"
  • The tech allows for IRL scales but is being reduced for gameplay reasons. We're looking at a 1/10th scale of distance between planets. Planets are 1/4th scale in size

Oh, I didn't get that from the demo itself - still, doesn't change the fact the universe/gameplay seams to operate on a coherent ruleset...

On that note...

giphy.gif


Sorry. ;)
 
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Yaffle

Volunteer Moderator
+1 to this idea. I'll even drop my objection to auto-pilots for it.

I like the idea too, I can remove the need for an autopilot simply with an NPC pilot for hire who will fly it for you.

It gives scope for later game development to have PC missions to move a ship, or for people to go after ships in transit. Ship courier union/insurance rules mean they cannot carry cargo due to the increased risk of piracy (if only NPC pirates scanned before shooting, but that's a whole other pile of problems).
 

Deleted member 115407

D
I like the idea too, I can remove the need for an autopilot simply with an NPC pilot for hire who will fly it for you.

It gives scope for later game development to have PC missions to move a ship, or for people to go after ships in transit. Ship courier union/insurance rules mean they cannot carry cargo due to the increased risk of piracy (if only NPC pirates scanned before shooting, but that's a whole other pile of problems).

If we have autopilot, then when we finally get legs I can just chill in the back of my ship, eating Vienna Sausages and reading Galaxy Gal while my ship does the work for me.
 
That might be nothing but Newsletter of summary of Gamescom presentation has interesting quote to describe ship transfer:

If you desperately want to change into your Anaconda, but then realize you’d otherwise miss a key Elite Racers event if you don’t get your Eagle, then you can now head over to Starport Services, and have the ship transported to where you are via the Shipyard menu.

There's one word missing in this paragraph.


They still put in the word "desperately". So it sounds like they're trying to convince us that we're "desperate" for a lack of immersion? lol.
 
Why do you think people who don't want instant transfer also don't want auto pilot? Furthermore why should autopilot not involve any gameplay?

But most importantly, delivery taking time doesn't mean you have to wait not doing anything, you are still in a ship and can do things while the other ship is on the way. If you couldn't I would agree it has to be instant, just like when you end up in the escape pod where you can't do anything. The Idea would be to actualy make ship transport into gameplay with your npc crewmates for example, so more gameplay and not just a button click and done.

I've been around the forums enough to see both arguments coming out of the same people keyboards.

Of course nobody can play the game right now because there is no instant ship transport?

The point repeatedly made is that you can continue to have fun playing the game while an NPC somewhere gets in your ship and flies it. While that is really hard to code we make do with assuming that's what is going on and it travels while you play the game. Just as you can today.

Mephane's post reconciles the two - ship transfer, faster than a taxi, half the effort, game still works as a coherent ruleset, gameplay preserved. Job done.

Bomba/Yaffle, this would be great, but completely flies in the face of human nature. People don't have to wait for rare allocation, but they do and lets take a look at how healthy that little niche of the game is doing? People didn't have to grind for engineer mats just because it was there, but they did. The argument that people can just keep doing other stuff is unrealistic and more than slightly naïve.

This community has too many masochists.

But mah immersion! :p
 
My idea is that the game mechanic

a) Plots a route (in "economic" mode) to the destination and calculates the time based on that
b) Does not allow transfer if no possible route can be found (e.g. jump range to small).
c) Naturally, this would also mean ship transfer has a maximum range of 1000 Ly, which conveniently means that no, you cannot travel in your empty grade 5 Farseer'ed Anaconda to Jaques and then have your FDL delivered there.

Yes. This works for me.
 
Funny, people don't want instant transfer because it's too gamey, breaks immersion. But then they don't want autopilot because "you're supposed to play the game", yet not having autopilot is extremely unimmersive...make up your minds people.
-
Gameplay wins, waiting for gameplay doesn't. Gameplay is why we have a WWII era flight model, max speed limits, supercruise, voice comms, galnet, CQC, hyperspace jumps, BGS updates, no commodity info, 1Mm dropout distance, etc. Add a wait time that is more than trivial (which adds nothing to the immersion or gameplay) and you'll have people just logging out, which is of course the least immersive thing you can do in any game.
-
In this instance gameplay and immersion are irreconcilable. Get over it. Play the game.

Travelling through space is the game
 
quite serious. I don't understand the whole immersion over fun thing; it makes no sense (to me) as to why people would object to instant transfers.
All I can suggest is start at page 1 and keep reading ………


I'm not trying to be funny here but we've been going over this for over two days now :eek:
 
My idea is that the game mechanic

a) Plots a route (in "economic" mode) to the destination and calculates the time based on that
b) Does not allow transfer if no possible route can be found (e.g. jump range to small).
c) Naturally, this would also mean ship transfer has a maximum range of 1000 Ly, which conveniently means that no, you cannot travel in your empty grade 5 Farseer'ed Anaconda to Jaques and then have your FDL delivered there.

Agree with all, except the plotting in economic mode, I'd go with "fastest" route. Nobody uses economic mode to travel anywhere.
 
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