That would be pretty great actually. A random station somewhere that offers unlimited free beer, as much as you can haul.Maybe they should give us free beer instead.
Tbh... ship transfers should be removed after FCs are in the game, make strategic fits matter again, or get an FC if you really want to shift stuff.
Shaft nothing. Ship transfers weren't in the game initially, and they never needed to be.Noice ... sounds like a great idea chief. Let shaft everyone without a carrier. Give erm something to grind for.
Shaft nothing. Ship transfers weren't in the game initially, and they never needed to be.
People just didnt know how to fit ships. But nope.. instead we just got a system which allows for a couple more slots of HRP/Shield meta.
Frankly, this is exactly why ship transfers should be removed. They were born in a time when stuck-in-the-mud players who refused to taint their 100% PvP fit with a single fuel scoop couldn't even jump out the system they were in because they were so overloaded with the current meta, instead of going "Well damn, I'm overloaded on the combat fits, better change my mind on that if I want to go anywhere". Frankly, it's like complaining about dying too quick when you're in a shieldless, light-alloy T9 with nothing but cargo racks.Engineering weren't in the game initially either, and that wasn't needed either imo.
Frankly, this is exactly why ship transfers should be removed. They were born in a time when stuck-in-the-mud players who refused to taint their 100% PvP fit with a single fuel scoop couldn't even jump out the system they were in because they were so overloaded with the current meta, instead of going "Well damn, I'm overloaded on the combat fits, better change my mind on that if I want to go anywhere". Frankly, it's like complaining about dying too quick when you're in a shieldless, light-alloy T9 with nothing but cargo racks.
Look, I don't disagree with some of your points, but I also agree with them with a "So what?" caveat. Your point about carriers "transferring" pvp ships to a CG and non-FC'ed ships being at a fitting disadvantage... so what? Ships participating in a CG are already disadvantaged because the nature of CGs means that you don't want a PvP fit anyway. And conversely, people are already discussing the potential advantages of coordinating with an FC to avoid PvP, so it works both ways.
Again, I agree, but the answer isn't some handwavium ship teleportation mechanic. It's acutal logistical mechanics.
You know what I want to see? Military Drives... those things which just disappeared for no reason. I thought they might be on their way when we got the fuel store, but nope, all that does is let you refuel in increments. It'd be exactly the same execution as old FE2/FFE; double the range (heck, let's quadruple it?), but needs a fuel which can only be station bought... can't be scooped. Let it be engineered and synthesis and bam, moving around the bubble without issue, but in no way is any use for exploration and has a hard limit.
That's just one way of many others I could throw up to put a bit of thought back into it.
Again, I'm not ignorant of some of the problems removing ship transfers might carry, but I'd be willing to bet 90% of them would simply be the result of players being used to a rubbish mechanic which was established to calm people who were incapable of adapting and overcoming, and born at a time when more than likely Engineering, Guardian Tech and Fleet Carriers weren't even thought of.
Not released with the game, no.Shaft nothing. Ship transfers weren't in the game initially, and they never needed to be.
I don't think anyone said that. What i did say was that transfers are used as a mechanism for moving your pvp dedicated ship to an area once you've flown there in your ship dedicated for jump range. I think the initial implementation of transfers was to cut tedium of having to play go fetch all the time.I think it's a bit of a stretch to say ship transfers were put in game solely to keep PvP players happy.
Ship ownership increased and transfers were a neat solution.
Frankly, this is exactly why ship transfers should be removed. They were born in a time when stuck-in-the-mud players who refused to taint their 100% PvP fit with a single fuel scoop couldn't even jump out the system they were in because they were so overloaded with the current meta, instead of going "Well damn, I'm overloaded on the combat fits, better change my mind on that if I want to go anywhere".
If the game & carriers had a focus on grander strategy in terms of deployment, logistics, attrition, etc that all had to be conducted in Open. I'd say you have a point.
That doesn't hold water when in your other posts you're arguing againast people being put at a disadvantage for having to fit for travel. If it's just a happy-go-lucky game, then people shouldn't care about having optimal fits right? It's just a happy-go-lucky game? Who cares if we win or lose?But given none of that is really true & this really is just a happy go lucky game.
TBH, I was just carrying on the theme from AgentGB's post. Happy to reword that particular bit to list all the different types of players in there to include anyone running a min/max meta who complains it's hard to get their ship around, if it adds clarity?No you didnt. Jmanis did.
If it's staying in the game, let's go whole-hog... free and instantaneous XDSo anyway, with regards the RP response from Galactic Logistics marketing department giving a free transfer day to overshadow Brewer Corps launch of fleet carriers, shall I put you all down as a yes?
Doesn't it? It mattered enough for people to complain enough for FD to add ship transfers instead of working out fittings and methods to get from A to B, of which even before boosters and engineering, there were several options to expediently get around the galaxy.
If the logistics of getting from A to B didn't matter, people wouldn't have had an issue with the lack of ship transfers. More importantly, if it wasn't of concern to the player base, then they would've asked FD to implement their other proposal; higher cost, instantaneous transfers.
Instead, we got the current system because players felt it was important to maintain the concept of difficulty getting from A to B.
That doesn't hold water when in your other posts you're arguing againast people being put at a disadvantage for having to fit for travel. If it's just a happy-go-lucky game, then people shouldn't care about having optimal fits right? It's just a happy-go-lucky game? Who cares if we win or lose?
But they do care whether they win or lose, and strategic mobility used to matter. Does having a travel fit make your ship weaker when you're planning to go a longer distance to fight an enemy? Sure, but as the attacker, you have the added advantages of choosing the time and place of your attack, and pre-coordination with allies, all the perks that come with a well planned ambush, because that's what Elite's PvP is; Ambush tactics.
FE2/FFE's military career path held strategic mobility considerations in droves. You simply couldn't do most bombing/reconnaisance/assassination missions in time if you grabbed a conda with a Large Plasma Acc and tried to get into enemy turf; it was simply too slow and you ran out of time. You had to use less-than-optimal fits to get there and back, and still deal with the target in that ship.
Especially with all the more-remote colonies like Witch Head springing up... it's still just "jump over in your taxi before you hit bed, transfer your ship overnight". It makes the local services pretty meaningless, and the impacts of operating in a more remote area just as meaningless.
TBH, I was just carrying on the theme from AgentGB's post. Happy to reword that particular bit to list all the different types of players in there to include anyone running a min/max meta who complains it's hard to get their ship around, if it adds clarity?
It's exactly the same logic that got applied to remove cargo-commodity reqs from engineering too. Just more min-max meta, rather than some lateral thinking and problem solving.
Bottom line for me: Ship transfers removed Strategic Mobility as a consideration in the game, and that sucks.
So anyway, with regards the RP response from Galactic Logistics marketing department giving a free transfer day to overshadow Brewer Corps launch of fleet carriers, shall I put you all down as a yes?