Focused Feedback - Ship Transfer Times

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With how I play, I generally don't mind ship and module transfer times as they are, even during the times when I was in a bit more of a hurry; I got time, and I got credits to burn out the wazoo. But I can imagine that for a lot of other players, especially those in the earlier stages of the game, neither of those might be the case. Having a Colonia > Bubble transfer cost more than the ship itself and take 60 hours is a bit... iffy.

I don't know when exactly ship and module transfer were introduced as a mechanic, but I would wager that was in a time before things like engineering or the neutron highway. In a world where players can now be halfway across the galaxy in a matter of single-digit hours, it should make sense that ship and module transfer times are also slashed to account for NPC pilots with your ships and modules also being faster thanks to the same advancements in galactic traversal.

Colonia > Bubble can be done in ~2 hours with focused neutron jumping, or otherwise 6–8 hours with regular jumps in a decent jump-capable ship. Keeping the ship transfer times related to the jump range could be an idea, whilst keeping consistent with the times above, with a minimum jump range limit of 20Ly even if the ship is technically under that, so that transfer times don't take ridiculously long; this would still be ~1000 jumps which equates to ~16 hours, but still a significant upgrade from 60 hours. Or otherwise, just slash the transfer times by a fixed amount to account for the average in speed increases thanks to technological advancements. The same slashing factor should also apply to the cost of transfers, since those same advancements should theoretically also make it much cheaper.

As for modules, have a fixed speed of transfer, as these would be theoretically transported by pilot NPCs driving Type-X ships, so you could give them a speed of 20-30Ly/jump (so per minute or so) and have it based on that.

Just my two cents. Thank you for hosting the focused feedback, Frontier.

Addendum: please, please, please just raise the module cap, this would also relegate some of the transfer problems to storage instead. For a lot of players doing experimenting with ships and modules, and the sheer number of modules available in the game, 200 is simply not enough.
 
I could see a sort of logarithmic adjustment. 5 min to ~1 hour around the bubble seems just fine. 3 days from Colonia and about 120% the price of the ship is a bit much.

If engineers had ship storage and transfer were instant, or near enough... it would be nice not to feel a need to jump my carrier to the system to get engineering on multiple ships.

But this is an area of the game I pretty much give no thought to. Out of the things related to modules and ship storage, and everything else besides, this is probably the lowest on my list.
 
I think transfer times for ships are fine the way they are. Maybe as others have mentioned having the option to pay extra to get a "smarter" pilot who can get it to you faster would be worth it. Alternatively, add a Apex Interstellar SCO tier that gets you there much faster and make people want to be taken to the ship rather than the ship to them

As for modules I find the most I want to transfer them is when I am engineering, which if some aspects of engineering were improved would dramatically reduce this issue. If you could store and engineer unused modules in your cargo hold (not sure what the tonnage to module size should be, but those are details that could be worked out) and then use whatever bubble bus ship I current have setup to take the modules to the engineers I'd basically never have to use the transfer module mechanic except in very select circumstances. Yes I know pinning blueprints is meant to reduce the need to visit the egineers directly, but you still need to go there if you want an experimental and unless you want the same exact blueprint on every module you are going to have to go back to an engineer at some point
 
I say make them quicker.

Elite Dangerous is a game of abstractions where some actions cost time while others do not- for example loading cargo / unloading cargo is almost instant.

So perhaps:

Have double cost for instant FedEx / Royal Mail delivery (kind of compromise)

Speed up transfers since (in game lore) FSD technology and jumping has gotten better. So, maybe speed it up by 50%.
 
Greetings Commanders!

We'd like to hear your opinions on the following:
  • Ship Transfer Times
  • Module Transfer Times
Would any changes to these cause life itself to cease all meaning? Are there any changes you would like to see? Let us know in the comments!

This is NOT a confirmation of any changes, this is a Focused Feedback on a topic we would like to know more from you about.

Thread Rules
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  • Please avoid discussing other peoples feedback
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When i want to do something but i have to wait for ship / module transfer i log out of the game and dont necessarily come back.

Although i can understand the immersion reasoning, it just isnt good to encourage leaving the game.

Endlessly slow/ long supercruise times was also a part of the immersion reasoning and that design has been reversed by SCO which everyone loves.

Methinks, immersion crew hate the idea in their heads but will swcretly enjoy in reality.

The transfer coat penalty remains
 
Make the transfer time much much longer. The actual times are ridiculous short. There is no pilot who flies the ship for you. It is loaded on to a logistics mega-ship, shipped with jumping times aquivalent to FC jump times and unloaded at the destination. Should take days or even weeks depending on range.
 
Being able to see what modules a ship is constructed with is far more important than the time it takes a ship to get to you.

For wiw I dislike artificial wait times in a game... is it fun to sit around for 10 mins for your scanner to show up? I don't feel it is.

I doubt it is a big enough cr sink to be having much impact into the vast lakes of cash some commanders have.
 
Ship transfer times and prices are fine as is. I recently bought a fleet carrier from Colonia, and looked at transferring my 8 ships from the bubble to my FC in Colonia, but it would've been quite expensive and time consuming. But I think it should be like that.
 
In game lore now allows for ships to use neutron star jumps. Maybe use those times for a premium service, price in the millions, tens of millions etc.

Also colonies way out in the black may need a premium service ;)
 
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The options I’d like to see (I voted for instant transfers originally):
  • Ship transfer as it is now, lower cost, same time as it would take for a good pilot to fly it.
  • Instant ship availability; your existing remote ship is recreated at your present location - higher cost than transferring but much lower cost than building it yourself. Your existing remote ship is lost (the current location people get to sell your old ship as a cost offset). All engineering is duplicated, hand-wave it with future DRM stuff.
Same options for modules.
 
In my opinion ship and modules transfer time should not be eliminated BUT greatly reduced to 5 minutes for every ship, no matter the distance. This avoids the sense of teleportation but makes transfer times acceptable.

Time sinks are a problem to this game, especially now that powerplay 2.0 could keep us very busy like the bgs does. I also suggest putting material traders in every starport, or at least at the engineers sites. Sorry for this ot but that would be a game changer for people like me that can play a limited amount of time every day.
 
No need for a change imo. 101 other things to do nearby before I return to that shipyard and swop modules/ships. If anything, I feel the courier charges ought to be higher to reflect cost of living problems in ancient times. I like to have my ships scattered about, and often I fly to a shipyard rather than request transfer - I would lose this incentive with any insta-transfer. o7
 
If I had to put this on my top 10 list of changes needed, I would say it's a solid 97th place.

I suppose it would be nice if ships were transferred at a speed commensurate to their jumping capacity, and modules based on a suitably sized jumper that carries them: the overall effect would be a general reduction of transfer times.
I suspect this would introduce another layer of spaghettification, though. 🤔
 
I think the ship / module transfer needs to stay. It's one of first things I've noticed while playing the game.
  • you feel the distance matters because you have to leave things behind. There must be consequences.
  • it somehow forces the player to have one/multiple home systems where the player is doing the outfiting
  • it forces player to prepare for longer travel, there's logistics involved
  • after playing for a while, basic modules are cheap so player can counter the distance by buying spares
  • it prevents traveling via fast ship and then instant transfer of slow ship. I wouldn't like to see a situation when players travel via DBX and then Federal Corvette pops up.

If something is annoying, I'd improve outfiting UI.
  • ship outfiting presets: I'd like to save current outfit of my Anaconda to presets like "truck", "combat", "mining" and then replace all modules at once. If transfer is involved then it should show how long it would take and how much would it cost.
  • ability to send some modules to specific system or gather all of them somewhere, like at other ship's position
 
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If it has a performance impact on the rest of the game I'd say remove it.

Even if that isn't the case I'd still say get rid, if folks want immersion nothing to stop them just waiting an hour/set amount of time to use their ship. Or just add a speedy payment charge to get it right now.
 
I would say you can add 2 options for transfer. Premium with 25-50% more price but less time
And Default, same as we have right now.

When i modify my ships with small jump range it is boring to wait 30-40m of real time for ship transfer
 
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