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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I don't agree, I have 2000 hours in FSX and I can guarantee you 80% are on AutoPilot. It doesn't take anything away in the contrary it adds something. Exploring would be MORE exploring because you can now study the system map while you travel around. All you do when jumping from star to star is rotating and press (J). It has nothing to do with flying anything at all. It is a repetitive task and it doesn't add anything to the game at all. Auto Jump pilot will remove the repetivness of the game and make it more fun while you keep the travel times and the feeling of being in a wast and open universe.
Would the autopilot also honk the entire system and tell me when there is an earth like planet or a black hole?
 
Don't know whether the poll is still happening, but Yes and Yes. People who want a delay to ship transfer can sit snd do nothing after clicking the button of they like.
 
Again: instantanous is for the lame weekend commanders with their puny 5 hour weekly playtime. Shame on them for ruining our game!
They can not plan, they cannot travel (yea, technically they're the better customers for FD, since they pay the same for the game but use a fraction of server ressources, but still BOOOO!) :p :D

Again: those poor souls who can't play as much as some Hardcore gamers would still be in a much better position with time-consuming ship transfer than they are now, with no ship transfer at all.

What is needed is the option to initiate a transfer between two stations from a third place. That way people could plan ahead, get their needed ship from station A to station B, while they themselves start from location C. When they arrive, their requested ship has probably already arrived.

That's the strategic element I am referring to, that would make time-consuming ship transport not just more realistic, but also interesting to use and still much more convenient than no ship transfer at all.
 
It's not about going from one extreme to another though. The world isn't black and white, there are 50 shades of grey in between. It's all about the balance and compromises between realism andf fun. Refuelling and repair on a timer would be extremely realistic, but at the same time not fun. You wouldn't be able to do anything, whilst these oprations are ongoing. Furthermore, they are day-to-day mundane operations you perform every 10-30 minutes, depending on what you're up to in game. It's understandable that they are instantenous.

Transporting a ship 300 LY is not a trivial task, but much more serious business. And while I can acccept that refuelling doesn't take any time in game, a magical cloud of smoke that follws the instant <PUFF> and contains your ship, is not something belonging in a simulator that Elite essentially is.

Yes, I know that it's not teleporation but rather the 3302's equivalent of todays "3D printing". But I don't buy that, it sounds like a cheap, lazy explanation from FDEV. I've been here a while and those of you whom I engaged in discussions with before would know that I'm amongst the first to defend the game and the design choices, but that just doesn't fit in. If we can print the ships and modules (Engineered too!) across 300LY, then:

1) Why all the shipyards don't have all the avilable ships at all times, likewise with the Outfitters and the modules?
2) Why do corporations bother with transportation missions, if they could just print the cargo at the destination port (I can agree that things like biowaste are organic matter and cannot be printed, but surely if they can print a space ship, they can also print simple machinery and technology goods!).
3) Why bother developing starships, instead of investing in the development of printing technology to be able to reproduce more and more things rather than transport them?

Like I said - I don't buy it and to me it really endangers the integrity and believeability of the Elite universe, i.e. kills the feeling of being immersed (yeah I said it) in the game. Now, the timed transfer would be more credible, while not hindering the player too much. At the moment we have nothing - we are forced to physically waste our time and fly to get our ship. Even if the transfer would take the actual, realistic amount of time for each ship, it would cut the waiting period 50%. If they reduced the waiting time even further, it wouldn't be that much of a pain, while at the same time being more realistic and balanced for simluation vs fun aspect. And you can actually PLAY the game while waiting for your ship, as oppposed to if refuelling and repairing were on a timer and you were forced to wait.

That's why I think the ship transfer should be on the timer rather than instant.


This is probably the most eloquent presentation of the problem with this mechanic that I have read and I would love to hear a proper response.

Unfortunately, it'll just be trolling remarks from Kanja Club.
 
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Well I had this all typed out in the 4th wall thread, but it got closed before I could post pointing to this thread and while it doesn't really belong here I figured I post it anyway because... meh.

Well if we're going to discuss the 4th wall then let's discuss the whole subject and not just rehash the ship transfer arguments. The 4th wall is a tricky beast in a persistent online game the very nature of the game tends to undermine believable self consistent worlds,

- Dealing with logging in and logging off, player death and respawn (a biggie that ED makes almost no attempt to explain).
- The passage of time even when you're not playing.
- Instant loading and unloading/repair/skipping over the time anything "boring" would take and/or compressing time in general.
- Other players being... well other players, rather than believable roleplayed characters in the world.
- Speaking of characters, the complete lack of the ability to communicate with or question NPCs in the game.
- Combat Zones (in their entirety).
- Community goals, which have always struck me as being a hideous OOC feature welded into the ingame world.
- CQC... Pretty sure they said ftl communication didn't exist.
- Lack of commodity data on other systems. Even if FTL communication still does't exist (and that's not clear as FD seem to have been pretty fast and loose with the lore) given how easy ftl travel is there would be a network of com probes jumping around gathering and distributing news, commodity data, etc.


I could probably go on, but that should be enough to get getting on with :p I suppose my point, if I have one, is that ED does not seem to me to be that sort of game. It's WoW in space, it's what happens when you try to build an online game. The "game" becomes a virtual environment for us (the real us) to meet up and play in, so the 4th wall is fatally compromised from the get go. Now I'll grant you it doesn't need to be that way. But then if it were built differently you get to a point were you have to ask if it's worth making it an online game at all.
 
I dont think the backers matter anymore , I dont think old elite fans matter anymore.

Of course they matter. Just the same as all players matter. But backers are no longer the only focus. Backers got to help guide version 1.0, because they were the only investors. Now we have a whole range of people who have further funded the game, so FD have a wider audience to listen to.

Kickstarters still get to keep their special area of the forums though, where FD will discuss things with them they don't want to discuss with us proles :D
 
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An interesting alternative would be to allow a ship to be broken down and placed into storage as cargo on another ship. It would end up weighing some portion of the normal weight of the ship and could be carried to another station. A large cargo ship could potentially carry multiple ships this way. These could either be fulfilled by the player moving the ship or by another player as a mission. This could be an interesting player to player interaction if players could set the value of the mission to attract players to do the mission for them. Since the system would control who the mission was given to, it wouldn't really open the door to reliable credit transfers.
 
Something is not right currently.

The focus has changed.

I dont think the backers matter anymore , I dont think old elite fans matter anymore.
I want to be wrong , and I still love the game.

But this magic transfer leads the game down an even more easy and casual route that could lead to :
-Fast travel
-Log in rewards
-QTEs
-An end game
-removal of death , replaced with free instant respawn
-Player teleportation for multicrew

What happened about real time cargo loading?
What happened to starting the game with only 100 cr?
What happened to bounties being realistic values?
What happened to the AI?

I even am wondering if persistent NPCs and NPCs generated realisticly are going to be killed from the game in favor of ''gameplay''

The wonderfull thing with realistic gameplay is it opens up for more imergent gameplay , if we go for artificial it makes ''safe zones'' of gameplay that you can only find one sytle in one area.
(Like how engineer goods only have ONE purpose , instead of being able to be sold for profit as well as being usable)

Its feeling less like the next gen of space games and more like a 2005 PS2 arcade game...

I hate saying any of this , it makes me feel sick... I love elite , I love FD and just want to continue loving the game

Yup, this is it. Really, i could acutally wait in game time for cargo loading, refuelling and repairs...
 
People who want a delay to ship transfer can sit snd do nothing after clicking the button of they like.

People who don't want a delay to ship transfer can take on a mission, fly to an asteroid belt and mine, land on a planet, scan some wakes, do a trading run, cash in some bounties, sell exploration data, destroy some skimmers, oh I could go on....

My version seems to offer a lot more to do to players. Do I win?
 
as opposed to the 'magic' ship rearmament? Cargo purchase, sell, transfer? The 'magic' instant ship repair, refueling, and build spec swaps?

You either object to the vast majority of the game already in place - which questions why you hang around and still play - or you are crying foul over one single aspect of this instant ship delivery which is just fine by me as a quality of life feature, and conveniently ignoring the many, many other areas with similar mechanics.

A lot of things are simplified due to the mechanics not been developed to date and it can be accepted, a lot of these are placeholder features. What cannot be accepted is mechanic that fundamentally devalues the 1:1 scale of the universe and destroys the credulity of the game itself.
 
No you would have to do that by yourself, it only fly the ship from point A ---- B.
That's a very strategic game-design decision.
Would you rather focus providing players with more interesting things to do while they're logged in (wheter it be 3 or 90 hours a week), or better automation to skip over the not-so exciting parts?
Would you rather have the same coder write some "waitstates" and "counters" for a delay in ship transportation, or add some new fields and routines that you can fill with exploration data?

Because if you "plan strategically", placing the "action" away from those points where ship transfer is possible, is the next logical step. You might be able to move your fleet to Obsidian Orbital for a few million credits .. but the next 200-300 ly to the Thargoids, you're on your own .. good luck with that 2D friendship drive. :p
 
People who don't want a delay to ship transfer can take on a mission, fly to an asteroid belt and mine, land on a planet, scan some wakes, do a trading run, cash in some bounties, sell exploration data, destroy some skimmers, oh I could go on....

My version seems to offer a lot more to do to players. Do I win?
Sadly no, you don't win. As his suggestion allows people to wait if they want to and not if they don't. Where as yours is just restating that people don't have to sit on their hands while waiting. But that's not their problem, their problem is that they want instant transfer to do something then and there. Right or wrong you can't give them what they want by your method. But folks taking the game rules into their own hands and RPing a wait for delivery works just fine. So, I'm afraid, in this context he wins.
 
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A lot of things are simplified due to the mechanics not been developed to date and it can be accepted, a lot of these are placeholder features. What cannot be accepted is mechanic that fundamentally devalues the 1:1 scale of the universe and destroys the credulity of the game itself.

Right. Cargo loading and repair time could be added, when we are able to leave our seats. It then becomes a decision to repair now, take that extra cargo, or risk continuing in a damaged ship and not missing the delivery deadline of the primary cargo. But if added or not, there must not be any me hanic, that kills the scale and the believability.
 
A lot of things are simplified due to the mechanics not been developed to date and it can be accepted, a lot of these are placeholder features. What cannot be accepted is mechanic that fundamentally devalues the 1:1 scale of the universe and destroys the credulity of the game itself.

a) it's the galaxy, not the universe
b) this is the 1:1 scale galaxy - a fraction of that teal ring you see there is the "Bubble" .. a fraction of that bubble even has the opportunity for ship transfer. "Fundamentally devalues" .. .cut down the sillyness please.

6EMJcOr.jpg
 
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A lot of things are simplified due to the mechanics not been developed to date and it can be accepted, a lot of these are placeholder features. What cannot be accepted is mechanic that fundamentally devalues the 1:1 scale of the universe and destroys the credulity of the game itself.

Gotta say you are posting much faster than i can rep you.
 
That's a very strategic game-design decision.
Would you rather focus providing players with more interesting things to do while they're logged in (wheter it be 3 or 90 hours a week), or better automation to skip over the not-so exciting parts?
Would you rather have the same coder write some "waitstates" and "counters" for a delay in ship transportation, or add some new fields and routines that you can fill with exploration data?

Because if you "plan strategically", placing the "action" away from those points where ship transfer is possible, is the next logical step. You might be able to move your fleet to Obsidian Orbital for a few million credits .. but the next 200-300 ly to the Thargoids, you're on your own .. good luck with that 2D friendship drive. :p

The autoPilot as suggested in the DDF didn't bring anything new to the table, to code it, I'm not a programmer, so please correct me if wrong, would not be a huge task, there are already hacks you can apply in ED that will do just that and more.

What I ask is a simple automation of the rotate press (J) before you warp to the next star. Anything the interrupts the NAV computer will disengage it and you're on you own. if we can have instant ship transfer, I can't see why we can't have the AP, and even if we can't have the IST, I can't see any logical reason not to have the simple AP.

it could be a crewman you need to hire and pay a salary to keep, just like the fighter pilot.
 
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