Galactic Logistics should offer a free transport day in response to Brewer Corps release of Fleet Carriers

As above really. The Fleet Carriers are going to eat into Galactic Logistics market dominance and this would really help people realise what a great and cheap service they offer.

Also help me get my Conda back from Rohini
 
Don't you just hate it when it costs more to move your favorite fully-outfitted ship than the ship is actually worth?
 
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.
 
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.

Noice ... sounds like a great idea chief. Let shaft everyone without a carrier. Give erm something to grind for.
 
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.
 
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.

Engineering weren't in the game initially either, and that wasn't needed either imo.

Either way, i don't see how taking away people ability to transfer ships is gonna do anymore then add frustration & unnecessary grind for the sake of making carriers unique as a indestructible mobile garage locked behind a ton more grind in terms of credits to buy & grind to refuel. Its basically a non starter.

Only reason some may like this idea is to thwart pvp-er from buying a cheap ship to taxi themselves to CG events far away so they can transfer their pvp ship to that system instead of attempting to jump 5000ly with a jump range of 8ly per jump on their corvette. It would also basically add a lot more advantage to carriers in the regard that they can 'transfer' pvp focused ships to a CG event via their carrier & players without carriers partly tooled up but still losing slots to a scoop, FSD booster will put them at a massive disadvantage.

That whole idea would do nothing but reward grind & punish players not interested in carriers. Such an idea will need a complete rethink on balance & given the state of engineering, it would not bode well.
 
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.
 
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.


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. But given none of that is really true & this really is just a happy go lucky game. The implementation of grind for the sake of grind that doesn't matter in any grand scheme of things, really is just a cul de sac. Its implementing busy working for the sake of nothing that plays into nothing. They really are just indestructible garages that won't offer anything of strategic value that you cannot get from a station & that will most certainly be the case given the varies game modes of Solo/PG/Open. By implementing your idea won't change that for that reason except to make it miserable for players who can't transfer their ships & don't want the upkeep time sinks of running a carrier.

The same with engineering, a good idea on paper, in practice it completely throws the balance & introduces grind. I think your idea will do the same & won't add any extra depth except for more time consuming ventures. I understand your reasoning for it & perhaps if things mattered more like i mentioned earlier at a strategic level, i'd concede to your point, but the game is just happy go lucky & i don't see much point of introducing grind or tedium's that leads to nowhere.

At best carriers will be long ranged platforms to offer support/services in uncolonized space. I mean as you very well know, historically carriers in the WW2 sense before air to air refueling were used to project power in places land based aircraft could not reach. I mean you could argue that getting rid of scoops instead of ship transfers would make more sense, although will certainly be a unpopular idea. I have a feeling carriers will be in a strange place, not quite preforming the traditional scope of their role unless there are future plans by FD for CG events for long campaigns away in uncolonized space fighting the thargoid, or long ranged mining missions etc.
 
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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.
 
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.
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.
 
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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".

No you didnt. Jmanis did.

Ship transfers mean you can build task specific ships which do a job well instead of everyone electing to fly a Python because it can do a bit of everything.
 
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.

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.

But given none of that is really true & this really is just a happy go lucky game.
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.

No you didnt. Jmanis did.
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?
 
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?
If it's staying in the game, let's go whole-hog... free and instantaneous XD
 
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.


You make some good points there, & does have a bit of a ring to it of Star ruler or Stellaris to a faint degree in your end vision of ships operating on range in respect of those strat games, module outfitting them for long range missions gave them more maneuverability but weakened their overall potential compared to ships fitted to operate out of a single system or your example a carrier. I still think its a happy go lucky game though, its just built that way from its very core.

Attempting to claw at some form of overarching strategic level modus operandi in this game by taking away 'transfers' when many have clearly said this is not a 'pvp game' & does not have 'realm v realm' according to them, which would be core elements to something vital has a strategic asset like a carrier that is strangely indestructible & its pilots cannot be targeted in Solo/PG seems like happy go lucky game to me. Not sure how stopping ship transfers helps that. As for me, i may seem like i contradict myself, but tbh, this game seems to have turned me into an anarchist for that reason, winning or losing doesn't matter, just the salt.

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?

yeah sign me up for whatever his having.
 
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